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/cvs/deliantra/server/common/button.C
Revision: 1.66
Committed: Sun Apr 11 00:34:05 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_0
Changes since 1.65: +16 -16 lines
Log Message:
get rid of QUERY_FLAG/SET_FLAG/CLEAR_FLAG macros that I always hated

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 1.65 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.64 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 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 root 1.66 if (ol->ob->flag [FLAG_FREED])
58 elmex 1.3 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 root 1.66 if (state && !tmp->flag [FLAG_ACTIVATE_ON_PUSH])
64 elmex 1.3 continue;
65 root 1.37
66 root 1.66 if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE])
67 elmex 1.3 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 1.60 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice"));
90    
91     if (originator && originator->contr)
92     originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg));
93    
94     new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
95    
96 root 1.19 if (tmp->stats.food)
97     tmp->last_eat++;
98     }
99     break;
100    
101     case ALTAR:
102 root 1.39 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
103 root 1.19 tmp->value = 1;
104     SET_ANIMATION (tmp, tmp->value);
105     update_object (tmp, UP_OBJ_FACE);
106     break;
107    
108     case BUTTON:
109     case PEDESTAL:
110 root 1.39 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
111 root 1.19 tmp->value = state;
112     SET_ANIMATION (tmp, tmp->value);
113     update_object (tmp, UP_OBJ_FACE);
114     break;
115    
116     case MOOD_FLOOR:
117 root 1.52 do_mood_floor (tmp, activator);
118 root 1.19 break;
119    
120     case TIMED_GATE:
121 root 1.39 if (!tmp->active)
122     tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
123 root 1.51
124 root 1.35 tmp->set_speed (tmp->arch->speed);
125     tmp->value = tmp->arch->value;
126 root 1.19 tmp->stats.sp = 1;
127     tmp->stats.hp = tmp->stats.maxhp;
128     /* Handle multipart gates. We copy the value for the other parts
129     * from the head - this ensures that the data will consistent
130     */
131 root 1.32 for (object *part = tmp->more; part; part = part->more)
132 root 1.19 {
133 root 1.32 part->value = tmp->value;
134     part->stats.sp = tmp->stats.sp;
135     part->stats.hp = tmp->stats.hp;
136     part->set_speed (tmp->speed);
137 root 1.19 }
138     break;
139 root 1.7
140 root 1.19 case DIRECTOR:
141     case FIREWALL:
142 root 1.66 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
143 root 1.19 move_firewall (tmp);
144     else
145     {
146 root 1.53 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
147 root 1.19 animate_turning (tmp);
148     }
149     break;
150    
151     case TELEPORTER:
152     move_teleporter (tmp);
153     break;
154 root 1.2
155 root 1.19 case CREATOR:
156     move_creator (tmp);
157     break;
158 elmex 1.3
159 root 1.19 case TRIGGER_MARKER:
160 root 1.39 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
161 root 1.19 move_marker (tmp);
162     break;
163 elmex 1.3
164 root 1.19 case DUPLICATOR:
165     move_duplicator (tmp);
166     break;
167 root 1.51
168     case MAPSCRIPT:
169 root 1.52 cfperl_mapscript_activate (tmp, state, activator, originator);
170 root 1.51 break;
171 elmex 1.3 }
172     }
173     }
174 root 1.2
175 elmex 1.3 /*
176     * elmex:
177     * This is the new push_button function, it got split up so that
178     * you can activate connections without a button now!
179     * old but still valid comment:
180     *
181     * Push the specified object. This can affect other buttons/gates/handles
182     * altars/pedestals/holes in the whole map.
183     * Changed the routine to loop through _all_ objects.
184     * Better hurry with that linked list...
185     *
186     */
187 root 1.7 void
188 root 1.52 push_button (object *op, object *originator)
189 elmex 1.3 {
190 root 1.51 if (oblinkpt *obp = op->find_link ())
191     {
192 root 1.52 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
193 root 1.51 return;
194 root 1.2
195 root 1.52 activate_connection_link (obp->link, op->value, op, originator);
196 root 1.51 }
197 elmex 1.3 }
198 root 1.2
199 elmex 1.3 /*
200     * elmex:
201     * This activates a connection, similar to push_button (object *op) but it takes
202     * only a map, a connection value and a true or false flag that indicated whether
203     * the connection was 'state' or 'released'. So that you can activate objects
204     * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
205     *
206     */
207 root 1.7 void
208 root 1.53 maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
209 elmex 1.3 {
210 root 1.51 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
211 elmex 1.3 return;
212 root 1.2
213 root 1.51 if (oblinkpt *obp = find_link (id))
214 root 1.52 activate_connection_link (obp->link, state, activator, originator);
215 elmex 1.1 }
216    
217     /*
218     * Updates everything connected with the button op.
219     * After changing the state of a button, this function must be called
220     * to make sure that all gates and other buttons connected to the
221     * button reacts to the (eventual) change of state.
222     */
223 root 1.7 void
224 root 1.52 update_button (object *op, object *originator)
225 root 1.7 {
226 root 1.45 int any_down = 0, old_value = op->value;
227 root 1.7
228 root 1.51 if (oblinkpt *obp = op->find_link ())
229     for (objectlink *ol = obp->link; ol; ol = ol->next)
230 root 1.7 {
231 root 1.12 if (!ol->ob)
232 root 1.7 {
233     LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
234     continue;
235     }
236 root 1.12
237 root 1.45 object *tmp = ol->ob;
238    
239 root 1.7 if (tmp->type == BUTTON)
240     {
241 root 1.45 sint32 total = 0;
242    
243     for (object *ab = tmp->above; ab; ab = ab->above)
244     /* Basically, if the move_type matches that on what the
245     * button wants, we count it. The second check is so that
246     * objects who don't move (swords, etc) will count. Note that
247     * this means that more work is needed to make buttons
248     * that are only triggered by flying objects.
249     */
250     if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
251     total += ab->head_ ()->total_weight ();
252 root 1.7
253 root 1.45 tmp->value = total >= tmp->weight;
254 root 1.7
255 root 1.45 any_down = any_down || tmp->value;
256 elmex 1.3 }
257 root 1.7 else if (tmp->type == PEDESTAL)
258     {
259 root 1.55 bool is_match = is_match_expr (tmp->slaying);
260 root 1.7 tmp->value = 0;
261 root 1.42
262 root 1.45 for (object *ab = tmp->above; ab; ab = ab->above)
263 root 1.7 {
264 root 1.45 object *head = ab->head_ ();
265 root 1.42
266 root 1.7 /* Same note regarding move_type for buttons above apply here. */
267 root 1.55 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
268     if (is_match
269     ? match (tmp->slaying, head, tmp, originator)
270     : (head->race == tmp->slaying
271     || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
272     || (tmp->slaying == shstr_player && head->type == PLAYER)))
273     {
274     tmp->value = 1;
275     break;
276     }
277 elmex 1.3 }
278 root 1.45
279     any_down = any_down || tmp->value;
280 root 1.42 }
281 root 1.59 else if (tmp->type == T_MATCH)
282     {
283     tmp->value = 0;
284    
285     for (object *ab = tmp->above; ab; ab = ab->above)
286     {
287     object *head = ab->head_ ();
288    
289     /* Same note regarding move_type for buttons above apply here. */
290     if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
291     if (match (tmp->slaying, head, tmp, originator))
292     {
293     tmp->value = 1;
294     break;
295     }
296     }
297    
298     any_down = any_down || tmp->value;
299     }
300 elmex 1.3 }
301 root 1.42
302 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
303     op->value = 1;
304 elmex 1.1
305 root 1.45 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306    
307 root 1.7 /* If this button hasn't changed, don't do anything */
308     if (op->value != old_value)
309     {
310     SET_ANIMATION (op, op->value);
311     update_object (op, UP_OBJ_FACE);
312 root 1.52 push_button (op, originator); /* Make all other buttons the same */
313 elmex 1.1 }
314     }
315    
316 root 1.7 void
317 root 1.52 use_trigger (object *op, object *originator)
318 elmex 1.1 {
319 root 1.7 /* Toggle value */
320     op->value = !op->value;
321 root 1.52
322     push_button (op, originator);
323 elmex 1.1 }
324    
325     /*
326     * Note: animate_object should be used instead of this,
327     * but it can't handle animations in the 8 directions
328     */
329 root 1.7 void
330     animate_turning (object *op) /* only one part objects */
331 elmex 1.1 {
332 root 1.7 if (++op->state >= NUM_ANIMATIONS (op) / 8)
333     op->state = 0;
334     SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
335     update_object (op, UP_OBJ_FACE);
336 elmex 1.1 }
337    
338     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
339     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
340    
341     /* Returns true if the sacrifice meets the needs of the altar.
342     *
343     * Function put in (0.92.1) so that identify altars won't grab money
344     * unnecessarily - we can see if there is sufficient money, see if something
345     * needs to be identified, and then remove money if needed.
346     *
347     * 0.93.4: Linked objects (ie, objects that are connected) can not be
348     * sacrificed. This fixes a bug of trying to put multiple altars/related
349     * objects on the same space that take the same sacrifice.
350     */
351 root 1.7 int
352 root 1.54 check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
353 elmex 1.1 {
354 root 1.54 if (sacrifice->flag [FLAG_UNPAID])
355     return 0;
356    
357     if (is_match_expr (ARCH_SACRIFICE (altar)))
358     return match (ARCH_SACRIFICE (altar), altar, originator);
359    
360 root 1.66 if (!sacrifice->flag [FLAG_ALIVE]
361     && !sacrifice->flag [FLAG_IS_LINKED]
362 elmex 1.38 && sacrifice->type != PLAYER)
363 root 1.7 {
364 root 1.41 if (ARCH_SACRIFICE (altar) == shstr_money
365 elmex 1.38 && sacrifice->type == MONEY
366     && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
367     return 1;
368    
369 root 1.34 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
370     || ARCH_SACRIFICE (altar) == sacrifice->name
371     || ARCH_SACRIFICE (altar) == sacrifice->slaying
372 elmex 1.38 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
373 root 1.42 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
374 root 1.7 return 1;
375     }
376 root 1.17
377 elmex 1.1 return 0;
378     }
379    
380     /*
381     * operate_altar checks if sacrifice was accepted and removes sacrificed
382     * objects. If sacrifice was succeed return 1 else 0. Might be better to
383     * call check_altar_sacrifice (above) than depend on the return value,
384     * since operate_altar will remove the sacrifice also.
385     *
386     * If this function returns 1, '*sacrifice' is modified to point to the
387     * remaining sacrifice, or is set to NULL if the sacrifice was used up.
388     */
389 root 1.7 int
390 root 1.54 operate_altar (object *altar, object **sacrifice, object *originator)
391 elmex 1.1 {
392 root 1.7 if (!altar->map)
393     {
394     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
395     return 0;
396     }
397 elmex 1.1
398     if (!altar->slaying || altar->value)
399     return 0;
400    
401 root 1.54 if (!check_altar_sacrifice (altar, *sacrifice, originator))
402 elmex 1.1 return 0;
403    
404     /* check_altar_sacrifice should have already verified that enough money
405     * has been dropped.
406     */
407 root 1.41 if (ARCH_SACRIFICE (altar) == shstr_money)
408 root 1.7 {
409     int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
410 elmex 1.1
411 root 1.7 /* Round up any sacrifices. Altars don't make change either */
412     if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
413     number++;
414 root 1.9
415 root 1.43 if (!(*sacrifice)->decrease (number))
416     *sacrifice = 0;
417 root 1.7 }
418 elmex 1.1 else
419 root 1.43 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
420     *sacrifice = 0;
421 root 1.7
422 elmex 1.1 if (altar->msg)
423 root 1.7 new_info_map (NDI_BLACK, altar->map, altar->msg);
424 root 1.9
425 elmex 1.1 return 1;
426     }
427    
428 root 1.61 static void
429 root 1.52 trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
430 elmex 1.1 {
431 root 1.7 op->stats.wc = state;
432 root 1.52
433 root 1.7 if (state)
434     {
435 root 1.52 use_trigger (op, originator);
436 root 1.20 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
437 root 1.7 op->speed_left = -1;
438     }
439     else
440     {
441 root 1.52 use_trigger (op, originator);
442 root 1.20 op->set_speed (0);
443 elmex 1.1 }
444     }
445    
446    
447     /*
448     * cause != NULL: something has moved on top of op
449     *
450     * cause == NULL: nothing has moved, we have been called from
451     * animate_trigger().
452     *
453     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
454     *
455     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
456     *
457     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
458     */
459 root 1.7 int
460 root 1.54 check_trigger (object *op, object *cause, object *originator)
461 elmex 1.1 {
462 root 1.7 object *tmp;
463     int push = 0, tot = 0;
464 root 1.62 int in_movement = op->stats.wc || op->has_active_speed ();
465 elmex 1.1
466 root 1.7 switch (op->type)
467     {
468 root 1.45 case TRIGGER_BUTTON:
469     if (op->weight > 0)
470     {
471     if (cause)
472     {
473     for (tmp = op->above; tmp; tmp = tmp->above)
474     /* Comment reproduced from update_buttons(): */
475     /* Basically, if the move_type matches that on what the
476     * button wants, we count it. The second check is so that
477     * objects that don't move (swords, etc) will count. Note that
478     * this means that more work is needed to make buttons
479     * that are only triggered by flying objects.
480     */
481     if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
482     tot += tmp->head_ ()->total_weight ();
483    
484     if (tot >= op->weight)
485     push = 1;
486    
487     if (op->stats.ac == push)
488     return 0;
489    
490     op->stats.ac = push;
491     if (NUM_ANIMATIONS (op) > 1)
492     {
493     SET_ANIMATION (op, push);
494     update_object (op, UP_OBJ_FACE);
495     }
496    
497     if (in_movement || !push)
498     return 0;
499     }
500 root 1.52
501     trigger_move (op, push, cause);
502 root 1.45 }
503    
504     return 0;
505    
506     case TRIGGER_PEDESTAL:
507     if (cause)
508     {
509     for (tmp = op->above; tmp; tmp = tmp->above)
510     {
511     object *head = tmp->head_ ();
512 root 1.7
513 root 1.45 /* See comment in TRIGGER_BUTTON about move_types */
514     if (((head->move_type & op->move_on) || head->move_type == 0)
515 root 1.50 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
516 root 1.45 {
517 root 1.2 push = 1;
518 root 1.45 break;
519     }
520     }
521    
522     if (op->stats.ac == push)
523     return 0;
524    
525     op->stats.ac = push;
526    
527     if (NUM_ANIMATIONS (op) > 1)
528     {
529     SET_ANIMATION (op, push);
530     update_object (op, UP_OBJ_FACE);
531     }
532    
533     update_object (op, UP_OBJ_FACE);
534    
535     if (in_movement || !push)
536     return 0;
537     }
538 root 1.42
539 root 1.52 trigger_move (op, push, cause);
540 root 1.45 return 0;
541 root 1.42
542 root 1.45 case TRIGGER_ALTAR:
543     if (cause)
544     {
545     if (in_movement)
546     return 0;
547    
548 root 1.54 if (operate_altar (op, &cause)) /* TODO: originator? */
549 root 1.45 {
550     if (NUM_ANIMATIONS (op) > 1)
551     {
552     SET_ANIMATION (op, 1);
553     update_object (op, UP_OBJ_FACE);
554     }
555    
556     if (op->last_sp >= 0)
557     {
558 root 1.52 trigger_move (op, 1, cause);
559    
560 root 1.45 if (op->last_sp > 0)
561 root 1.7 op->last_sp = -op->last_sp;
562 root 1.45 }
563     else
564     {
565     /* for trigger altar with last_sp, the ON/OFF
566     * status (-> +/- value) is "simulated":
567     */
568     op->value = !op->value;
569 root 1.52 trigger_move (op, 1, cause);
570 root 1.45 op->last_sp = -op->last_sp;
571     op->value = !op->value;
572     }
573    
574     return cause == NULL;
575     }
576     else
577     return 0;
578     }
579     else
580     {
581     if (NUM_ANIMATIONS (op) > 1)
582     {
583     SET_ANIMATION (op, 0);
584     update_object (op, UP_OBJ_FACE);
585     }
586    
587     /* If trigger_altar has "last_sp > 0" set on the map,
588     * it will push the connected value only once per sacrifice.
589     * Otherwise (default), the connected value will be
590     * pushed twice: First by sacrifice, second by reset! -AV
591     */
592     if (!op->last_sp)
593 root 1.52 trigger_move (op, 0, cause);
594 root 1.45 else
595     {
596     op->stats.wc = 0;
597     op->value = !op->value;
598     op->set_speed (0);
599     }
600     }
601     return 0;
602    
603     case TRIGGER:
604     if (cause)
605     {
606     if (in_movement)
607     return 0;
608 root 1.32
609 root 1.45 push = 1;
610     }
611    
612     if (NUM_ANIMATIONS (op) > 1)
613     {
614     SET_ANIMATION (op, push);
615     update_object (op, UP_OBJ_FACE);
616     }
617    
618 root 1.52 trigger_move (op, push, cause);
619 root 1.45 return 1;
620    
621     default:
622     LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
623     return 0;
624 elmex 1.1 }
625     }
626    
627 root 1.7 void
628 root 1.51 object::add_link (maptile *map, shstr_tmp id)
629 root 1.7 {
630     if (!map)
631     {
632     LOG (llevError, "Tried to add button-link without map.\n");
633     return;
634     }
635 elmex 1.1
636 root 1.51 flag [FLAG_IS_LINKED] = true;
637 elmex 1.1
638 root 1.51 objectlink *ol = get_objectlink ();
639     ol->ob = this;
640 elmex 1.1
641 root 1.51 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
642     if (obp->id == id)
643     {
644     ol->next = obp->link;
645     obp->link = ol;
646     return;
647     }
648 elmex 1.1
649 root 1.51 oblinkpt *obp = get_objectlinkpt ();
650     obp->id = id;
651 root 1.7
652 root 1.51 obp->next = map->buttons;
653     map->buttons = obp;
654     obp->link = ol;
655 elmex 1.1 }
656    
657     /*
658     * Remove the object from the linked lists of buttons in the map.
659     * This is only needed by editors.
660     */
661 root 1.7 void
662 root 1.51 object::remove_link ()
663 root 1.7 {
664 root 1.51 if (!map)
665 root 1.7 {
666     LOG (llevError, "remove_button_link() in object without map.\n");
667     return;
668     }
669 root 1.12
670 root 1.51 if (!flag [FLAG_IS_LINKED])
671 root 1.7 {
672     LOG (llevError, "remove_button_linked() in unlinked object.\n");
673     return;
674     }
675 root 1.12
676 root 1.51 flag [FLAG_IS_LINKED] = false;
677    
678     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
679     for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
680     if ((*olp)->ob == this)
681 root 1.7 {
682 root 1.51 objectlink *ol = *olp;
683 root 1.7 *olp = ol->next;
684 root 1.12 delete ol;
685 root 1.7 return;
686     }
687 root 1.12
688 root 1.7 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
689 elmex 1.1 }
690 elmex 1.3
691     /*
692 root 1.51 * Updates every button on the map (by calling update_button() for them).
693 elmex 1.3 */
694 root 1.51 void
695     maptile::update_buttons ()
696 elmex 1.3 {
697 root 1.51 for (oblinkpt *obp = buttons; obp; obp = obp->next)
698     for (objectlink *ol = obp->link; ol; ol = ol->next)
699     {
700     if (!ol->ob)
701     {
702     LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
703     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
704     continue;
705     }
706 root 1.12
707 root 1.51 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
708     {
709 root 1.52 update_button (ol->ob, 0);
710 root 1.51 break;
711     }
712     }
713 elmex 1.3 }
714    
715 elmex 1.1 /*
716 root 1.51 * Gets the objectlink for this connection from the map.
717 elmex 1.1 */
718 root 1.7 oblinkpt *
719 root 1.51 maptile::find_link (shstr_tmp id)
720 root 1.7 {
721 root 1.51 for (oblinkpt *obp = buttons; obp; obp = obp->next)
722     if (obp->id == id)
723     return obp;
724 elmex 1.1
725 root 1.51 return 0;
726 elmex 1.1 }
727    
728     /*
729 root 1.51 * Return the first objectlink in the objects linked to this one
730 elmex 1.1 */
731 root 1.51 oblinkpt *
732     object::find_link () const
733 root 1.7 {
734 root 1.51 if (map)
735     for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
736     for (objectlink *ol = obp->link; ol; ol = ol->next)
737     if (ol->ob == this)
738     return obp;
739 elmex 1.1
740     return 0;
741     }
742    
743     /* This routine makes monsters who are
744     * standing on the 'mood floor' change their
745     * disposition if it is different.
746     * If floor is to be triggered must have
747     * a speed of zero (default is 1 for all
748     * but the charm floor type).
749     * by b.t. thomas@nomad.astro.psu.edu
750     */
751 root 1.7 void
752     do_mood_floor (object *op, object *source)
753     {
754     if (!source)
755     source = op;
756    
757 root 1.28 mapspace &ms = op->ms ();
758    
759     if (!(ms.flags () & P_IS_ALIVE))
760     return;
761    
762     object *tmp;
763    
764     for (tmp = ms.top; tmp; tmp = tmp->below)
765 root 1.66 if (tmp->flag [FLAG_MONSTER])
766 root 1.7 break;
767    
768     /* doesn't effect players, and if there is a player on this space, won't also
769     * be a monster here.
770     */
771 root 1.28 //TODO: have players really FLAG_MONSTER? kept it for safety
772 root 1.7 if (!tmp || tmp->type == PLAYER)
773     return;
774    
775     switch (op->last_sp)
776     {
777 root 1.8 case 0: /* furious--make all monsters mad */
778 root 1.66 if (tmp->flag [FLAG_UNAGGRESSIVE])
779     tmp->clr_flag (FLAG_UNAGGRESSIVE);
780 root 1.28
781 root 1.66 if (tmp->flag [FLAG_FRIENDLY])
782 root 1.8 {
783     tmp->attack_movement = 0;
784     /* lots of checks here, but want to make sure we don't
785     * dereference a null value
786     */
787 root 1.29 if (tmp->type == GOLEM
788     && tmp->owner
789     && tmp->owner->type == PLAYER
790 root 1.31 && tmp->owner->contr->golem == tmp)
791     tmp->owner->contr->golem = 0;
792 root 1.13
793 root 1.8 tmp->owner = 0;
794 root 1.29
795     remove_friendly_object (tmp);
796 root 1.8 }
797     break;
798 root 1.28
799 root 1.8 case 1: /* angry -- get neutral monsters mad */
800 root 1.66 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
801     tmp->clr_flag (FLAG_UNAGGRESSIVE);
802 root 1.8 break;
803 root 1.28
804 root 1.8 case 2: /* calm -- pacify unfriendly monsters */
805 root 1.66 tmp->set_flag (FLAG_UNAGGRESSIVE);
806 root 1.8 break;
807 root 1.28
808 root 1.8 case 3: /* make all monsters fall asleep */
809 root 1.66 tmp->set_flag (FLAG_SLEEP);
810 root 1.8 break;
811 root 1.28
812 root 1.8 case 4: /* charm all monsters */
813     if (op == source)
814     break; /* only if 'connected' */
815    
816 root 1.28 if (object *pl = source->ms ().player ())
817     {
818     tmp->set_owner (pl);
819 root 1.66 tmp->set_flag (FLAG_MONSTER);
820 root 1.7
821 root 1.28 tmp->stats.exp = 0;
822 root 1.17
823 root 1.28 add_friendly_object (tmp);
824     tmp->attack_movement = PETMOVE;
825     }
826     break;
827 root 1.17
828 root 1.30 case 6: // kill monsters
829 root 1.66 if (!tmp->flag [FLAG_FRIENDLY])
830 root 1.28 break;
831 root 1.17
832 root 1.28 // FALL THROUGH
833 root 1.30 case 5: // kill all alives
834     if (!tmp->flag [FLAG_PRECIOUS])
835     {
836 root 1.46 archetype::get (shstr_burnout)->insert_at (tmp, source);
837 root 1.49 tmp->destroy ();
838 root 1.30 }
839 root 1.8 break;
840 elmex 1.1
841 root 1.8 default:
842     break;
843 elmex 1.1 }
844     }
845    
846     /* this function returns the object it matches, or NULL if non.
847     * It will descend through containers to find the object.
848     * slaying = match object slaying flag
849     * race = match object archetype name flag
850     * hp = match object type (excpt type '0'== PLAYER)
851     */
852 root 1.7 object *
853     check_inv_recursive (object *op, const object *trig)
854 elmex 1.1 {
855 root 1.7 object *tmp, *ret = NULL;
856    
857     /* First check the object itself. */
858     if ((trig->stats.hp && (op->type == trig->stats.hp))
859 elmex 1.16 || (trig->slaying && (op->slaying == trig->slaying))
860 root 1.34 || (trig->race && (op->arch->archname == trig->race)))
861 root 1.7 return op;
862 elmex 1.1
863 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
864     {
865     if (tmp->inv)
866     {
867     ret = check_inv_recursive (tmp, trig);
868     if (ret)
869     return ret;
870 root 1.2 }
871 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
872 elmex 1.16 || (trig->slaying && (tmp->slaying == trig->slaying))
873 root 1.34 || (trig->race && (tmp->arch->archname == trig->race)))
874 root 1.7 return tmp;
875 elmex 1.1 }
876 root 1.7 return NULL;
877 elmex 1.1 }
878    
879     /* check_inv(), a function to search the inventory,
880     * of a player and then based on a set of conditions,
881     * the square will activate connected items.
882     * Monsters can't trigger this square (for now)
883     * Values are: last_sp = 1/0 obj/no obj triggers
884     * last_heal = 1/0 remove/dont remove obj if triggered
885     * -b.t. (thomas@nomad.astro.psu.edu
886 elmex 1.16 *
887     * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
888     * because the check-inventory semantic essentially only applies when
889     * something is above the inventory checker.
890     * The semantic prior this change was: trigger if something has moved on or off
891     * and has a matching item. Imagine what happens if someone steps on the inventory
892     * checker with a matching item, has it, activates the connection, throws the item
893     * away, and then leaves the inventory checker. That would've caused an always-enabled
894     * state in the inventory checker. This won't happen anymore now.
895     *
896 elmex 1.26 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
897     * whether op is on this mapspace or not, because the value (1|0) depends
898     * on this information. also make sure to only push_button if op has
899     * a matching item (because when we do a push_button with value=0 timed gates
900     * will still open)! (i hope i got the semantics right this time)
901     *
902 elmex 1.1 */
903 root 1.7 void
904 elmex 1.16 check_inv (object *op, object *trig)
905 root 1.7 {
906 elmex 1.16 trig->value = 0; // deactivate if none of the following conditions apply
907    
908 elmex 1.26 object *pl = trig->ms ().player ();
909     object *match = check_inv_recursive (op, trig);
910    
911     // elmex: a note about (pl == op):
912     // if pl == 0 then the player has left this space
913     // if pl != 0 then a player is on this mapspace, but then
914     // we still have to check whether it's the player that triggered
915     // this inv-checker, because if not, then the op left this inv-checker
916     // and we have to set the value to 0
917    
918     if (match && trig->last_sp) // match == having
919 root 1.18 {
920 elmex 1.26 if (trig->last_heal)
921 root 1.43 match->decrease ();
922 root 1.18
923 elmex 1.26 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
924 root 1.52 push_button (trig, op);
925 elmex 1.26 }
926     else if (!match && !trig->last_sp) // match == not having
927     {
928     trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
929 root 1.52 push_button (trig, op);
930 root 1.18 }
931 elmex 1.1 }
932