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/cvs/deliantra/server/common/button.C
Revision: 1.7
Committed: Sun Sep 10 16:00:23 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +536 -459 lines
Log Message:
indent

File Contents

# User Rev Content
1 root 1.7
2 elmex 1.1 /*
3     * static char *rcsid_button_c =
4 root 1.7 * "$Id: button.C,v 1.6 2006-09-03 00:18:39 root Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30     #include <global.h>
31     #include <funcpoint.h>
32    
33     /*
34     * This code is no longer highly inefficient 8)
35     */
36    
37     /*
38 elmex 1.3 * elmex:
39     * This function takes a objectlink list with all the objects are going to be activated.
40     * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
41     * The source argument can be 0 or the source object for this activation.
42 elmex 1.1 */
43 root 1.7 void
44     activate_connection_link (objectlink * ol, bool state, object *source = 0)
45 elmex 1.3 {
46     object *tmp = 0;
47 elmex 1.1
48 elmex 1.3 for (; ol; ol = ol->next)
49     {
50     if (!ol->ob || ol->ob->count != ol->id)
51     {
52     LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id);
53     continue;
54     }
55     /* a button link object can become freed when the map is saving. As
56     * a map is saved, objects are removed and freed, and if an object is
57     * on top of a button, this function is eventually called. If a map
58     * is getting moved out of memory, the status of buttons and levers
59     * probably isn't important - it will get sorted out when the map is
60     * re-loaded. As such, just exit this function if that is the case.
61     */
62 elmex 1.1
63 elmex 1.3 if (QUERY_FLAG (ol->ob, FLAG_FREED))
64     return;
65     tmp = ol->ob;
66 root 1.2
67 elmex 1.3 /* if the criteria isn't appropriate, don't do anything */
68     if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
69     continue;
70     if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
71     continue;
72 root 1.2
73 elmex 1.3 switch (tmp->type)
74     {
75 root 1.7 case GATE:
76     case HOLE:
77     tmp->value = tmp->stats.maxsp ? !state : state;
78     tmp->speed = 0.5;
79 elmex 1.3 update_ob_speed (tmp);
80 root 1.7 break;
81 root 1.2
82 root 1.7 case CF_HANDLE:
83     SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
84     update_object (tmp, UP_OBJ_FACE);
85     break;
86    
87     case SIGN:
88     if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89     {
90     new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91     if (tmp->stats.food)
92     tmp->last_eat++;
93     }
94     break;
95 root 1.2
96 root 1.7 case ALTAR:
97     tmp->value = 1;
98     SET_ANIMATION (tmp, tmp->value);
99     update_object (tmp, UP_OBJ_FACE);
100     break;
101    
102     case BUTTON:
103     case PEDESTAL:
104     tmp->value = state;
105     SET_ANIMATION (tmp, tmp->value);
106     update_object (tmp, UP_OBJ_FACE);
107     break;
108    
109     case MOOD_FLOOR:
110     do_mood_floor (tmp, source);
111     break;
112    
113     case TIMED_GATE:
114     tmp->speed = tmp->arch->clone.speed;
115     update_ob_speed (tmp); /* original values */
116     tmp->value = tmp->arch->clone.value;
117     tmp->stats.sp = 1;
118     tmp->stats.hp = tmp->stats.maxhp;
119     /* Handle multipart gates. We copy the value for the other parts
120     * from the head - this ensures that the data will consistent
121     */
122     for (tmp = tmp->more; tmp != NULL; tmp = tmp->more)
123     {
124     tmp->speed = tmp->head->speed;
125     tmp->value = tmp->head->value;
126     tmp->stats.sp = tmp->head->stats.sp;
127     tmp->stats.hp = tmp->head->stats.hp;
128     update_ob_speed (tmp);
129     }
130     break;
131 elmex 1.3
132 root 1.7 case DIRECTOR:
133     case FIREWALL:
134     if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135     move_firewall (tmp);
136     else
137     {
138     if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139     tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140     animate_turning (tmp);
141     }
142     break;
143 elmex 1.3
144 root 1.7 case TELEPORTER:
145     move_teleporter (tmp);
146     break;
147    
148     case CREATOR:
149     move_creator (tmp);
150     break;
151    
152     case TRIGGER_MARKER:
153     move_marker (tmp);
154     break;
155    
156     case DUPLICATOR:
157     move_duplicator (tmp);
158     break;
159 elmex 1.3 }
160     }
161     }
162 root 1.2
163 elmex 1.3 /*
164     * elmex:
165     * This is the new push_button function, it got split up so that
166     * you can activate connections without a button now!
167     * old but still valid comment:
168     *
169     * Push the specified object. This can affect other buttons/gates/handles
170     * altars/pedestals/holes in the whole map.
171     * Changed the routine to loop through _all_ objects.
172     * Better hurry with that linked list...
173     *
174     */
175 root 1.7 void
176     push_button (object *op)
177 elmex 1.3 {
178     oblinkpt *obp = get_button_links (op);
179 root 1.2
180 elmex 1.4 if (!obp)
181     return;
182    
183 root 1.7 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
184 elmex 1.3 return;
185 root 1.2
186 elmex 1.4 activate_connection_link (obp->link, op->value, op);
187 elmex 1.3 }
188 root 1.2
189 elmex 1.3 /*
190     * elmex:
191     * This activates a connection, similar to push_button (object *op) but it takes
192     * only a map, a connection value and a true or false flag that indicated whether
193     * the connection was 'state' or 'released'. So that you can activate objects
194     * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
195     *
196     */
197 root 1.7 void
198     activate_connection (mapstruct *map, long connection, bool state)
199 elmex 1.3 {
200 root 1.7 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
201 elmex 1.3 return;
202 root 1.2
203 elmex 1.3 oblinkpt *obp = get_connection_links (map, connection);
204 root 1.7
205 elmex 1.4 if (obp)
206 elmex 1.3 activate_connection_link (obp->link, state);
207 elmex 1.1 }
208    
209     /*
210     * Updates everything connected with the button op.
211     * After changing the state of a button, this function must be called
212     * to make sure that all gates and other buttons connected to the
213     * button reacts to the (eventual) change of state.
214     */
215    
216 root 1.7 void
217     update_button (object *op)
218     {
219     object *ab, *tmp, *head;
220     int tot, any_down = 0, old_value = op->value;
221     oblinkpt *obp = 0;
222     objectlink *ol;
223    
224     obp = get_button_links (op);
225     /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
226     if (obp)
227     for (ol = obp->link; ol; ol = ol->next)
228     {
229     if (!ol->ob || ol->ob->count != ol->id)
230     {
231     LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
232     continue;
233     }
234     tmp = ol->ob;
235     if (tmp->type == BUTTON)
236     {
237     for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
238     /* Bug? The pedestal code below looks for the head of
239     * the object, this bit doesn't. I'd think we should check
240     * for head here also. Maybe it also makese sense to
241     * make the for ab=tmp->above loop common, and alter
242     * behaviour based on object within that loop?
243     */
244    
245     /* Basically, if the move_type matches that on what the
246     * button wants, we count it. The second check is so that
247     * objects don't move (swords, etc) will count. Note that
248     * this means that more work is needed to make buttons
249     * that are only triggered by flying objects.
250     */
251     if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
252     tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
253    
254     tmp->value = (tot >= tmp->weight) ? 1 : 0;
255     if (tmp->value)
256     any_down = 1;
257 elmex 1.3 }
258 root 1.7 else if (tmp->type == PEDESTAL)
259     {
260     tmp->value = 0;
261     for (ab = tmp->above; ab != NULL; ab = ab->above)
262     {
263     head = ab->head ? ab->head : ab;
264     /* Same note regarding move_type for buttons above apply here. */
265     if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
266     (head->race == tmp->slaying ||
267     ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
268     (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
269     tmp->value = 1;
270 elmex 1.3 }
271 root 1.7 if (tmp->value)
272     any_down = 1;
273 elmex 1.3 }
274     }
275 root 1.7 if (any_down) /* If any other buttons were down, force this to remain down */
276     op->value = 1;
277 elmex 1.1
278 root 1.7 /* If this button hasn't changed, don't do anything */
279     if (op->value != old_value)
280     {
281     SET_ANIMATION (op, op->value);
282     update_object (op, UP_OBJ_FACE);
283     push_button (op); /* Make all other buttons the same */
284 elmex 1.1 }
285     }
286    
287     /*
288     * Updates every button on the map (by calling update_button() for them).
289     */
290    
291 root 1.7 void
292     update_buttons (mapstruct *m)
293     {
294 elmex 1.1 objectlink *ol;
295     oblinkpt *obp;
296 root 1.7
297 elmex 1.1 for (obp = m->buttons; obp; obp = obp->next)
298 root 1.7 for (ol = obp->link; ol; ol = ol->next)
299 elmex 1.1 {
300 root 1.7 if (!ol->ob || ol->ob->count != ol->id)
301     {
302     LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
303     ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
304     continue;
305     }
306     if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
307     {
308     update_button (ol->ob);
309     break;
310     }
311 elmex 1.1 }
312     }
313    
314 root 1.7 void
315     use_trigger (object *op)
316 elmex 1.1 {
317    
318 root 1.7 /* Toggle value */
319     op->value = !op->value;
320     push_button (op);
321 elmex 1.1 }
322    
323     /*
324     * Note: animate_object should be used instead of this,
325     * but it can't handle animations in the 8 directions
326     */
327    
328 root 1.7 void
329     animate_turning (object *op) /* only one part objects */
330 elmex 1.1 {
331 root 1.7 if (++op->state >= NUM_ANIMATIONS (op) / 8)
332     op->state = 0;
333     SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
334     update_object (op, UP_OBJ_FACE);
335 elmex 1.1 }
336    
337     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
338     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
339    
340     /* Returns true if the sacrifice meets the needs of the altar.
341     *
342     * Function put in (0.92.1) so that identify altars won't grab money
343     * unnecessarily - we can see if there is sufficient money, see if something
344     * needs to be identified, and then remove money if needed.
345     *
346     * 0.93.4: Linked objects (ie, objects that are connected) can not be
347     * sacrificed. This fixes a bug of trying to put multiple altars/related
348     * objects on the same space that take the same sacrifice.
349     */
350 root 1.7
351     int
352     check_altar_sacrifice (const object *altar, const object *sacrifice)
353 elmex 1.1 {
354 root 1.7 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
355     {
356     if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
357     ARCH_SACRIFICE (altar) == sacrifice->name ||
358     ARCH_SACRIFICE (altar) == sacrifice->slaying ||
359     (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
360     && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
361     return 1;
362     if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
363     && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
364     return 1;
365     }
366 elmex 1.1 return 0;
367     }
368    
369    
370     /*
371     * operate_altar checks if sacrifice was accepted and removes sacrificed
372     * objects. If sacrifice was succeed return 1 else 0. Might be better to
373     * call check_altar_sacrifice (above) than depend on the return value,
374     * since operate_altar will remove the sacrifice also.
375     *
376     * If this function returns 1, '*sacrifice' is modified to point to the
377     * remaining sacrifice, or is set to NULL if the sacrifice was used up.
378     */
379    
380 root 1.7 int
381     operate_altar (object *altar, object **sacrifice)
382 elmex 1.1 {
383    
384 root 1.7 if (!altar->map)
385     {
386     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
387     return 0;
388     }
389 elmex 1.1
390     if (!altar->slaying || altar->value)
391     return 0;
392    
393 root 1.7 if (!check_altar_sacrifice (altar, *sacrifice))
394 elmex 1.1 return 0;
395    
396     /* check_altar_sacrifice should have already verified that enough money
397     * has been dropped.
398     */
399 root 1.7 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
400     {
401     int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
402 elmex 1.1
403 root 1.7 /* Round up any sacrifices. Altars don't make change either */
404     if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
405     number++;
406     *sacrifice = decrease_ob_nr (*sacrifice, number);
407     }
408 elmex 1.1 else
409 root 1.7 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
410    
411 elmex 1.1 if (altar->msg)
412 root 1.7 new_info_map (NDI_BLACK, altar->map, altar->msg);
413 elmex 1.1 return 1;
414     }
415    
416 root 1.7 void
417     trigger_move (object *op, int state) /* 1 down and 0 up */
418 elmex 1.1 {
419 root 1.7 op->stats.wc = state;
420     if (state)
421     {
422     use_trigger (op);
423     if (op->stats.exp > 0) /* check sanity */
424     op->speed = 1.0 / op->stats.exp;
425     else
426     op->speed = 1.0;
427     update_ob_speed (op);
428     op->speed_left = -1;
429     }
430     else
431     {
432     use_trigger (op);
433     op->speed = 0;
434     update_ob_speed (op);
435 elmex 1.1 }
436     }
437    
438    
439     /*
440     * cause != NULL: something has moved on top of op
441     *
442     * cause == NULL: nothing has moved, we have been called from
443     * animate_trigger().
444     *
445     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
446     *
447     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
448     *
449     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
450     */
451 root 1.7 int
452     check_trigger (object *op, object *cause)
453 elmex 1.1 {
454 root 1.7 object *tmp;
455     int push = 0, tot = 0;
456     int in_movement = op->stats.wc || op->speed;
457 elmex 1.1
458 root 1.7 switch (op->type)
459     {
460 root 1.2 case TRIGGER_BUTTON:
461 root 1.7 if (op->weight > 0)
462     {
463     if (cause)
464     {
465     for (tmp = op->above; tmp; tmp = tmp->above)
466     /* Comment reproduced from update_buttons(): */
467     /* Basically, if the move_type matches that on what the
468     * button wants, we count it. The second check is so that
469     * objects that don't move (swords, etc) will count. Note that
470     * this means that more work is needed to make buttons
471     * that are only triggered by flying objects.
472     */
473    
474     if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
475     {
476     tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
477     }
478     if (tot >= op->weight)
479 root 1.2 push = 1;
480 root 1.7 if (op->stats.ac == push)
481     return 0;
482     op->stats.ac = push;
483     if (NUM_ANIMATIONS (op) > 1)
484     {
485     SET_ANIMATION (op, push);
486     update_object (op, UP_OBJ_FACE);
487 elmex 1.1 }
488 root 1.7 if (in_movement || !push)
489     return 0;
490 root 1.2 }
491 root 1.7 trigger_move (op, push);
492 root 1.2 }
493 root 1.7 return 0;
494 root 1.2
495     case TRIGGER_PEDESTAL:
496 root 1.7 if (cause)
497     {
498     for (tmp = op->above; tmp; tmp = tmp->above)
499     {
500     object *head = tmp->head ? tmp->head : tmp;
501    
502     /* See comment in TRIGGER_BUTTON about move_types */
503     if (((head->move_type & op->move_on) || head->move_type == 0)
504     && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
505     {
506     push = 1;
507     break;
508 root 1.2 }
509     }
510 root 1.7 if (op->stats.ac == push)
511     return 0;
512     op->stats.ac = push;
513     if (NUM_ANIMATIONS (op) > 1)
514     {
515     SET_ANIMATION (op, push);
516     update_object (op, UP_OBJ_FACE);
517 elmex 1.1 }
518 root 1.7 update_object (op, UP_OBJ_FACE);
519     if (in_movement || !push)
520     return 0;
521 root 1.2 }
522 root 1.7 trigger_move (op, push);
523     return 0;
524 root 1.2
525     case TRIGGER_ALTAR:
526 root 1.7 if (cause)
527     {
528     if (in_movement)
529     return 0;
530     if (operate_altar (op, &cause))
531     {
532     if (NUM_ANIMATIONS (op) > 1)
533     {
534     SET_ANIMATION (op, 1);
535     update_object (op, UP_OBJ_FACE);
536 elmex 1.1 }
537 root 1.7 if (op->last_sp >= 0)
538     {
539     trigger_move (op, 1);
540     if (op->last_sp > 0)
541 root 1.2 op->last_sp = -op->last_sp;
542     }
543 root 1.7 else
544     {
545     /* for trigger altar with last_sp, the ON/OFF
546     * status (-> +/- value) is "simulated":
547     */
548     op->value = !op->value;
549     trigger_move (op, 1);
550     op->last_sp = -op->last_sp;
551     op->value = !op->value;
552 root 1.2 }
553 root 1.7 return cause == NULL;
554     }
555     else
556     {
557     return 0;
558     }
559     }
560     else
561     {
562     if (NUM_ANIMATIONS (op) > 1)
563     {
564     SET_ANIMATION (op, 0);
565     update_object (op, UP_OBJ_FACE);
566 root 1.2 }
567 root 1.7
568     /* If trigger_altar has "last_sp > 0" set on the map,
569     * it will push the connected value only once per sacrifice.
570     * Otherwise (default), the connected value will be
571     * pushed twice: First by sacrifice, second by reset! -AV
572     */
573     if (!op->last_sp)
574     trigger_move (op, 0);
575     else
576     {
577     op->stats.wc = 0;
578     op->value = !op->value;
579     op->speed = 0;
580     update_ob_speed (op);
581 root 1.2 }
582     }
583 root 1.7 return 0;
584 root 1.2
585     case TRIGGER:
586 root 1.7 if (cause)
587     {
588     if (in_movement)
589     return 0;
590     push = 1;
591 root 1.2 }
592 root 1.7 if (NUM_ANIMATIONS (op) > 1)
593     {
594     SET_ANIMATION (op, push);
595     update_object (op, UP_OBJ_FACE);
596 elmex 1.1 }
597 root 1.7 trigger_move (op, push);
598     return 1;
599 elmex 1.1
600 root 1.2 default:
601 root 1.7 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
602     return 0;
603 elmex 1.1 }
604     }
605    
606 root 1.7 void
607     add_button_link (object *button, mapstruct *map, int connected)
608     {
609 elmex 1.1 oblinkpt *obp;
610 root 1.7 objectlink *ol = get_objectlink ();
611    
612     if (!map)
613     {
614     LOG (llevError, "Tried to add button-link without map.\n");
615     return;
616     }
617     if (!editor)
618     button->path_attuned = connected; /* peterm: I need this so I can rebuild
619     a connected map from a template map. */
620 elmex 1.1
621     /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
622    
623 root 1.7 SET_FLAG (button, FLAG_IS_LINKED);
624 elmex 1.1
625     ol->ob = button;
626     ol->id = button->count;
627    
628     for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
629    
630 root 1.7 if (obp)
631     {
632     ol->next = obp->link;
633     obp->link = ol;
634     }
635     else
636     {
637     obp = get_objectlinkpt ();
638     obp->value = connected;
639    
640     obp->next = map->buttons;
641     map->buttons = obp;
642     obp->link = ol;
643     }
644 elmex 1.1 }
645    
646     /*
647     * Remove the object from the linked lists of buttons in the map.
648     * This is only needed by editors.
649     */
650    
651 root 1.7 void
652     remove_button_link (object *op)
653     {
654 elmex 1.1 oblinkpt *obp;
655     objectlink **olp, *ol;
656    
657 root 1.7 if (op->map == NULL)
658     {
659     LOG (llevError, "remove_button_link() in object without map.\n");
660     return;
661     }
662     if (!QUERY_FLAG (op, FLAG_IS_LINKED))
663     {
664     LOG (llevError, "remove_button_linked() in unlinked object.\n");
665     return;
666     }
667 elmex 1.1 for (obp = op->map->buttons; obp; obp = obp->next)
668     for (olp = &obp->link; (ol = *olp); olp = &ol->next)
669 root 1.7 if (ol->ob == op)
670     {
671    
672 elmex 1.1 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
673     obp->value, op->name, op->map->path);
674     */
675 root 1.7 *olp = ol->next;
676     free (ol);
677     return;
678     }
679     LOG (llevError, "remove_button_linked(): couldn't find object.\n");
680     CLEAR_FLAG (op, FLAG_IS_LINKED);
681 elmex 1.1 }
682 elmex 1.3
683     /*
684     * Gets the objectlink for this connection from the map.
685     */
686 root 1.7 oblinkpt *
687     get_connection_links (mapstruct *map, long connection)
688 elmex 1.3 {
689 root 1.7 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
690 elmex 1.3 if (obp->value == connection)
691     return obp;
692     return 0;
693     }
694    
695 elmex 1.1 /*
696     * Return the first objectlink in the objects linked to this one
697     */
698    
699 root 1.7 oblinkpt *
700     get_button_links (const object *button)
701     {
702 elmex 1.1 oblinkpt *obp;
703     objectlink *ol;
704    
705     if (!button->map)
706     return NULL;
707     for (obp = button->map->buttons; obp; obp = obp->next)
708     for (ol = obp->link; ol; ol = ol->next)
709     if (ol->ob == button && ol->id == button->count)
710 elmex 1.3 return obp;
711 elmex 1.1 return NULL;
712     }
713    
714     /*
715     * Made as a separate function to increase efficiency
716     */
717    
718 root 1.7 int
719     get_button_value (const object *button)
720     {
721 elmex 1.1 oblinkpt *obp;
722     objectlink *ol;
723    
724     if (!button->map)
725     return 0;
726     for (obp = button->map->buttons; obp; obp = obp->next)
727     for (ol = obp->link; ol; ol = ol->next)
728     if (ol->ob == button && ol->id == button->count)
729     return obp->value;
730     return 0;
731     }
732    
733     /* This routine makes monsters who are
734     * standing on the 'mood floor' change their
735     * disposition if it is different.
736     * If floor is to be triggered must have
737     * a speed of zero (default is 1 for all
738     * but the charm floor type).
739     * by b.t. thomas@nomad.astro.psu.edu
740     */
741    
742 root 1.7 void
743     do_mood_floor (object *op, object *source)
744     {
745     object *tmp;
746     object *tmp2;
747    
748     if (!source)
749     source = op;
750    
751     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
752     if (QUERY_FLAG (tmp, FLAG_MONSTER))
753     break;
754    
755     /* doesn't effect players, and if there is a player on this space, won't also
756     * be a monster here.
757     */
758     if (!tmp || tmp->type == PLAYER)
759     return;
760    
761     switch (op->last_sp)
762     {
763     case 0: /* furious--make all monsters mad */
764     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
766     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767     {
768     CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769     remove_friendly_object (tmp);
770     tmp->attack_movement = 0;
771     /* lots of checks here, but want to make sure we don't
772     * dereference a null value
773     */
774     if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
775     {
776     tmp->owner->contr->ranges[range_golem] = NULL;
777     tmp->owner->contr->golem_count = 0;
778     }
779     tmp->owner = 0;
780     }
781     break;
782     case 1: /* angry -- get neutral monsters mad */
783     if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784     CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785     break;
786     case 2: /* calm -- pacify unfriendly monsters */
787     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789     break;
790     case 3: /* make all monsters fall asleep */
791     if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792     SET_FLAG (tmp, FLAG_SLEEP);
793     break;
794     case 4: /* charm all monsters */
795     if (op == source)
796     break; /* only if 'connected' */
797    
798     for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
799     tmp2->type != PLAYER; tmp2 = tmp2->above)
800     if (tmp2->above == NULL)
801     break;
802    
803     if (tmp2->type != PLAYER)
804     break;
805     set_owner (tmp, tmp2);
806     SET_FLAG (tmp, FLAG_MONSTER);
807     tmp->stats.exp = 0;
808     SET_FLAG (tmp, FLAG_FRIENDLY);
809     add_friendly_object (tmp);
810     tmp->attack_movement = PETMOVE;
811     break;
812    
813     default:
814     break;
815 elmex 1.1
816     }
817     }
818    
819     /* this function returns the object it matches, or NULL if non.
820     * It will descend through containers to find the object.
821     * slaying = match object slaying flag
822     * race = match object archetype name flag
823     * hp = match object type (excpt type '0'== PLAYER)
824     */
825    
826 root 1.7 object *
827     check_inv_recursive (object *op, const object *trig)
828 elmex 1.1 {
829 root 1.7 object *tmp, *ret = NULL;
830    
831     /* First check the object itself. */
832     if ((trig->stats.hp && (op->type == trig->stats.hp))
833     || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race)))
834     return op;
835 elmex 1.1
836 root 1.7 for (tmp = op->inv; tmp; tmp = tmp->below)
837     {
838     if (tmp->inv)
839     {
840     ret = check_inv_recursive (tmp, trig);
841     if (ret)
842     return ret;
843 root 1.2 }
844 root 1.7 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845     || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race)))
846     return tmp;
847 elmex 1.1 }
848 root 1.7 return NULL;
849 elmex 1.1 }
850    
851     /* check_inv(), a function to search the inventory,
852     * of a player and then based on a set of conditions,
853     * the square will activate connected items.
854     * Monsters can't trigger this square (for now)
855     * Values are: last_sp = 1/0 obj/no obj triggers
856     * last_heal = 1/0 remove/dont remove obj if triggered
857     * -b.t. (thomas@nomad.astro.psu.edu
858     */
859    
860 root 1.7 void
861     check_inv (object *op, object *trig)
862     {
863     object *match;
864 elmex 1.1
865 root 1.7 if (op->type != PLAYER)
866     return;
867     match = check_inv_recursive (op, trig);
868     if (match && trig->last_sp)
869     {
870     if (trig->last_heal)
871     decrease_ob (match);
872     use_trigger (trig);
873 elmex 1.1 }
874 root 1.7 else if (!match && !trig->last_sp)
875     use_trigger (trig);
876 elmex 1.1 }
877    
878    
879     /* This does a minimal check of the button link consistency for object
880     * map. All it really does it much sure the object id link that is set
881     * matches what the object has.
882     */
883 root 1.7 void
884     verify_button_links (const mapstruct *map)
885     {
886     oblinkpt *obp;
887     objectlink *ol;
888    
889     if (!map)
890     return;
891    
892     for (obp = map->buttons; obp; obp = obp->next)
893     {
894     for (ol = obp->link; ol; ol = ol->next)
895     {
896     if (ol->id != ol->ob->count)
897     LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
898 root 1.2 }
899 elmex 1.1 }
900     }