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Revision: 1.58
Committed: Thu Oct 15 21:40:42 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.57: +1 -1 lines
Log Message:
cleanups

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 1.58 * Copyright (©) 2005,2006,2007,2008,2009 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 1.56 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.56 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.33 *
22 root 1.40 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.27 */
24 elmex 1.1
25     #include <global.h>
26    
27     /*
28     * This code is no longer highly inefficient 8)
29     */
30    
31     /*
32 elmex 1.3 * elmex:
33     * This function takes a objectlink list with all the objects are going to be activated.
34     * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
35 root 1.52 * The activator argument can be 0 or the source object for this activation.
36     * the originator is the player or monster who did something.
37 elmex 1.1 */
38 root 1.52 static void
39 root 1.53 activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
40 elmex 1.3 {
41     for (; ol; ol = ol->next)
42     {
43 root 1.12 if (!ol->ob)
44 elmex 1.3 {
45 root 1.12 LOG (llevError, "Internal error in activate_connection_link.\n");
46 elmex 1.3 continue;
47     }
48 root 1.12
49 elmex 1.3 /* a button link object can become freed when the map is saving. As
50     * a map is saved, objects are removed and freed, and if an object is
51     * on top of a button, this function is eventually called. If a map
52     * is getting moved out of memory, the status of buttons and levers
53     * probably isn't important - it will get sorted out when the map is
54     * re-loaded. As such, just exit this function if that is the case.
55     */
56 elmex 1.1
57 elmex 1.3 if (QUERY_FLAG (ol->ob, FLAG_FREED))
58     return;
59 root 1.19
60     object *tmp = ol->ob;
61 root 1.2
62 elmex 1.3 /* if the criteria isn't appropriate, don't do anything */
63     if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64     continue;
65 root 1.37
66 elmex 1.3 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
67     continue;
68 root 1.2
69 elmex 1.3 switch (tmp->type)
70     {
71 root 1.19 case GATE:
72     case HOLE:
73 root 1.39 if (!tmp->active)
74     tmp->play_sound (tmp->sound
75     ? tmp->sound
76     : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
77 root 1.19 tmp->value = tmp->stats.maxsp ? !state : state;
78 root 1.20 tmp->set_speed (0.5);
79 root 1.19 break;
80    
81 root 1.57 case T_HANDLE:
82 root 1.19 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
83     update_object (tmp, UP_OBJ_FACE);
84     break;
85    
86     case SIGN:
87     if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
88     {
89 root 1.39 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
90 root 1.19 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91     if (tmp->stats.food)
92     tmp->last_eat++;
93     }
94     break;
95    
96     case ALTAR:
97 root 1.39 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
98 root 1.19 tmp->value = 1;
99     SET_ANIMATION (tmp, tmp->value);
100     update_object (tmp, UP_OBJ_FACE);
101     break;
102    
103     case BUTTON:
104     case PEDESTAL:
105 root 1.39 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
106 root 1.19 tmp->value = state;
107     SET_ANIMATION (tmp, tmp->value);
108     update_object (tmp, UP_OBJ_FACE);
109     break;
110    
111     case MOOD_FLOOR:
112 root 1.52 do_mood_floor (tmp, activator);
113 root 1.19 break;
114    
115     case TIMED_GATE:
116 root 1.39 if (!tmp->active)
117     tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
118 root 1.51
119 root 1.35 tmp->set_speed (tmp->arch->speed);
120     tmp->value = tmp->arch->value;
121 root 1.19 tmp->stats.sp = 1;
122     tmp->stats.hp = tmp->stats.maxhp;
123     /* Handle multipart gates. We copy the value for the other parts
124     * from the head - this ensures that the data will consistent
125     */
126 root 1.32 for (object *part = tmp->more; part; part = part->more)
127 root 1.19 {
128 root 1.32 part->value = tmp->value;
129     part->stats.sp = tmp->stats.sp;
130     part->stats.hp = tmp->stats.hp;
131     part->set_speed (tmp->speed);
132 root 1.19 }
133     break;
134 root 1.7
135 root 1.19 case DIRECTOR:
136     case FIREWALL:
137     if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
138     move_firewall (tmp);
139     else
140     {
141 root 1.53 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
142 root 1.19 animate_turning (tmp);
143     }
144     break;
145    
146     case TELEPORTER:
147     move_teleporter (tmp);
148     break;
149 root 1.2
150 root 1.19 case CREATOR:
151     move_creator (tmp);
152     break;
153 elmex 1.3
154 root 1.19 case TRIGGER_MARKER:
155 root 1.39 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
156 root 1.19 move_marker (tmp);
157     break;
158 elmex 1.3
159 root 1.19 case DUPLICATOR:
160     move_duplicator (tmp);
161     break;
162 root 1.51
163     case MAPSCRIPT:
164 root 1.52 cfperl_mapscript_activate (tmp, state, activator, originator);
165 root 1.51 break;
166 elmex 1.3 }
167     }
168     }
169 root 1.2
170 elmex 1.3 /*
171     * elmex:
172     * This is the new push_button function, it got split up so that
173     * you can activate connections without a button now!
174     * old but still valid comment:
175     *
176     * Push the specified object. This can affect other buttons/gates/handles
177     * altars/pedestals/holes in the whole map.
178     * Changed the routine to loop through _all_ objects.
179     * Better hurry with that linked list...
180     *
181     */
182 root 1.7 void
183 root 1.52 push_button (object *op, object *originator)
184 elmex 1.3 {
185 root 1.51 if (oblinkpt *obp = op->find_link ())
186     {
187 root 1.52 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
188 root 1.51 return;
189 root 1.2
190 root 1.52 activate_connection_link (obp->link, op->value, op, originator);
191 root 1.51 }
192 elmex 1.3 }
193 root 1.2
194 elmex 1.3 /*
195     * elmex:
196     * This activates a connection, similar to push_button (object *op) but it takes
197     * only a map, a connection value and a true or false flag that indicated whether
198     * the connection was 'state' or 'released'. So that you can activate objects
199     * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
200     *
201     */
202 root 1.7 void
203 root 1.53 maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
204 elmex 1.3 {
205 root 1.51 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
206 elmex 1.3 return;
207 root 1.2
208 root 1.51 if (oblinkpt *obp = find_link (id))
209 root 1.52 activate_connection_link (obp->link, state, activator, originator);
210 elmex 1.1 }
211    
212     /*
213     * Updates everything connected with the button op.
214     * After changing the state of a button, this function must be called
215     * to make sure that all gates and other buttons connected to the
216     * button reacts to the (eventual) change of state.
217     */
218 root 1.7 void
219 root 1.52 update_button (object *op, object *originator)
220 root 1.7 {
221 root 1.45 int any_down = 0, old_value = op->value;
222 root 1.7
223 root 1.51 if (oblinkpt *obp = op->find_link ())
224     for (objectlink *ol = obp->link; ol; ol = ol->next)
225 root 1.7 {
226 root 1.12 if (!ol->ob)
227 root 1.7 {
228     LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
229     continue;
230     }
231 root 1.12
232 root 1.45 object *tmp = ol->ob;
233    
234 root 1.7 if (tmp->type == BUTTON)
235     {
236 root 1.45 sint32 total = 0;
237    
238     for (object *ab = tmp->above; ab; ab = ab->above)
239     /* Basically, if the move_type matches that on what the
240     * button wants, we count it. The second check is so that
241     * objects who don't move (swords, etc) will count. Note that
242     * this means that more work is needed to make buttons
243     * that are only triggered by flying objects.
244     */
245     if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246     total += ab->head_ ()->total_weight ();
247 root 1.7
248 root 1.45 tmp->value = total >= tmp->weight;
249 root 1.7
250 root 1.45 any_down = any_down || tmp->value;
251 elmex 1.3 }
252 root 1.7 else if (tmp->type == PEDESTAL)
253     {
254 root 1.55 bool is_match = is_match_expr (tmp->slaying);
255 root 1.7 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 1.55 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
263     if (is_match
264     ? match (tmp->slaying, head, tmp, originator)
265     : (head->race == tmp->slaying
266     || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
267     || (tmp->slaying == shstr_player && head->type == PLAYER)))
268     {
269     tmp->value = 1;
270     break;
271     }
272 elmex 1.3 }
273 root 1.45
274     any_down = any_down || tmp->value;
275 root 1.42 }
276 elmex 1.3 }
277 root 1.42
278 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
279     op->value = 1;
280 elmex 1.1
281 root 1.45 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
282    
283 root 1.7 /* If this button hasn't changed, don't do anything */
284     if (op->value != old_value)
285     {
286     SET_ANIMATION (op, op->value);
287     update_object (op, UP_OBJ_FACE);
288 root 1.52 push_button (op, originator); /* Make all other buttons the same */
289 elmex 1.1 }
290     }
291    
292 root 1.7 void
293 root 1.52 use_trigger (object *op, object *originator)
294 elmex 1.1 {
295 root 1.7 /* Toggle value */
296     op->value = !op->value;
297 root 1.52
298     push_button (op, originator);
299 elmex 1.1 }
300    
301     /*
302     * Note: animate_object should be used instead of this,
303     * but it can't handle animations in the 8 directions
304     */
305 root 1.7 void
306     animate_turning (object *op) /* only one part objects */
307 elmex 1.1 {
308 root 1.7 if (++op->state >= NUM_ANIMATIONS (op) / 8)
309     op->state = 0;
310     SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
311     update_object (op, UP_OBJ_FACE);
312 elmex 1.1 }
313    
314     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
315     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
316    
317     /* Returns true if the sacrifice meets the needs of the altar.
318     *
319     * Function put in (0.92.1) so that identify altars won't grab money
320     * unnecessarily - we can see if there is sufficient money, see if something
321     * needs to be identified, and then remove money if needed.
322     *
323     * 0.93.4: Linked objects (ie, objects that are connected) can not be
324     * sacrificed. This fixes a bug of trying to put multiple altars/related
325     * objects on the same space that take the same sacrifice.
326     */
327 root 1.7
328     int
329 root 1.54 check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
330 elmex 1.1 {
331 root 1.54 if (sacrifice->flag [FLAG_UNPAID])
332     return 0;
333    
334     if (is_match_expr (ARCH_SACRIFICE (altar)))
335     return match (ARCH_SACRIFICE (altar), altar, originator);
336    
337 elmex 1.38 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
338     && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
339     && sacrifice->type != PLAYER)
340 root 1.7 {
341 root 1.41 if (ARCH_SACRIFICE (altar) == shstr_money
342 elmex 1.38 && sacrifice->type == MONEY
343     && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
344     return 1;
345    
346 root 1.34 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
347     || ARCH_SACRIFICE (altar) == sacrifice->name
348     || ARCH_SACRIFICE (altar) == sacrifice->slaying
349 elmex 1.38 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
350 root 1.42 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
351 root 1.7 return 1;
352     }
353 root 1.17
354 elmex 1.1 return 0;
355     }
356    
357     /*
358     * operate_altar checks if sacrifice was accepted and removes sacrificed
359     * objects. If sacrifice was succeed return 1 else 0. Might be better to
360     * call check_altar_sacrifice (above) than depend on the return value,
361     * since operate_altar will remove the sacrifice also.
362     *
363     * If this function returns 1, '*sacrifice' is modified to point to the
364     * remaining sacrifice, or is set to NULL if the sacrifice was used up.
365     */
366 root 1.7 int
367 root 1.54 operate_altar (object *altar, object **sacrifice, object *originator)
368 elmex 1.1 {
369 root 1.7 if (!altar->map)
370     {
371     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
372     return 0;
373     }
374 elmex 1.1
375     if (!altar->slaying || altar->value)
376     return 0;
377    
378 root 1.54 if (!check_altar_sacrifice (altar, *sacrifice, originator))
379 elmex 1.1 return 0;
380    
381     /* check_altar_sacrifice should have already verified that enough money
382     * has been dropped.
383     */
384 root 1.41 if (ARCH_SACRIFICE (altar) == shstr_money)
385 root 1.7 {
386     int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
387 elmex 1.1
388 root 1.7 /* Round up any sacrifices. Altars don't make change either */
389     if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
390     number++;
391 root 1.9
392 root 1.43 if (!(*sacrifice)->decrease (number))
393     *sacrifice = 0;
394 root 1.7 }
395 elmex 1.1 else
396 root 1.43 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
397     *sacrifice = 0;
398 root 1.7
399 elmex 1.1 if (altar->msg)
400 root 1.7 new_info_map (NDI_BLACK, altar->map, altar->msg);
401 root 1.9
402 elmex 1.1 return 1;
403     }
404    
405 root 1.7 void
406 root 1.52 trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
407 elmex 1.1 {
408 root 1.7 op->stats.wc = state;
409 root 1.52
410 root 1.7 if (state)
411     {
412 root 1.52 use_trigger (op, originator);
413 root 1.20 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
414 root 1.7 op->speed_left = -1;
415     }
416     else
417     {
418 root 1.52 use_trigger (op, originator);
419 root 1.20 op->set_speed (0);
420 elmex 1.1 }
421     }
422    
423    
424     /*
425     * cause != NULL: something has moved on top of op
426     *
427     * cause == NULL: nothing has moved, we have been called from
428     * animate_trigger().
429     *
430     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
431     *
432     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
433     *
434     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
435     */
436 root 1.7 int
437 root 1.54 check_trigger (object *op, object *cause, object *originator)
438 elmex 1.1 {
439 root 1.7 object *tmp;
440     int push = 0, tot = 0;
441     int in_movement = op->stats.wc || op->speed;
442 elmex 1.1
443 root 1.7 switch (op->type)
444     {
445 root 1.45 case TRIGGER_BUTTON:
446     if (op->weight > 0)
447     {
448     if (cause)
449     {
450     for (tmp = op->above; tmp; tmp = tmp->above)
451     /* Comment reproduced from update_buttons(): */
452     /* Basically, if the move_type matches that on what the
453     * button wants, we count it. The second check is so that
454     * objects that don't move (swords, etc) will count. Note that
455     * this means that more work is needed to make buttons
456     * that are only triggered by flying objects.
457     */
458     if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
459     tot += tmp->head_ ()->total_weight ();
460    
461     if (tot >= op->weight)
462     push = 1;
463    
464     if (op->stats.ac == push)
465     return 0;
466    
467     op->stats.ac = push;
468     if (NUM_ANIMATIONS (op) > 1)
469     {
470     SET_ANIMATION (op, push);
471     update_object (op, UP_OBJ_FACE);
472     }
473    
474     if (in_movement || !push)
475     return 0;
476     }
477 root 1.52
478     trigger_move (op, push, cause);
479 root 1.45 }
480    
481     return 0;
482    
483     case TRIGGER_PEDESTAL:
484     if (cause)
485     {
486     for (tmp = op->above; tmp; tmp = tmp->above)
487     {
488     object *head = tmp->head_ ();
489 root 1.7
490 root 1.45 /* See comment in TRIGGER_BUTTON about move_types */
491     if (((head->move_type & op->move_on) || head->move_type == 0)
492 root 1.50 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
493 root 1.45 {
494 root 1.2 push = 1;
495 root 1.45 break;
496     }
497     }
498    
499     if (op->stats.ac == push)
500     return 0;
501    
502     op->stats.ac = push;
503    
504     if (NUM_ANIMATIONS (op) > 1)
505     {
506     SET_ANIMATION (op, push);
507     update_object (op, UP_OBJ_FACE);
508     }
509    
510     update_object (op, UP_OBJ_FACE);
511    
512     if (in_movement || !push)
513     return 0;
514     }
515 root 1.42
516 root 1.52 trigger_move (op, push, cause);
517 root 1.45 return 0;
518 root 1.42
519 root 1.45 case TRIGGER_ALTAR:
520     if (cause)
521     {
522     if (in_movement)
523     return 0;
524    
525 root 1.54 if (operate_altar (op, &cause)) /* TODO: originator? */
526 root 1.45 {
527     if (NUM_ANIMATIONS (op) > 1)
528     {
529     SET_ANIMATION (op, 1);
530     update_object (op, UP_OBJ_FACE);
531     }
532    
533     if (op->last_sp >= 0)
534     {
535 root 1.52 trigger_move (op, 1, cause);
536    
537 root 1.45 if (op->last_sp > 0)
538 root 1.7 op->last_sp = -op->last_sp;
539 root 1.45 }
540     else
541     {
542     /* for trigger altar with last_sp, the ON/OFF
543     * status (-> +/- value) is "simulated":
544     */
545     op->value = !op->value;
546 root 1.52 trigger_move (op, 1, cause);
547 root 1.45 op->last_sp = -op->last_sp;
548     op->value = !op->value;
549     }
550    
551     return cause == NULL;
552     }
553     else
554     return 0;
555     }
556     else
557     {
558     if (NUM_ANIMATIONS (op) > 1)
559     {
560     SET_ANIMATION (op, 0);
561     update_object (op, UP_OBJ_FACE);
562     }
563    
564     /* If trigger_altar has "last_sp > 0" set on the map,
565     * it will push the connected value only once per sacrifice.
566     * Otherwise (default), the connected value will be
567     * pushed twice: First by sacrifice, second by reset! -AV
568     */
569     if (!op->last_sp)
570 root 1.52 trigger_move (op, 0, cause);
571 root 1.45 else
572     {
573     op->stats.wc = 0;
574     op->value = !op->value;
575     op->set_speed (0);
576     }
577     }
578     return 0;
579    
580     case TRIGGER:
581     if (cause)
582     {
583     if (in_movement)
584     return 0;
585 root 1.32
586 root 1.45 push = 1;
587     }
588    
589     if (NUM_ANIMATIONS (op) > 1)
590     {
591     SET_ANIMATION (op, push);
592     update_object (op, UP_OBJ_FACE);
593     }
594    
595 root 1.52 trigger_move (op, push, cause);
596 root 1.45 return 1;
597    
598     default:
599     LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
600     return 0;
601 elmex 1.1 }
602     }
603    
604 root 1.7 void
605 root 1.51 object::add_link (maptile *map, shstr_tmp id)
606 root 1.7 {
607     if (!map)
608     {
609     LOG (llevError, "Tried to add button-link without map.\n");
610     return;
611     }
612 elmex 1.1
613 root 1.51 flag [FLAG_IS_LINKED] = true;
614 elmex 1.1
615 root 1.51 objectlink *ol = get_objectlink ();
616     ol->ob = this;
617 elmex 1.1
618 root 1.51 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
619     if (obp->id == id)
620     {
621     ol->next = obp->link;
622     obp->link = ol;
623     return;
624     }
625 elmex 1.1
626 root 1.51 oblinkpt *obp = get_objectlinkpt ();
627     obp->id = id;
628 root 1.7
629 root 1.51 obp->next = map->buttons;
630     map->buttons = obp;
631     obp->link = ol;
632 elmex 1.1 }
633    
634     /*
635     * Remove the object from the linked lists of buttons in the map.
636     * This is only needed by editors.
637     */
638 root 1.7 void
639 root 1.51 object::remove_link ()
640 root 1.7 {
641 root 1.51 if (!map)
642 root 1.7 {
643     LOG (llevError, "remove_button_link() in object without map.\n");
644     return;
645     }
646 root 1.12
647 root 1.51 if (!flag [FLAG_IS_LINKED])
648 root 1.7 {
649     LOG (llevError, "remove_button_linked() in unlinked object.\n");
650     return;
651     }
652 root 1.12
653 root 1.51 flag [FLAG_IS_LINKED] = false;
654    
655     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
656     for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
657     if ((*olp)->ob == this)
658 root 1.7 {
659 root 1.51 objectlink *ol = *olp;
660 root 1.7 *olp = ol->next;
661 root 1.12 delete ol;
662 root 1.7 return;
663     }
664 root 1.12
665 root 1.7 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
666 elmex 1.1 }
667 elmex 1.3
668     /*
669 root 1.51 * Updates every button on the map (by calling update_button() for them).
670 elmex 1.3 */
671 root 1.51 void
672     maptile::update_buttons ()
673 elmex 1.3 {
674 root 1.51 for (oblinkpt *obp = buttons; obp; obp = obp->next)
675     for (objectlink *ol = obp->link; ol; ol = ol->next)
676     {
677     if (!ol->ob)
678     {
679     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
680     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
681     continue;
682     }
683 root 1.12
684 root 1.51 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
685     {
686 root 1.52 update_button (ol->ob, 0);
687 root 1.51 break;
688     }
689     }
690 elmex 1.3 }
691    
692 elmex 1.1 /*
693 root 1.51 * Gets the objectlink for this connection from the map.
694 elmex 1.1 */
695 root 1.7 oblinkpt *
696 root 1.51 maptile::find_link (shstr_tmp id)
697 root 1.7 {
698 root 1.51 for (oblinkpt *obp = buttons; obp; obp = obp->next)
699     if (obp->id == id)
700     return obp;
701 elmex 1.1
702 root 1.51 return 0;
703 elmex 1.1 }
704    
705     /*
706 root 1.51 * Return the first objectlink in the objects linked to this one
707 elmex 1.1 */
708 root 1.51 oblinkpt *
709     object::find_link () const
710 root 1.7 {
711 root 1.51 if (map)
712     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
713     for (objectlink *ol = obp->link; ol; ol = ol->next)
714     if (ol->ob == this)
715     return obp;
716 elmex 1.1
717     return 0;
718     }
719    
720     /* This routine makes monsters who are
721     * standing on the 'mood floor' change their
722     * disposition if it is different.
723     * If floor is to be triggered must have
724     * a speed of zero (default is 1 for all
725     * but the charm floor type).
726     * by b.t. thomas@nomad.astro.psu.edu
727     */
728 root 1.7 void
729     do_mood_floor (object *op, object *source)
730     {
731     if (!source)
732     source = op;
733    
734 root 1.28 mapspace &ms = op->ms ();
735    
736     if (!(ms.flags () & P_IS_ALIVE))
737     return;
738    
739     object *tmp;
740    
741     for (tmp = ms.top; tmp; tmp = tmp->below)
742 root 1.7 if (QUERY_FLAG (tmp, FLAG_MONSTER))
743     break;
744    
745     /* doesn't effect players, and if there is a player on this space, won't also
746     * be a monster here.
747     */
748 root 1.28 //TODO: have players really FLAG_MONSTER? kept it for safety
749 root 1.7 if (!tmp || tmp->type == PLAYER)
750     return;
751    
752     switch (op->last_sp)
753     {
754 root 1.8 case 0: /* furious--make all monsters mad */
755     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
756     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
757 root 1.28
758 root 1.8 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
759     {
760     tmp->attack_movement = 0;
761     /* lots of checks here, but want to make sure we don't
762     * dereference a null value
763     */
764 root 1.29 if (tmp->type == GOLEM
765     && tmp->owner
766     && tmp->owner->type == PLAYER
767 root 1.31 && tmp->owner->contr->golem == tmp)
768     tmp->owner->contr->golem = 0;
769 root 1.13
770 root 1.8 tmp->owner = 0;
771 root 1.29
772     remove_friendly_object (tmp);
773 root 1.8 }
774     break;
775 root 1.28
776 root 1.8 case 1: /* angry -- get neutral monsters mad */
777     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
778     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
779     break;
780 root 1.28
781 root 1.8 case 2: /* calm -- pacify unfriendly monsters */
782 root 1.28 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
783 root 1.8 break;
784 root 1.28
785 root 1.8 case 3: /* make all monsters fall asleep */
786 root 1.28 SET_FLAG (tmp, FLAG_SLEEP);
787 root 1.8 break;
788 root 1.28
789 root 1.8 case 4: /* charm all monsters */
790     if (op == source)
791     break; /* only if 'connected' */
792    
793 root 1.28 if (object *pl = source->ms ().player ())
794     {
795     tmp->set_owner (pl);
796     SET_FLAG (tmp, FLAG_MONSTER);
797 root 1.7
798 root 1.28 tmp->stats.exp = 0;
799 root 1.17
800 root 1.28 add_friendly_object (tmp);
801     tmp->attack_movement = PETMOVE;
802     }
803     break;
804 root 1.17
805 root 1.30 case 6: // kill monsters
806 root 1.28 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
807     break;
808 root 1.17
809 root 1.28 // FALL THROUGH
810 root 1.30 case 5: // kill all alives
811     if (!tmp->flag [FLAG_PRECIOUS])
812     {
813 root 1.46 archetype::get (shstr_burnout)->insert_at (tmp, source);
814 root 1.49 tmp->destroy ();
815 root 1.30 }
816 root 1.8 break;
817 elmex 1.1
818 root 1.8 default:
819     break;
820 elmex 1.1 }
821     }
822    
823     /* this function returns the object it matches, or NULL if non.
824     * It will descend through containers to find the object.
825     * slaying = match object slaying flag
826     * race = match object archetype name flag
827     * hp = match object type (excpt type '0'== PLAYER)
828     */
829 root 1.7 object *
830     check_inv_recursive (object *op, const object *trig)
831 elmex 1.1 {
832 root 1.7 object *tmp, *ret = NULL;
833    
834     /* First check the object itself. */
835     if ((trig->stats.hp && (op->type == trig->stats.hp))
836 elmex 1.16 || (trig->slaying && (op->slaying == trig->slaying))
837 root 1.34 || (trig->race && (op->arch->archname == trig->race)))
838 root 1.7 return op;
839 elmex 1.1
840 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
841     {
842     if (tmp->inv)
843     {
844     ret = check_inv_recursive (tmp, trig);
845     if (ret)
846     return ret;
847 root 1.2 }
848 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
849 elmex 1.16 || (trig->slaying && (tmp->slaying == trig->slaying))
850 root 1.34 || (trig->race && (tmp->arch->archname == trig->race)))
851 root 1.7 return tmp;
852 elmex 1.1 }
853 root 1.7 return NULL;
854 elmex 1.1 }
855    
856     /* check_inv(), a function to search the inventory,
857     * of a player and then based on a set of conditions,
858     * the square will activate connected items.
859     * Monsters can't trigger this square (for now)
860     * Values are: last_sp = 1/0 obj/no obj triggers
861     * last_heal = 1/0 remove/dont remove obj if triggered
862     * -b.t. (thomas@nomad.astro.psu.edu
863 elmex 1.16 *
864     * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
865     * because the check-inventory semantic essentially only applies when
866     * something is above the inventory checker.
867     * The semantic prior this change was: trigger if something has moved on or off
868     * and has a matching item. Imagine what happens if someone steps on the inventory
869     * checker with a matching item, has it, activates the connection, throws the item
870     * away, and then leaves the inventory checker. That would've caused an always-enabled
871     * state in the inventory checker. This won't happen anymore now.
872     *
873 elmex 1.26 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
874     * whether op is on this mapspace or not, because the value (1|0) depends
875     * on this information. also make sure to only push_button if op has
876     * a matching item (because when we do a push_button with value=0 timed gates
877     * will still open)! (i hope i got the semantics right this time)
878     *
879 elmex 1.1 */
880 root 1.7 void
881 elmex 1.16 check_inv (object *op, object *trig)
882 root 1.7 {
883 elmex 1.16 trig->value = 0; // deactivate if none of the following conditions apply
884    
885 elmex 1.26 object *pl = trig->ms ().player ();
886     object *match = check_inv_recursive (op, trig);
887    
888     // elmex: a note about (pl == op):
889     // if pl == 0 then the player has left this space
890     // if pl != 0 then a player is on this mapspace, but then
891     // we still have to check whether it's the player that triggered
892     // this inv-checker, because if not, then the op left this inv-checker
893     // and we have to set the value to 0
894    
895     if (match && trig->last_sp) // match == having
896 root 1.18 {
897 elmex 1.26 if (trig->last_heal)
898 root 1.43 match->decrease ();
899 root 1.18
900 elmex 1.26 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
901 root 1.52 push_button (trig, op);
902 elmex 1.26 }
903     else if (!match && !trig->last_sp) // match == not having
904     {
905     trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
906 root 1.52 push_button (trig, op);
907 root 1.18 }
908 elmex 1.1 }
909