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Revision: 1.59
Committed: Wed Oct 21 00:44:39 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_82
Changes since 1.58: +19 -0 lines
Log Message:
*** empty log message ***

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 root 1.59 else if (tmp->type == T_MATCH)
277     {
278     tmp->value = 0;
279    
280     for (object *ab = tmp->above; ab; ab = ab->above)
281     {
282     object *head = ab->head_ ();
283    
284     /* Same note regarding move_type for buttons above apply here. */
285     if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
286     if (match (tmp->slaying, head, tmp, originator))
287     {
288     tmp->value = 1;
289     break;
290     }
291     }
292    
293     any_down = any_down || tmp->value;
294     }
295 elmex 1.3 }
296 root 1.42
297 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
298     op->value = 1;
299 elmex 1.1
300 root 1.45 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
301    
302 root 1.7 /* If this button hasn't changed, don't do anything */
303     if (op->value != old_value)
304     {
305     SET_ANIMATION (op, op->value);
306     update_object (op, UP_OBJ_FACE);
307 root 1.52 push_button (op, originator); /* Make all other buttons the same */
308 elmex 1.1 }
309     }
310    
311 root 1.7 void
312 root 1.52 use_trigger (object *op, object *originator)
313 elmex 1.1 {
314 root 1.7 /* Toggle value */
315     op->value = !op->value;
316 root 1.52
317     push_button (op, originator);
318 elmex 1.1 }
319    
320     /*
321     * Note: animate_object should be used instead of this,
322     * but it can't handle animations in the 8 directions
323     */
324 root 1.7 void
325     animate_turning (object *op) /* only one part objects */
326 elmex 1.1 {
327 root 1.7 if (++op->state >= NUM_ANIMATIONS (op) / 8)
328     op->state = 0;
329     SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
330     update_object (op, UP_OBJ_FACE);
331 elmex 1.1 }
332    
333     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
334     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
335    
336     /* Returns true if the sacrifice meets the needs of the altar.
337     *
338     * Function put in (0.92.1) so that identify altars won't grab money
339     * unnecessarily - we can see if there is sufficient money, see if something
340     * needs to be identified, and then remove money if needed.
341     *
342     * 0.93.4: Linked objects (ie, objects that are connected) can not be
343     * sacrificed. This fixes a bug of trying to put multiple altars/related
344     * objects on the same space that take the same sacrifice.
345     */
346 root 1.7
347     int
348 root 1.54 check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
349 elmex 1.1 {
350 root 1.54 if (sacrifice->flag [FLAG_UNPAID])
351     return 0;
352    
353     if (is_match_expr (ARCH_SACRIFICE (altar)))
354     return match (ARCH_SACRIFICE (altar), altar, originator);
355    
356 elmex 1.38 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
357     && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
358     && sacrifice->type != PLAYER)
359 root 1.7 {
360 root 1.41 if (ARCH_SACRIFICE (altar) == shstr_money
361 elmex 1.38 && sacrifice->type == MONEY
362     && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
363     return 1;
364    
365 root 1.34 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
366     || ARCH_SACRIFICE (altar) == sacrifice->name
367     || ARCH_SACRIFICE (altar) == sacrifice->slaying
368 elmex 1.38 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
369 root 1.42 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
370 root 1.7 return 1;
371     }
372 root 1.17
373 elmex 1.1 return 0;
374     }
375    
376     /*
377     * operate_altar checks if sacrifice was accepted and removes sacrificed
378     * objects. If sacrifice was succeed return 1 else 0. Might be better to
379     * call check_altar_sacrifice (above) than depend on the return value,
380     * since operate_altar will remove the sacrifice also.
381     *
382     * If this function returns 1, '*sacrifice' is modified to point to the
383     * remaining sacrifice, or is set to NULL if the sacrifice was used up.
384     */
385 root 1.7 int
386 root 1.54 operate_altar (object *altar, object **sacrifice, object *originator)
387 elmex 1.1 {
388 root 1.7 if (!altar->map)
389     {
390     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
391     return 0;
392     }
393 elmex 1.1
394     if (!altar->slaying || altar->value)
395     return 0;
396    
397 root 1.54 if (!check_altar_sacrifice (altar, *sacrifice, originator))
398 elmex 1.1 return 0;
399    
400     /* check_altar_sacrifice should have already verified that enough money
401     * has been dropped.
402     */
403 root 1.41 if (ARCH_SACRIFICE (altar) == shstr_money)
404 root 1.7 {
405     int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
406 elmex 1.1
407 root 1.7 /* Round up any sacrifices. Altars don't make change either */
408     if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
409     number++;
410 root 1.9
411 root 1.43 if (!(*sacrifice)->decrease (number))
412     *sacrifice = 0;
413 root 1.7 }
414 elmex 1.1 else
415 root 1.43 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
416     *sacrifice = 0;
417 root 1.7
418 elmex 1.1 if (altar->msg)
419 root 1.7 new_info_map (NDI_BLACK, altar->map, altar->msg);
420 root 1.9
421 elmex 1.1 return 1;
422     }
423    
424 root 1.7 void
425 root 1.52 trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
426 elmex 1.1 {
427 root 1.7 op->stats.wc = state;
428 root 1.52
429 root 1.7 if (state)
430     {
431 root 1.52 use_trigger (op, originator);
432 root 1.20 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
433 root 1.7 op->speed_left = -1;
434     }
435     else
436     {
437 root 1.52 use_trigger (op, originator);
438 root 1.20 op->set_speed (0);
439 elmex 1.1 }
440     }
441    
442    
443     /*
444     * cause != NULL: something has moved on top of op
445     *
446     * cause == NULL: nothing has moved, we have been called from
447     * animate_trigger().
448     *
449     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
450     *
451     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
452     *
453     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
454     */
455 root 1.7 int
456 root 1.54 check_trigger (object *op, object *cause, object *originator)
457 elmex 1.1 {
458 root 1.7 object *tmp;
459     int push = 0, tot = 0;
460     int in_movement = op->stats.wc || op->speed;
461 elmex 1.1
462 root 1.7 switch (op->type)
463     {
464 root 1.45 case TRIGGER_BUTTON:
465     if (op->weight > 0)
466     {
467     if (cause)
468     {
469     for (tmp = op->above; tmp; tmp = tmp->above)
470     /* Comment reproduced from update_buttons(): */
471     /* Basically, if the move_type matches that on what the
472     * button wants, we count it. The second check is so that
473     * objects that don't move (swords, etc) will count. Note that
474     * this means that more work is needed to make buttons
475     * that are only triggered by flying objects.
476     */
477     if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
478     tot += tmp->head_ ()->total_weight ();
479    
480     if (tot >= op->weight)
481     push = 1;
482    
483     if (op->stats.ac == push)
484     return 0;
485    
486     op->stats.ac = push;
487     if (NUM_ANIMATIONS (op) > 1)
488     {
489     SET_ANIMATION (op, push);
490     update_object (op, UP_OBJ_FACE);
491     }
492    
493     if (in_movement || !push)
494     return 0;
495     }
496 root 1.52
497     trigger_move (op, push, cause);
498 root 1.45 }
499    
500     return 0;
501    
502     case TRIGGER_PEDESTAL:
503     if (cause)
504     {
505     for (tmp = op->above; tmp; tmp = tmp->above)
506     {
507     object *head = tmp->head_ ();
508 root 1.7
509 root 1.45 /* See comment in TRIGGER_BUTTON about move_types */
510     if (((head->move_type & op->move_on) || head->move_type == 0)
511 root 1.50 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
512 root 1.45 {
513 root 1.2 push = 1;
514 root 1.45 break;
515     }
516     }
517    
518     if (op->stats.ac == push)
519     return 0;
520    
521     op->stats.ac = push;
522    
523     if (NUM_ANIMATIONS (op) > 1)
524     {
525     SET_ANIMATION (op, push);
526     update_object (op, UP_OBJ_FACE);
527     }
528    
529     update_object (op, UP_OBJ_FACE);
530    
531     if (in_movement || !push)
532     return 0;
533     }
534 root 1.42
535 root 1.52 trigger_move (op, push, cause);
536 root 1.45 return 0;
537 root 1.42
538 root 1.45 case TRIGGER_ALTAR:
539     if (cause)
540     {
541     if (in_movement)
542     return 0;
543    
544 root 1.54 if (operate_altar (op, &cause)) /* TODO: originator? */
545 root 1.45 {
546     if (NUM_ANIMATIONS (op) > 1)
547     {
548     SET_ANIMATION (op, 1);
549     update_object (op, UP_OBJ_FACE);
550     }
551    
552     if (op->last_sp >= 0)
553     {
554 root 1.52 trigger_move (op, 1, cause);
555    
556 root 1.45 if (op->last_sp > 0)
557 root 1.7 op->last_sp = -op->last_sp;
558 root 1.45 }
559     else
560     {
561     /* for trigger altar with last_sp, the ON/OFF
562     * status (-> +/- value) is "simulated":
563     */
564     op->value = !op->value;
565 root 1.52 trigger_move (op, 1, cause);
566 root 1.45 op->last_sp = -op->last_sp;
567     op->value = !op->value;
568     }
569    
570     return cause == NULL;
571     }
572     else
573     return 0;
574     }
575     else
576     {
577     if (NUM_ANIMATIONS (op) > 1)
578     {
579     SET_ANIMATION (op, 0);
580     update_object (op, UP_OBJ_FACE);
581     }
582    
583     /* If trigger_altar has "last_sp > 0" set on the map,
584     * it will push the connected value only once per sacrifice.
585     * Otherwise (default), the connected value will be
586     * pushed twice: First by sacrifice, second by reset! -AV
587     */
588     if (!op->last_sp)
589 root 1.52 trigger_move (op, 0, cause);
590 root 1.45 else
591     {
592     op->stats.wc = 0;
593     op->value = !op->value;
594     op->set_speed (0);
595     }
596     }
597     return 0;
598    
599     case TRIGGER:
600     if (cause)
601     {
602     if (in_movement)
603     return 0;
604 root 1.32
605 root 1.45 push = 1;
606     }
607    
608     if (NUM_ANIMATIONS (op) > 1)
609     {
610     SET_ANIMATION (op, push);
611     update_object (op, UP_OBJ_FACE);
612     }
613    
614 root 1.52 trigger_move (op, push, cause);
615 root 1.45 return 1;
616    
617     default:
618     LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
619     return 0;
620 elmex 1.1 }
621     }
622    
623 root 1.7 void
624 root 1.51 object::add_link (maptile *map, shstr_tmp id)
625 root 1.7 {
626     if (!map)
627     {
628     LOG (llevError, "Tried to add button-link without map.\n");
629     return;
630     }
631 elmex 1.1
632 root 1.51 flag [FLAG_IS_LINKED] = true;
633 elmex 1.1
634 root 1.51 objectlink *ol = get_objectlink ();
635     ol->ob = this;
636 elmex 1.1
637 root 1.51 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
638     if (obp->id == id)
639     {
640     ol->next = obp->link;
641     obp->link = ol;
642     return;
643     }
644 elmex 1.1
645 root 1.51 oblinkpt *obp = get_objectlinkpt ();
646     obp->id = id;
647 root 1.7
648 root 1.51 obp->next = map->buttons;
649     map->buttons = obp;
650     obp->link = ol;
651 elmex 1.1 }
652    
653     /*
654     * Remove the object from the linked lists of buttons in the map.
655     * This is only needed by editors.
656     */
657 root 1.7 void
658 root 1.51 object::remove_link ()
659 root 1.7 {
660 root 1.51 if (!map)
661 root 1.7 {
662     LOG (llevError, "remove_button_link() in object without map.\n");
663     return;
664     }
665 root 1.12
666 root 1.51 if (!flag [FLAG_IS_LINKED])
667 root 1.7 {
668     LOG (llevError, "remove_button_linked() in unlinked object.\n");
669     return;
670     }
671 root 1.12
672 root 1.51 flag [FLAG_IS_LINKED] = false;
673    
674     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
675     for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
676     if ((*olp)->ob == this)
677 root 1.7 {
678 root 1.51 objectlink *ol = *olp;
679 root 1.7 *olp = ol->next;
680 root 1.12 delete ol;
681 root 1.7 return;
682     }
683 root 1.12
684 root 1.7 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
685 elmex 1.1 }
686 elmex 1.3
687     /*
688 root 1.51 * Updates every button on the map (by calling update_button() for them).
689 elmex 1.3 */
690 root 1.51 void
691     maptile::update_buttons ()
692 elmex 1.3 {
693 root 1.51 for (oblinkpt *obp = buttons; obp; obp = obp->next)
694     for (objectlink *ol = obp->link; ol; ol = ol->next)
695     {
696     if (!ol->ob)
697     {
698     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
699     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
700     continue;
701     }
702 root 1.12
703 root 1.51 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
704     {
705 root 1.52 update_button (ol->ob, 0);
706 root 1.51 break;
707     }
708     }
709 elmex 1.3 }
710    
711 elmex 1.1 /*
712 root 1.51 * Gets the objectlink for this connection from the map.
713 elmex 1.1 */
714 root 1.7 oblinkpt *
715 root 1.51 maptile::find_link (shstr_tmp id)
716 root 1.7 {
717 root 1.51 for (oblinkpt *obp = buttons; obp; obp = obp->next)
718     if (obp->id == id)
719     return obp;
720 elmex 1.1
721 root 1.51 return 0;
722 elmex 1.1 }
723    
724     /*
725 root 1.51 * Return the first objectlink in the objects linked to this one
726 elmex 1.1 */
727 root 1.51 oblinkpt *
728     object::find_link () const
729 root 1.7 {
730 root 1.51 if (map)
731     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
732     for (objectlink *ol = obp->link; ol; ol = ol->next)
733     if (ol->ob == this)
734     return obp;
735 elmex 1.1
736     return 0;
737     }
738    
739     /* This routine makes monsters who are
740     * standing on the 'mood floor' change their
741     * disposition if it is different.
742     * If floor is to be triggered must have
743     * a speed of zero (default is 1 for all
744     * but the charm floor type).
745     * by b.t. thomas@nomad.astro.psu.edu
746     */
747 root 1.7 void
748     do_mood_floor (object *op, object *source)
749     {
750     if (!source)
751     source = op;
752    
753 root 1.28 mapspace &ms = op->ms ();
754    
755     if (!(ms.flags () & P_IS_ALIVE))
756     return;
757    
758     object *tmp;
759    
760     for (tmp = ms.top; tmp; tmp = tmp->below)
761 root 1.7 if (QUERY_FLAG (tmp, FLAG_MONSTER))
762     break;
763    
764     /* doesn't effect players, and if there is a player on this space, won't also
765     * be a monster here.
766     */
767 root 1.28 //TODO: have players really FLAG_MONSTER? kept it for safety
768 root 1.7 if (!tmp || tmp->type == PLAYER)
769     return;
770    
771     switch (op->last_sp)
772     {
773 root 1.8 case 0: /* furious--make all monsters mad */
774     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
775     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
776 root 1.28
777 root 1.8 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
778     {
779     tmp->attack_movement = 0;
780     /* lots of checks here, but want to make sure we don't
781     * dereference a null value
782     */
783 root 1.29 if (tmp->type == GOLEM
784     && tmp->owner
785     && tmp->owner->type == PLAYER
786 root 1.31 && tmp->owner->contr->golem == tmp)
787     tmp->owner->contr->golem = 0;
788 root 1.13
789 root 1.8 tmp->owner = 0;
790 root 1.29
791     remove_friendly_object (tmp);
792 root 1.8 }
793     break;
794 root 1.28
795 root 1.8 case 1: /* angry -- get neutral monsters mad */
796     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
797     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
798     break;
799 root 1.28
800 root 1.8 case 2: /* calm -- pacify unfriendly monsters */
801 root 1.28 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
802 root 1.8 break;
803 root 1.28
804 root 1.8 case 3: /* make all monsters fall asleep */
805 root 1.28 SET_FLAG (tmp, FLAG_SLEEP);
806 root 1.8 break;
807 root 1.28
808 root 1.8 case 4: /* charm all monsters */
809     if (op == source)
810     break; /* only if 'connected' */
811    
812 root 1.28 if (object *pl = source->ms ().player ())
813     {
814     tmp->set_owner (pl);
815     SET_FLAG (tmp, FLAG_MONSTER);
816 root 1.7
817 root 1.28 tmp->stats.exp = 0;
818 root 1.17
819 root 1.28 add_friendly_object (tmp);
820     tmp->attack_movement = PETMOVE;
821     }
822     break;
823 root 1.17
824 root 1.30 case 6: // kill monsters
825 root 1.28 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
826     break;
827 root 1.17
828 root 1.28 // FALL THROUGH
829 root 1.30 case 5: // kill all alives
830     if (!tmp->flag [FLAG_PRECIOUS])
831     {
832 root 1.46 archetype::get (shstr_burnout)->insert_at (tmp, source);
833 root 1.49 tmp->destroy ();
834 root 1.30 }
835 root 1.8 break;
836 elmex 1.1
837 root 1.8 default:
838     break;
839 elmex 1.1 }
840     }
841    
842     /* this function returns the object it matches, or NULL if non.
843     * It will descend through containers to find the object.
844     * slaying = match object slaying flag
845     * race = match object archetype name flag
846     * hp = match object type (excpt type '0'== PLAYER)
847     */
848 root 1.7 object *
849     check_inv_recursive (object *op, const object *trig)
850 elmex 1.1 {
851 root 1.7 object *tmp, *ret = NULL;
852    
853     /* First check the object itself. */
854     if ((trig->stats.hp && (op->type == trig->stats.hp))
855 elmex 1.16 || (trig->slaying && (op->slaying == trig->slaying))
856 root 1.34 || (trig->race && (op->arch->archname == trig->race)))
857 root 1.7 return op;
858 elmex 1.1
859 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
860     {
861     if (tmp->inv)
862     {
863     ret = check_inv_recursive (tmp, trig);
864     if (ret)
865     return ret;
866 root 1.2 }
867 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
868 elmex 1.16 || (trig->slaying && (tmp->slaying == trig->slaying))
869 root 1.34 || (trig->race && (tmp->arch->archname == trig->race)))
870 root 1.7 return tmp;
871 elmex 1.1 }
872 root 1.7 return NULL;
873 elmex 1.1 }
874    
875     /* check_inv(), a function to search the inventory,
876     * of a player and then based on a set of conditions,
877     * the square will activate connected items.
878     * Monsters can't trigger this square (for now)
879     * Values are: last_sp = 1/0 obj/no obj triggers
880     * last_heal = 1/0 remove/dont remove obj if triggered
881     * -b.t. (thomas@nomad.astro.psu.edu
882 elmex 1.16 *
883     * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
884     * because the check-inventory semantic essentially only applies when
885     * something is above the inventory checker.
886     * The semantic prior this change was: trigger if something has moved on or off
887     * and has a matching item. Imagine what happens if someone steps on the inventory
888     * checker with a matching item, has it, activates the connection, throws the item
889     * away, and then leaves the inventory checker. That would've caused an always-enabled
890     * state in the inventory checker. This won't happen anymore now.
891     *
892 elmex 1.26 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
893     * whether op is on this mapspace or not, because the value (1|0) depends
894     * on this information. also make sure to only push_button if op has
895     * a matching item (because when we do a push_button with value=0 timed gates
896     * will still open)! (i hope i got the semantics right this time)
897     *
898 elmex 1.1 */
899 root 1.7 void
900 elmex 1.16 check_inv (object *op, object *trig)
901 root 1.7 {
902 elmex 1.16 trig->value = 0; // deactivate if none of the following conditions apply
903    
904 elmex 1.26 object *pl = trig->ms ().player ();
905     object *match = check_inv_recursive (op, trig);
906    
907     // elmex: a note about (pl == op):
908     // if pl == 0 then the player has left this space
909     // if pl != 0 then a player is on this mapspace, but then
910     // we still have to check whether it's the player that triggered
911     // this inv-checker, because if not, then the op left this inv-checker
912     // and we have to set the value to 0
913    
914     if (match && trig->last_sp) // match == having
915 root 1.18 {
916 elmex 1.26 if (trig->last_heal)
917 root 1.43 match->decrease ();
918 root 1.18
919 elmex 1.26 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
920 root 1.52 push_button (trig, op);
921 elmex 1.26 }
922     else if (!match && !trig->last_sp) // match == not having
923     {
924     trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
925 root 1.52 push_button (trig, op);
926 root 1.18 }
927 elmex 1.1 }
928