1 | /* |
1 | /* |
2 | * static char *rcsid_button_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: button.C,v 1.4 2006/08/30 12:42:56 elmex Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
11 | |
7 | * |
12 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
13 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
14 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
15 | (at your option) any later version. |
11 | * (at your option) any later version. |
16 | |
12 | * |
17 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
20 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
21 | |
17 | * |
22 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
23 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
25 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
|
|
27 | */ |
22 | */ |
28 | |
23 | |
29 | #include <global.h> |
24 | #include <global.h> |
30 | #include <funcpoint.h> |
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|
31 | |
25 | |
32 | /* |
26 | /* |
33 | * This code is no longer highly inefficient 8) |
27 | * This code is no longer highly inefficient 8) |
34 | */ |
28 | */ |
35 | |
29 | |
… | |
… | |
37 | * elmex: |
31 | * elmex: |
38 | * This function takes a objectlink list with all the objects are going to be activated. |
32 | * This function takes a objectlink list with all the objects are going to be activated. |
39 | * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
33 | * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
40 | * The source argument can be 0 or the source object for this activation. |
34 | * The source argument can be 0 or the source object for this activation. |
41 | */ |
35 | */ |
|
|
36 | void |
42 | void activate_connection_link (objectlink *ol, bool state, object *source = 0) |
37 | activate_connection_link (objectlink *ol, bool state, object *source = 0) |
43 | { |
38 | { |
44 | object *tmp = 0; |
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|
45 | |
|
|
46 | for (; ol; ol = ol->next) |
39 | for (; ol; ol = ol->next) |
47 | { |
40 | { |
48 | if (!ol->ob || ol->ob->count != ol->id) |
41 | if (!ol->ob) |
49 | { |
42 | { |
50 | LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); |
43 | LOG (llevError, "Internal error in activate_connection_link.\n"); |
51 | continue; |
44 | continue; |
52 | } |
45 | } |
|
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46 | |
53 | /* a button link object can become freed when the map is saving. As |
47 | /* a button link object can become freed when the map is saving. As |
54 | * a map is saved, objects are removed and freed, and if an object is |
48 | * a map is saved, objects are removed and freed, and if an object is |
55 | * on top of a button, this function is eventually called. If a map |
49 | * on top of a button, this function is eventually called. If a map |
56 | * is getting moved out of memory, the status of buttons and levers |
50 | * is getting moved out of memory, the status of buttons and levers |
57 | * probably isn't important - it will get sorted out when the map is |
51 | * probably isn't important - it will get sorted out when the map is |
58 | * re-loaded. As such, just exit this function if that is the case. |
52 | * re-loaded. As such, just exit this function if that is the case. |
59 | */ |
53 | */ |
60 | |
54 | |
61 | if (QUERY_FLAG (ol->ob, FLAG_FREED)) |
55 | if (QUERY_FLAG (ol->ob, FLAG_FREED)) |
62 | return; |
56 | return; |
|
|
57 | |
63 | tmp = ol->ob; |
58 | object *tmp = ol->ob; |
64 | |
59 | |
65 | /* if the criteria isn't appropriate, don't do anything */ |
60 | /* if the criteria isn't appropriate, don't do anything */ |
66 | if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
61 | if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
67 | continue; |
62 | continue; |
|
|
63 | |
68 | if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
64 | if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
69 | continue; |
65 | continue; |
70 | |
66 | |
71 | switch (tmp->type) |
67 | switch (tmp->type) |
72 | { |
68 | { |
73 | case GATE: |
69 | case GATE: |
74 | case HOLE: |
70 | case HOLE: |
|
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71 | if (!tmp->active) |
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72 | tmp->play_sound (tmp->sound |
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73 | ? tmp->sound |
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74 | : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); |
75 | tmp->value = tmp->stats.maxsp ? !state : state; |
75 | tmp->value = tmp->stats.maxsp ? !state : state; |
76 | tmp->speed = 0.5; |
76 | tmp->set_speed (0.5); |
77 | update_ob_speed (tmp); |
|
|
78 | break; |
77 | break; |
79 | |
78 | |
80 | case CF_HANDLE: |
79 | case CF_HANDLE: |
81 | SET_ANIMATION (tmp, |
80 | SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
82 | (tmp->value = |
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83 | tmp->stats.maxsp ? !state : state)); |
|
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84 | update_object (tmp, UP_OBJ_FACE); |
81 | update_object (tmp, UP_OBJ_FACE); |
85 | break; |
82 | break; |
86 | |
83 | |
87 | case SIGN: |
84 | case SIGN: |
88 | if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
85 | if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
89 | { |
86 | { |
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|
87 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign")); |
90 | new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
88 | new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
91 | if (tmp->stats.food) |
89 | if (tmp->stats.food) |
92 | tmp->last_eat++; |
90 | tmp->last_eat++; |
93 | } |
91 | } |
94 | break; |
92 | break; |
95 | |
93 | |
96 | case ALTAR: |
94 | case ALTAR: |
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95 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar")); |
97 | tmp->value = 1; |
96 | tmp->value = 1; |
98 | SET_ANIMATION (tmp, tmp->value); |
97 | SET_ANIMATION (tmp, tmp->value); |
99 | update_object (tmp, UP_OBJ_FACE); |
98 | update_object (tmp, UP_OBJ_FACE); |
100 | break; |
99 | break; |
101 | |
100 | |
102 | case BUTTON: |
101 | case BUTTON: |
103 | case PEDESTAL: |
102 | case PEDESTAL: |
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|
103 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button")); |
104 | tmp->value = state; |
104 | tmp->value = state; |
105 | SET_ANIMATION (tmp, tmp->value); |
105 | SET_ANIMATION (tmp, tmp->value); |
106 | update_object (tmp, UP_OBJ_FACE); |
106 | update_object (tmp, UP_OBJ_FACE); |
107 | break; |
107 | break; |
108 | |
108 | |
109 | case MOOD_FLOOR: |
109 | case MOOD_FLOOR: |
110 | do_mood_floor (tmp, source); |
110 | do_mood_floor (tmp, source); |
111 | break; |
111 | break; |
112 | |
112 | |
113 | case TIMED_GATE: |
113 | case TIMED_GATE: |
|
|
114 | if (!tmp->active) |
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115 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); |
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116 | |
114 | tmp->speed = tmp->arch->clone.speed; |
117 | tmp->set_speed (tmp->arch->speed); |
115 | update_ob_speed (tmp); /* original values */ |
|
|
116 | tmp->value = tmp->arch->clone.value; |
118 | tmp->value = tmp->arch->value; |
117 | tmp->stats.sp = 1; |
119 | tmp->stats.sp = 1; |
118 | tmp->stats.hp = tmp->stats.maxhp; |
120 | tmp->stats.hp = tmp->stats.maxhp; |
119 | /* Handle multipart gates. We copy the value for the other parts |
121 | /* Handle multipart gates. We copy the value for the other parts |
120 | * from the head - this ensures that the data will consistent |
122 | * from the head - this ensures that the data will consistent |
121 | */ |
123 | */ |
122 | for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) |
124 | for (object *part = tmp->more; part; part = part->more) |
123 | { |
125 | { |
124 | tmp->speed = tmp->head->speed; |
126 | part->value = tmp->value; |
125 | tmp->value = tmp->head->value; |
127 | part->stats.sp = tmp->stats.sp; |
126 | tmp->stats.sp = tmp->head->stats.sp; |
128 | part->stats.hp = tmp->stats.hp; |
127 | tmp->stats.hp = tmp->head->stats.hp; |
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|
128 | update_ob_speed (tmp); |
129 | part->set_speed (tmp->speed); |
129 | } |
130 | } |
130 | break; |
131 | break; |
131 | |
132 | |
132 | case DIRECTOR: |
133 | case DIRECTOR: |
133 | case FIREWALL: |
134 | case FIREWALL: |
134 | if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
135 | if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
135 | move_firewall (tmp); |
136 | move_firewall (tmp); |
136 | else |
137 | else |
137 | { |
138 | { |
138 | if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
139 | if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
139 | tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
140 | tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
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|
141 | |
140 | animate_turning (tmp); |
142 | animate_turning (tmp); |
141 | } |
143 | } |
142 | break; |
144 | break; |
143 | |
145 | |
144 | case TELEPORTER: |
146 | case TELEPORTER: |
145 | move_teleporter (tmp); |
147 | move_teleporter (tmp); |
146 | break; |
148 | break; |
147 | |
149 | |
148 | case CREATOR: |
150 | case CREATOR: |
149 | move_creator (tmp); |
151 | move_creator (tmp); |
150 | break; |
152 | break; |
151 | |
153 | |
152 | case TRIGGER_MARKER: |
154 | case TRIGGER_MARKER: |
|
|
155 | //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker")); |
153 | move_marker (tmp); |
156 | move_marker (tmp); |
154 | break; |
157 | break; |
155 | |
158 | |
156 | case DUPLICATOR: |
159 | case DUPLICATOR: |
157 | move_duplicator (tmp); |
160 | move_duplicator (tmp); |
158 | break; |
161 | break; |
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162 | |
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163 | case MAPSCRIPT: |
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164 | cfperl_mapscript_activate (tmp, source, state); |
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165 | break; |
159 | } |
166 | } |
160 | } |
167 | } |
161 | } |
168 | } |
162 | |
169 | |
163 | /* |
170 | /* |
… | |
… | |
170 | * altars/pedestals/holes in the whole map. |
177 | * altars/pedestals/holes in the whole map. |
171 | * Changed the routine to loop through _all_ objects. |
178 | * Changed the routine to loop through _all_ objects. |
172 | * Better hurry with that linked list... |
179 | * Better hurry with that linked list... |
173 | * |
180 | * |
174 | */ |
181 | */ |
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182 | void |
175 | void push_button (object *op) |
183 | push_button (object *op) |
176 | { |
184 | { |
177 | oblinkpt *obp = get_button_links (op); |
185 | if (oblinkpt *obp = op->find_link ()) |
178 | |
186 | { |
179 | if (!obp) |
187 | if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value))) |
180 | return; |
188 | return; |
181 | |
189 | |
182 | if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) |
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183 | return; |
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184 | |
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185 | activate_connection_link (obp->link, op->value, op); |
190 | activate_connection_link (obp->link, op->value, op); |
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191 | } |
186 | } |
192 | } |
187 | |
193 | |
188 | /* |
194 | /* |
189 | * elmex: |
195 | * elmex: |
190 | * This activates a connection, similar to push_button (object *op) but it takes |
196 | * This activates a connection, similar to push_button (object *op) but it takes |
191 | * only a map, a connection value and a true or false flag that indicated whether |
197 | * only a map, a connection value and a true or false flag that indicated whether |
192 | * the connection was 'state' or 'released'. So that you can activate objects |
198 | * the connection was 'state' or 'released'. So that you can activate objects |
193 | * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
199 | * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
194 | * |
200 | * |
195 | */ |
201 | */ |
196 | void activate_connection (mapstruct *map, long connection, bool state) |
202 | void |
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203 | maptile::trigger (shstr_tmp id, bool state, object *originator) |
197 | { |
204 | { |
198 | if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) |
205 | if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator))) |
199 | return; |
206 | return; |
200 | |
207 | |
201 | oblinkpt *obp = get_connection_links (map, connection); |
208 | if (oblinkpt *obp = find_link (id)) |
202 | if (obp) |
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203 | activate_connection_link (obp->link, state); |
209 | activate_connection_link (obp->link, state, originator); |
204 | } |
210 | } |
205 | |
211 | |
206 | /* |
212 | /* |
207 | * Updates everything connected with the button op. |
213 | * Updates everything connected with the button op. |
208 | * After changing the state of a button, this function must be called |
214 | * After changing the state of a button, this function must be called |
209 | * to make sure that all gates and other buttons connected to the |
215 | * to make sure that all gates and other buttons connected to the |
210 | * button reacts to the (eventual) change of state. |
216 | * button reacts to the (eventual) change of state. |
211 | */ |
217 | */ |
212 | |
218 | void |
213 | void update_button(object *op) { |
219 | update_button (object *op) |
214 | object *ab,*tmp,*head; |
220 | { |
215 | int tot,any_down=0, old_value=op->value; |
221 | int any_down = 0, old_value = op->value; |
216 | oblinkpt *obp = 0; |
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217 | objectlink *ol; |
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218 | |
222 | |
219 | obp = get_button_links (op); |
223 | if (oblinkpt *obp = op->find_link ()) |
220 | /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
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221 | if (obp) |
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222 | for (ol = obp->link; ol; ol = ol->next) { |
224 | for (objectlink *ol = obp->link; ol; ol = ol->next) |
223 | if (!ol->ob || ol->ob->count != ol->id) { |
225 | { |
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226 | if (!ol->ob) |
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227 | { |
224 | LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); |
228 | LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
225 | continue; |
229 | continue; |
226 | } |
230 | } |
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231 | |
227 | tmp = ol->ob; |
232 | object *tmp = ol->ob; |
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233 | |
228 | if (tmp->type==BUTTON) { |
234 | if (tmp->type == BUTTON) |
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235 | { |
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236 | sint32 total = 0; |
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237 | |
229 | for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) |
238 | for (object *ab = tmp->above; ab; ab = ab->above) |
230 | /* Bug? The pedestal code below looks for the head of |
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231 | * the object, this bit doesn't. I'd think we should check |
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232 | * for head here also. Maybe it also makese sense to |
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233 | * make the for ab=tmp->above loop common, and alter |
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234 | * behaviour based on object within that loop? |
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235 | */ |
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236 | |
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237 | /* Basically, if the move_type matches that on what the |
239 | /* Basically, if the move_type matches that on what the |
238 | * button wants, we count it. The second check is so that |
240 | * button wants, we count it. The second check is so that |
239 | * objects don't move (swords, etc) will count. Note that |
241 | * objects who don't move (swords, etc) will count. Note that |
240 | * this means that more work is needed to make buttons |
242 | * this means that more work is needed to make buttons |
241 | * that are only triggered by flying objects. |
243 | * that are only triggered by flying objects. |
242 | */ |
244 | */ |
243 | if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) |
245 | if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
244 | tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; |
246 | total += ab->head_ ()->total_weight (); |
245 | |
247 | |
246 | tmp->value=(tot>=tmp->weight)?1:0; |
248 | tmp->value = total >= tmp->weight; |
247 | if(tmp->value) |
249 | |
248 | any_down=1; |
250 | any_down = any_down || tmp->value; |
|
|
251 | } |
249 | } else if (tmp->type == PEDESTAL) { |
252 | else if (tmp->type == PEDESTAL) |
|
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253 | { |
250 | tmp->value = 0; |
254 | tmp->value = 0; |
|
|
255 | |
251 | for(ab=tmp->above; ab!=NULL; ab=ab->above) { |
256 | for (object *ab = tmp->above; ab; ab = ab->above) |
252 | head = ab->head ? ab->head : ab; |
257 | { |
|
|
258 | object *head = ab->head_ (); |
|
|
259 | |
253 | /* Same note regarding move_type for buttons above apply here. */ |
260 | /* Same note regarding move_type for buttons above apply here. */ |
254 | if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && |
261 | if (((ab->move_type & tmp->move_on) || ab->move_type == 0) |
255 | (head->race==tmp->slaying || |
262 | && (head->race == tmp->slaying |
256 | ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || |
263 | || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying) |
257 | (!strcmp (tmp->slaying, "player") && |
264 | || (tmp->slaying == shstr_player && head->type == PLAYER))) |
258 | head->type == PLAYER))) |
|
|
259 | tmp->value = 1; |
265 | tmp->value = 1; |
260 | } |
266 | } |
261 | if(tmp->value) |
267 | |
262 | any_down=1; |
268 | any_down = any_down || tmp->value; |
263 | } |
269 | } |
264 | } |
270 | } |
|
|
271 | |
265 | if(any_down) /* If any other buttons were down, force this to remain down */ |
272 | if (any_down) /* If any other buttons were down, force this to remain down */ |
266 | op->value=1; |
273 | op->value = 1; |
267 | |
274 | |
|
|
275 | //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value); |
|
|
276 | |
268 | /* If this button hasn't changed, don't do anything */ |
277 | /* If this button hasn't changed, don't do anything */ |
269 | if (op->value != old_value) { |
278 | if (op->value != old_value) |
|
|
279 | { |
270 | SET_ANIMATION(op, op->value); |
280 | SET_ANIMATION (op, op->value); |
271 | update_object(op, UP_OBJ_FACE); |
281 | update_object (op, UP_OBJ_FACE); |
272 | push_button(op); /* Make all other buttons the same */ |
282 | push_button (op); /* Make all other buttons the same */ |
273 | } |
|
|
274 | } |
|
|
275 | |
|
|
276 | /* |
|
|
277 | * Updates every button on the map (by calling update_button() for them). |
|
|
278 | */ |
|
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279 | |
|
|
280 | void update_buttons(mapstruct *m) { |
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281 | objectlink *ol; |
|
|
282 | oblinkpt *obp; |
|
|
283 | for (obp = m->buttons; obp; obp = obp->next) |
|
|
284 | for (ol = obp->link; ol; ol = ol->next) { |
|
|
285 | if (!ol->ob || ol->ob->count != ol->id) { |
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286 | LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", |
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287 | ol->ob?ol->ob->name:"null", |
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288 | ol->ob?ol->ob->x:-1, |
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289 | ol->ob?ol->ob->y:-1, |
|
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290 | ol->id, |
|
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291 | obp->value); |
|
|
292 | continue; |
|
|
293 | } |
283 | } |
294 | if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) |
|
|
295 | { |
|
|
296 | update_button(ol->ob); |
|
|
297 | break; |
|
|
298 | } |
|
|
299 | } |
|
|
300 | } |
284 | } |
301 | |
285 | |
|
|
286 | void |
302 | void use_trigger(object *op) |
287 | use_trigger (object *op) |
303 | { |
288 | { |
304 | |
|
|
305 | /* Toggle value */ |
289 | /* Toggle value */ |
306 | op->value = !op->value; |
290 | op->value = !op->value; |
307 | push_button(op); |
291 | push_button (op); |
308 | } |
292 | } |
309 | |
293 | |
310 | /* |
294 | /* |
311 | * Note: animate_object should be used instead of this, |
295 | * Note: animate_object should be used instead of this, |
312 | * but it can't handle animations in the 8 directions |
296 | * but it can't handle animations in the 8 directions |
313 | */ |
297 | */ |
314 | |
298 | void |
315 | void animate_turning(object *op) /* only one part objects */ |
299 | animate_turning (object *op) /* only one part objects */ |
316 | { |
300 | { |
317 | if (++op->state >= NUM_ANIMATIONS(op)/8) |
301 | if (++op->state >= NUM_ANIMATIONS (op) / 8) |
318 | op->state=0; |
302 | op->state = 0; |
319 | SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + |
303 | SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
320 | op->state); |
|
|
321 | update_object(op,UP_OBJ_FACE); |
304 | update_object (op, UP_OBJ_FACE); |
322 | } |
305 | } |
323 | |
306 | |
324 | #define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
307 | #define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
325 | #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
308 | #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
326 | |
309 | |
… | |
… | |
332 | * |
315 | * |
333 | * 0.93.4: Linked objects (ie, objects that are connected) can not be |
316 | * 0.93.4: Linked objects (ie, objects that are connected) can not be |
334 | * sacrificed. This fixes a bug of trying to put multiple altars/related |
317 | * sacrificed. This fixes a bug of trying to put multiple altars/related |
335 | * objects on the same space that take the same sacrifice. |
318 | * objects on the same space that take the same sacrifice. |
336 | */ |
319 | */ |
337 | |
320 | |
|
|
321 | int |
338 | int check_altar_sacrifice (const object *altar, const object *sacrifice) |
322 | check_altar_sacrifice (const object *altar, const object *sacrifice) |
339 | { |
323 | { |
340 | if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) |
324 | if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) |
341 | && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
325 | && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
342 | && sacrifice->type != PLAYER) |
326 | && sacrifice->type != PLAYER) |
343 | { |
327 | { |
344 | if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || |
328 | if (ARCH_SACRIFICE (altar) == shstr_money |
345 | ARCH_SACRIFICE(altar) == sacrifice->name || |
|
|
346 | ARCH_SACRIFICE(altar) == sacrifice->slaying || |
|
|
347 | (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) |
|
|
348 | && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) |
|
|
349 | return 1; |
|
|
350 | if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 |
|
|
351 | && sacrifice->type == MONEY |
329 | && sacrifice->type == MONEY |
352 | && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) |
330 | && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
353 | return 1; |
331 | return 1; |
|
|
332 | |
|
|
333 | if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
|
|
334 | || ARCH_SACRIFICE (altar) == sacrifice->name |
|
|
335 | || ARCH_SACRIFICE (altar) == sacrifice->slaying |
|
|
336 | || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) |
|
|
337 | && NROF_SACRIFICE (altar) <= sacrifice->number_of ()) |
|
|
338 | return 1; |
354 | } |
339 | } |
|
|
340 | |
355 | return 0; |
341 | return 0; |
356 | } |
342 | } |
357 | |
|
|
358 | |
343 | |
359 | /* |
344 | /* |
360 | * operate_altar checks if sacrifice was accepted and removes sacrificed |
345 | * operate_altar checks if sacrifice was accepted and removes sacrificed |
361 | * objects. If sacrifice was succeed return 1 else 0. Might be better to |
346 | * objects. If sacrifice was succeed return 1 else 0. Might be better to |
362 | * call check_altar_sacrifice (above) than depend on the return value, |
347 | * call check_altar_sacrifice (above) than depend on the return value, |
363 | * since operate_altar will remove the sacrifice also. |
348 | * since operate_altar will remove the sacrifice also. |
364 | * |
349 | * |
365 | * If this function returns 1, '*sacrifice' is modified to point to the |
350 | * If this function returns 1, '*sacrifice' is modified to point to the |
366 | * remaining sacrifice, or is set to NULL if the sacrifice was used up. |
351 | * remaining sacrifice, or is set to NULL if the sacrifice was used up. |
367 | */ |
352 | */ |
368 | |
353 | int |
369 | int operate_altar (object *altar, object **sacrifice) |
354 | operate_altar (object *altar, object **sacrifice) |
370 | { |
355 | { |
371 | |
|
|
372 | if ( ! altar->map) { |
356 | if (!altar->map) |
|
|
357 | { |
373 | LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
358 | LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
374 | return 0; |
359 | return 0; |
375 | } |
360 | } |
376 | |
361 | |
377 | if (!altar->slaying || altar->value) |
362 | if (!altar->slaying || altar->value) |
378 | return 0; |
363 | return 0; |
379 | |
364 | |
380 | if ( ! check_altar_sacrifice (altar, *sacrifice)) |
365 | if (!check_altar_sacrifice (altar, *sacrifice)) |
381 | return 0; |
366 | return 0; |
382 | |
367 | |
383 | /* check_altar_sacrifice should have already verified that enough money |
368 | /* check_altar_sacrifice should have already verified that enough money |
384 | * has been dropped. |
369 | * has been dropped. |
385 | */ |
370 | */ |
386 | if (!strcmp(ARCH_SACRIFICE(altar), "money")) { |
371 | if (ARCH_SACRIFICE (altar) == shstr_money) |
|
|
372 | { |
387 | int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; |
373 | int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
388 | |
374 | |
389 | /* Round up any sacrifices. Altars don't make change either */ |
375 | /* Round up any sacrifices. Altars don't make change either */ |
390 | if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; |
376 | if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
391 | *sacrifice = decrease_ob_nr (*sacrifice, number); |
377 | number++; |
|
|
378 | |
|
|
379 | if (!(*sacrifice)->decrease (number)) |
|
|
380 | *sacrifice = 0; |
392 | } |
381 | } |
393 | else |
382 | else |
394 | *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); |
383 | if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar))) |
395 | |
384 | *sacrifice = 0; |
|
|
385 | |
396 | if (altar->msg) |
386 | if (altar->msg) |
397 | new_info_map(NDI_BLACK, altar->map, altar->msg); |
387 | new_info_map (NDI_BLACK, altar->map, altar->msg); |
|
|
388 | |
398 | return 1; |
389 | return 1; |
399 | } |
390 | } |
400 | |
391 | |
|
|
392 | void |
401 | void trigger_move (object *op, int state) /* 1 down and 0 up */ |
393 | trigger_move (object *op, int state) /* 1 down and 0 up */ |
402 | { |
394 | { |
403 | op->stats.wc = state; |
395 | op->stats.wc = state; |
404 | if (state) { |
396 | if (state) |
|
|
397 | { |
405 | use_trigger(op); |
398 | use_trigger (op); |
406 | if (op->stats.exp > 0) /* check sanity */ |
399 | op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
407 | op->speed = 1.0 / op->stats.exp; |
|
|
408 | else |
|
|
409 | op->speed = 1.0; |
|
|
410 | update_ob_speed(op); |
|
|
411 | op->speed_left = -1; |
400 | op->speed_left = -1; |
412 | } else { |
401 | } |
|
|
402 | else |
|
|
403 | { |
413 | use_trigger(op); |
404 | use_trigger (op); |
414 | op->speed = 0; |
405 | op->set_speed (0); |
415 | update_ob_speed(op); |
|
|
416 | } |
406 | } |
417 | } |
407 | } |
418 | |
408 | |
419 | |
409 | |
420 | /* |
410 | /* |
… | |
… | |
427 | * |
417 | * |
428 | * TRIGGER: Returns 1 if handle could be moved, 0 if not. |
418 | * TRIGGER: Returns 1 if handle could be moved, 0 if not. |
429 | * |
419 | * |
430 | * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
420 | * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
431 | */ |
421 | */ |
|
|
422 | int |
432 | int check_trigger (object *op, object *cause) |
423 | check_trigger (object *op, object *cause) |
433 | { |
424 | { |
434 | object *tmp; |
425 | object *tmp; |
435 | int push = 0, tot = 0; |
426 | int push = 0, tot = 0; |
436 | int in_movement = op->stats.wc || op->speed; |
427 | int in_movement = op->stats.wc || op->speed; |
437 | |
428 | |
438 | switch (op->type) { |
429 | switch (op->type) |
|
|
430 | { |
439 | case TRIGGER_BUTTON: |
431 | case TRIGGER_BUTTON: |
440 | if (op->weight > 0) { |
432 | if (op->weight > 0) |
441 | if (cause) { |
|
|
442 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
443 | /* Comment reproduced from update_buttons(): */ |
|
|
444 | /* Basically, if the move_type matches that on what the |
|
|
445 | * button wants, we count it. The second check is so that |
|
|
446 | * objects that don't move (swords, etc) will count. Note that |
|
|
447 | * this means that more work is needed to make buttons |
|
|
448 | * that are only triggered by flying objects. |
|
|
449 | */ |
|
|
450 | |
|
|
451 | if ((tmp->move_type & op->move_on) || tmp->move_type==0) { |
|
|
452 | tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) |
|
|
453 | + tmp->carrying; |
|
|
454 | } |
|
|
455 | if (tot >= op->weight) |
|
|
456 | push = 1; |
|
|
457 | if (op->stats.ac == push) |
|
|
458 | return 0; |
|
|
459 | op->stats.ac = push; |
|
|
460 | if (NUM_ANIMATIONS(op) > 1) { |
|
|
461 | SET_ANIMATION (op, push); |
|
|
462 | update_object (op, UP_OBJ_FACE); |
|
|
463 | } |
|
|
464 | if (in_movement || ! push) |
|
|
465 | return 0; |
|
|
466 | } |
|
|
467 | trigger_move (op, push); |
|
|
468 | } |
433 | { |
469 | return 0; |
|
|
470 | |
|
|
471 | case TRIGGER_PEDESTAL: |
|
|
472 | if (cause) { |
434 | if (cause) |
|
|
435 | { |
473 | for (tmp = op->above; tmp; tmp = tmp->above) { |
436 | for (tmp = op->above; tmp; tmp = tmp->above) |
474 | object *head = tmp->head ? tmp->head : tmp; |
437 | /* Comment reproduced from update_buttons(): */ |
475 | |
438 | /* Basically, if the move_type matches that on what the |
476 | /* See comment in TRIGGER_BUTTON about move_types */ |
439 | * button wants, we count it. The second check is so that |
477 | if (((head->move_type & op->move_on) || head->move_type==0) |
440 | * objects that don't move (swords, etc) will count. Note that |
478 | && (head->race==op->slaying || |
441 | * this means that more work is needed to make buttons |
479 | (!strcmp (op->slaying, "player") && head->type == PLAYER))) { |
442 | * that are only triggered by flying objects. |
480 | push = 1; |
|
|
481 | break; |
|
|
482 | } |
443 | */ |
483 | } |
444 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
|
|
445 | tot += tmp->head_ ()->total_weight (); |
|
|
446 | |
|
|
447 | if (tot >= op->weight) |
|
|
448 | push = 1; |
|
|
449 | |
484 | if (op->stats.ac == push) |
450 | if (op->stats.ac == push) |
485 | return 0; |
451 | return 0; |
|
|
452 | |
486 | op->stats.ac = push; |
453 | op->stats.ac = push; |
487 | if (NUM_ANIMATIONS(op) > 1) { |
454 | if (NUM_ANIMATIONS (op) > 1) |
|
|
455 | { |
488 | SET_ANIMATION (op, push); |
456 | SET_ANIMATION (op, push); |
489 | update_object (op, UP_OBJ_FACE); |
457 | update_object (op, UP_OBJ_FACE); |
490 | } |
458 | } |
491 | update_object(op,UP_OBJ_FACE); |
459 | |
492 | if (in_movement || ! push) |
460 | if (in_movement || !push) |
493 | return 0; |
461 | return 0; |
494 | } |
462 | } |
495 | trigger_move (op, push); |
463 | trigger_move (op, push); |
|
|
464 | } |
|
|
465 | |
|
|
466 | return 0; |
|
|
467 | |
|
|
468 | case TRIGGER_PEDESTAL: |
|
|
469 | if (cause) |
|
|
470 | { |
|
|
471 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
472 | { |
|
|
473 | object *head = tmp->head_ (); |
|
|
474 | |
|
|
475 | /* See comment in TRIGGER_BUTTON about move_types */ |
|
|
476 | if (((head->move_type & op->move_on) || head->move_type == 0) |
|
|
477 | && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER))) |
|
|
478 | { |
|
|
479 | push = 1; |
|
|
480 | break; |
|
|
481 | } |
|
|
482 | } |
|
|
483 | |
|
|
484 | if (op->stats.ac == push) |
496 | return 0; |
485 | return 0; |
497 | |
486 | |
|
|
487 | op->stats.ac = push; |
|
|
488 | |
|
|
489 | if (NUM_ANIMATIONS (op) > 1) |
|
|
490 | { |
|
|
491 | SET_ANIMATION (op, push); |
|
|
492 | update_object (op, UP_OBJ_FACE); |
|
|
493 | } |
|
|
494 | |
|
|
495 | update_object (op, UP_OBJ_FACE); |
|
|
496 | |
|
|
497 | if (in_movement || !push) |
|
|
498 | return 0; |
|
|
499 | } |
|
|
500 | |
|
|
501 | trigger_move (op, push); |
|
|
502 | return 0; |
|
|
503 | |
498 | case TRIGGER_ALTAR: |
504 | case TRIGGER_ALTAR: |
499 | if (cause) { |
505 | if (cause) |
|
|
506 | { |
500 | if (in_movement) |
507 | if (in_movement) |
501 | return 0; |
508 | return 0; |
|
|
509 | |
502 | if (operate_altar (op, &cause)) { |
510 | if (operate_altar (op, &cause)) |
503 | if (NUM_ANIMATIONS(op) > 1) { |
|
|
504 | SET_ANIMATION (op, 1); |
|
|
505 | update_object(op, UP_OBJ_FACE); |
|
|
506 | } |
|
|
507 | if (op->last_sp >= 0) { |
|
|
508 | trigger_move (op, 1); |
|
|
509 | if (op->last_sp > 0) |
|
|
510 | op->last_sp = -op->last_sp; |
|
|
511 | } |
|
|
512 | else { |
|
|
513 | /* for trigger altar with last_sp, the ON/OFF |
|
|
514 | * status (-> +/- value) is "simulated": |
|
|
515 | */ |
|
|
516 | op->value = !op->value; |
|
|
517 | trigger_move (op, 1); |
|
|
518 | op->last_sp = -op->last_sp; |
|
|
519 | op->value = !op->value; |
|
|
520 | } |
|
|
521 | return cause == NULL; |
|
|
522 | } else { |
|
|
523 | return 0; |
|
|
524 | } |
511 | { |
525 | } else { |
|
|
526 | if (NUM_ANIMATIONS(op) > 1) { |
512 | if (NUM_ANIMATIONS (op) > 1) |
|
|
513 | { |
527 | SET_ANIMATION (op, 0); |
514 | SET_ANIMATION (op, 1); |
528 | update_object(op, UP_OBJ_FACE); |
515 | update_object (op, UP_OBJ_FACE); |
529 | } |
516 | } |
530 | |
517 | |
531 | /* If trigger_altar has "last_sp > 0" set on the map, |
|
|
532 | * it will push the connected value only once per sacrifice. |
|
|
533 | * Otherwise (default), the connected value will be |
|
|
534 | * pushed twice: First by sacrifice, second by reset! -AV |
|
|
535 | */ |
|
|
536 | if (!op->last_sp) |
518 | if (op->last_sp >= 0) |
|
|
519 | { |
537 | trigger_move (op, 0); |
520 | trigger_move (op, 1); |
|
|
521 | if (op->last_sp > 0) |
|
|
522 | op->last_sp = -op->last_sp; |
|
|
523 | } |
538 | else { |
524 | else |
539 | op->stats.wc = 0; |
525 | { |
|
|
526 | /* for trigger altar with last_sp, the ON/OFF |
|
|
527 | * status (-> +/- value) is "simulated": |
|
|
528 | */ |
540 | op->value = !op->value; |
529 | op->value = !op->value; |
541 | op->speed = 0; |
530 | trigger_move (op, 1); |
542 | update_ob_speed(op); |
531 | op->last_sp = -op->last_sp; |
|
|
532 | op->value = !op->value; |
543 | } |
533 | } |
|
|
534 | |
|
|
535 | return cause == NULL; |
544 | } |
536 | } |
|
|
537 | else |
545 | return 0; |
538 | return 0; |
546 | |
|
|
547 | case TRIGGER: |
|
|
548 | if (cause) { |
|
|
549 | if (in_movement) |
|
|
550 | return 0; |
|
|
551 | push = 1; |
|
|
552 | } |
539 | } |
|
|
540 | else |
|
|
541 | { |
553 | if (NUM_ANIMATIONS(op) > 1) { |
542 | if (NUM_ANIMATIONS (op) > 1) |
|
|
543 | { |
554 | SET_ANIMATION (op, push); |
544 | SET_ANIMATION (op, 0); |
555 | update_object(op, UP_OBJ_FACE); |
545 | update_object (op, UP_OBJ_FACE); |
556 | } |
546 | } |
|
|
547 | |
|
|
548 | /* If trigger_altar has "last_sp > 0" set on the map, |
|
|
549 | * it will push the connected value only once per sacrifice. |
|
|
550 | * Otherwise (default), the connected value will be |
|
|
551 | * pushed twice: First by sacrifice, second by reset! -AV |
|
|
552 | */ |
|
|
553 | if (!op->last_sp) |
|
|
554 | trigger_move (op, 0); |
|
|
555 | else |
|
|
556 | { |
|
|
557 | op->stats.wc = 0; |
|
|
558 | op->value = !op->value; |
|
|
559 | op->set_speed (0); |
|
|
560 | } |
|
|
561 | } |
|
|
562 | return 0; |
|
|
563 | |
|
|
564 | case TRIGGER: |
|
|
565 | if (cause) |
|
|
566 | { |
|
|
567 | if (in_movement) |
|
|
568 | return 0; |
|
|
569 | |
|
|
570 | push = 1; |
|
|
571 | } |
|
|
572 | |
|
|
573 | if (NUM_ANIMATIONS (op) > 1) |
|
|
574 | { |
|
|
575 | SET_ANIMATION (op, push); |
|
|
576 | update_object (op, UP_OBJ_FACE); |
|
|
577 | } |
|
|
578 | |
557 | trigger_move (op, push); |
579 | trigger_move (op, push); |
558 | return 1; |
580 | return 1; |
559 | |
581 | |
560 | default: |
582 | default: |
561 | LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); |
583 | LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
562 | return 0; |
584 | return 0; |
|
|
585 | } |
|
|
586 | } |
|
|
587 | |
|
|
588 | void |
|
|
589 | object::add_link (maptile *map, shstr_tmp id) |
|
|
590 | { |
|
|
591 | if (!map) |
563 | } |
592 | { |
564 | } |
593 | LOG (llevError, "Tried to add button-link without map.\n"); |
|
|
594 | return; |
|
|
595 | } |
565 | |
596 | |
566 | void add_button_link(object *button, mapstruct *map, int connected) { |
597 | flag [FLAG_IS_LINKED] = true; |
567 | oblinkpt *obp; |
598 | |
568 | objectlink *ol = get_objectlink(); |
599 | objectlink *ol = get_objectlink (); |
569 | |
|
|
570 | if (!map) { |
|
|
571 | LOG(llevError, "Tried to add button-link without map.\n"); |
|
|
572 | return; |
|
|
573 | } |
|
|
574 | if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild |
|
|
575 | a connected map from a template map. */ |
|
|
576 | /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ |
|
|
577 | |
|
|
578 | SET_FLAG(button,FLAG_IS_LINKED); |
|
|
579 | |
|
|
580 | ol->ob = button; |
600 | ol->ob = this; |
581 | ol->id = button->count; |
|
|
582 | |
601 | |
583 | for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); |
602 | for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
584 | |
603 | if (obp->id == id) |
585 | if (obp) { |
604 | { |
586 | ol->next = obp->link; |
605 | ol->next = obp->link; |
587 | obp->link = ol; |
606 | obp->link = ol; |
588 | } else { |
607 | return; |
|
|
608 | } |
|
|
609 | |
589 | obp = get_objectlinkpt(); |
610 | oblinkpt *obp = get_objectlinkpt (); |
590 | obp->value = connected; |
611 | obp->id = id; |
591 | |
612 | |
592 | obp->next = map->buttons; |
613 | obp->next = map->buttons; |
593 | map->buttons = obp; |
614 | map->buttons = obp; |
594 | obp->link = ol; |
615 | obp->link = ol; |
595 | } |
|
|
596 | } |
616 | } |
597 | |
617 | |
598 | /* |
618 | /* |
599 | * Remove the object from the linked lists of buttons in the map. |
619 | * Remove the object from the linked lists of buttons in the map. |
600 | * This is only needed by editors. |
620 | * This is only needed by editors. |
601 | */ |
621 | */ |
602 | |
622 | void |
603 | void remove_button_link(object *op) { |
623 | object::remove_link () |
604 | oblinkpt *obp; |
624 | { |
605 | objectlink **olp, *ol; |
625 | if (!map) |
606 | |
626 | { |
607 | if (op->map == NULL) { |
|
|
608 | LOG(llevError, "remove_button_link() in object without map.\n"); |
627 | LOG (llevError, "remove_button_link() in object without map.\n"); |
609 | return; |
628 | return; |
610 | } |
629 | } |
611 | if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { |
630 | |
|
|
631 | if (!flag [FLAG_IS_LINKED]) |
|
|
632 | { |
612 | LOG(llevError, "remove_button_linked() in unlinked object.\n"); |
633 | LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
613 | return; |
634 | return; |
614 | } |
635 | } |
|
|
636 | |
|
|
637 | flag [FLAG_IS_LINKED] = false; |
|
|
638 | |
615 | for (obp = op->map->buttons; obp; obp = obp->next) |
639 | for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
616 | for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
640 | for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next) |
617 | if (ol->ob == op) { |
641 | if ((*olp)->ob == this) |
618 | /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
642 | { |
619 | obp->value, op->name, op->map->path); |
643 | objectlink *ol = *olp; |
620 | */ |
|
|
621 | *olp = ol->next; |
644 | *olp = ol->next; |
622 | free(ol); |
645 | delete ol; |
623 | return; |
646 | return; |
|
|
647 | } |
|
|
648 | |
|
|
649 | LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
|
|
650 | } |
|
|
651 | |
|
|
652 | /* |
|
|
653 | * Updates every button on the map (by calling update_button() for them). |
|
|
654 | */ |
|
|
655 | void |
|
|
656 | maptile::update_buttons () |
|
|
657 | { |
|
|
658 | for (oblinkpt *obp = buttons; obp; obp = obp->next) |
|
|
659 | for (objectlink *ol = obp->link; ol; ol = ol->next) |
|
|
660 | { |
|
|
661 | if (!ol->ob) |
|
|
662 | { |
|
|
663 | LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", |
|
|
664 | ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id); |
|
|
665 | continue; |
|
|
666 | } |
|
|
667 | |
|
|
668 | if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) |
|
|
669 | { |
|
|
670 | update_button (ol->ob); |
|
|
671 | break; |
|
|
672 | } |
624 | } |
673 | } |
625 | LOG(llevError, "remove_button_linked(): couldn't find object.\n"); |
|
|
626 | CLEAR_FLAG(op,FLAG_IS_LINKED); |
|
|
627 | } |
674 | } |
628 | |
675 | |
629 | /* |
676 | /* |
630 | * Gets the objectlink for this connection from the map. |
677 | * Gets the objectlink for this connection from the map. |
631 | */ |
678 | */ |
632 | oblinkpt *get_connection_links (mapstruct *map, long connection) |
679 | oblinkpt * |
|
|
680 | maptile::find_link (shstr_tmp id) |
633 | { |
681 | { |
634 | for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
682 | for (oblinkpt *obp = buttons; obp; obp = obp->next) |
635 | if (obp->value == connection) |
683 | if (obp->id == id) |
636 | return obp; |
684 | return obp; |
|
|
685 | |
637 | return 0; |
686 | return 0; |
638 | } |
687 | } |
639 | |
688 | |
640 | /* |
689 | /* |
641 | * Return the first objectlink in the objects linked to this one |
690 | * Return the first objectlink in the objects linked to this one |
642 | */ |
691 | */ |
643 | |
|
|
644 | oblinkpt *get_button_links(const object *button) { |
|
|
645 | oblinkpt *obp; |
692 | oblinkpt * |
646 | objectlink *ol; |
693 | object::find_link () const |
647 | |
694 | { |
648 | if (!button->map) |
695 | if (map) |
649 | return NULL; |
|
|
650 | for (obp = button->map->buttons; obp; obp = obp->next) |
696 | for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
651 | for (ol = obp->link; ol; ol = ol->next) |
697 | for (objectlink *ol = obp->link; ol; ol = ol->next) |
652 | if (ol->ob == button && ol->id == button->count) |
698 | if (ol->ob == this) |
653 | return obp; |
699 | return obp; |
654 | return NULL; |
|
|
655 | } |
|
|
656 | |
700 | |
657 | /* |
|
|
658 | * Made as a separate function to increase efficiency |
|
|
659 | */ |
|
|
660 | |
|
|
661 | int get_button_value(const object *button) { |
|
|
662 | oblinkpt *obp; |
|
|
663 | objectlink *ol; |
|
|
664 | |
|
|
665 | if (!button->map) |
|
|
666 | return 0; |
|
|
667 | for (obp = button->map->buttons; obp; obp = obp->next) |
|
|
668 | for (ol = obp->link; ol; ol = ol->next) |
|
|
669 | if (ol->ob == button && ol->id == button->count) |
|
|
670 | return obp->value; |
|
|
671 | return 0; |
701 | return 0; |
672 | } |
702 | } |
673 | |
703 | |
674 | /* This routine makes monsters who are |
704 | /* This routine makes monsters who are |
675 | * standing on the 'mood floor' change their |
705 | * standing on the 'mood floor' change their |
… | |
… | |
677 | * If floor is to be triggered must have |
707 | * If floor is to be triggered must have |
678 | * a speed of zero (default is 1 for all |
708 | * a speed of zero (default is 1 for all |
679 | * but the charm floor type). |
709 | * but the charm floor type). |
680 | * by b.t. thomas@nomad.astro.psu.edu |
710 | * by b.t. thomas@nomad.astro.psu.edu |
681 | */ |
711 | */ |
682 | |
712 | void |
683 | void do_mood_floor(object *op, object *source) { |
713 | do_mood_floor (object *op, object *source) |
684 | object *tmp; |
714 | { |
685 | object *tmp2; |
|
|
686 | |
|
|
687 | if (!source) |
715 | if (!source) |
688 | source = op; |
716 | source = op; |
689 | |
717 | |
690 | for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) |
718 | mapspace &ms = op->ms (); |
|
|
719 | |
|
|
720 | if (!(ms.flags () & P_IS_ALIVE)) |
|
|
721 | return; |
|
|
722 | |
|
|
723 | object *tmp; |
|
|
724 | |
|
|
725 | for (tmp = ms.top; tmp; tmp = tmp->below) |
691 | if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; |
726 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
727 | break; |
692 | |
728 | |
693 | /* doesn't effect players, and if there is a player on this space, won't also |
729 | /* doesn't effect players, and if there is a player on this space, won't also |
694 | * be a monster here. |
730 | * be a monster here. |
695 | */ |
731 | */ |
|
|
732 | //TODO: have players really FLAG_MONSTER? kept it for safety |
696 | if (!tmp || tmp->type == PLAYER) return; |
733 | if (!tmp || tmp->type == PLAYER) |
|
|
734 | return; |
697 | |
735 | |
698 | switch(op->last_sp) { |
736 | switch (op->last_sp) |
|
|
737 | { |
699 | case 0: /* furious--make all monsters mad */ |
738 | case 0: /* furious--make all monsters mad */ |
700 | if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) |
|
|
701 | CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); |
|
|
702 | if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) { |
|
|
703 | CLEAR_FLAG(tmp, FLAG_FRIENDLY); |
|
|
704 | remove_friendly_object(tmp); |
|
|
705 | tmp->attack_movement = 0; |
|
|
706 | /* lots of checks here, but want to make sure we don't |
|
|
707 | * dereference a null value |
|
|
708 | */ |
|
|
709 | if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER && |
|
|
710 | tmp->owner->contr->ranges[range_golem]==tmp) { |
|
|
711 | tmp->owner->contr->ranges[range_golem]=NULL; |
|
|
712 | tmp->owner->contr->golem_count = 0; |
|
|
713 | } |
|
|
714 | tmp->owner = 0; |
|
|
715 | } |
|
|
716 | break; |
|
|
717 | case 1: /* angry -- get neutral monsters mad */ |
|
|
718 | if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&& |
|
|
719 | !QUERY_FLAG(tmp, FLAG_FRIENDLY)) |
|
|
720 | CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); |
|
|
721 | break; |
|
|
722 | case 2: /* calm -- pacify unfriendly monsters */ |
|
|
723 | if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) |
739 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
|
|
740 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
741 | |
|
|
742 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
|
|
743 | { |
|
|
744 | tmp->attack_movement = 0; |
|
|
745 | /* lots of checks here, but want to make sure we don't |
|
|
746 | * dereference a null value |
|
|
747 | */ |
|
|
748 | if (tmp->type == GOLEM |
|
|
749 | && tmp->owner |
|
|
750 | && tmp->owner->type == PLAYER |
|
|
751 | && tmp->owner->contr->golem == tmp) |
|
|
752 | tmp->owner->contr->golem = 0; |
|
|
753 | |
|
|
754 | tmp->owner = 0; |
|
|
755 | |
|
|
756 | remove_friendly_object (tmp); |
|
|
757 | } |
|
|
758 | break; |
|
|
759 | |
|
|
760 | case 1: /* angry -- get neutral monsters mad */ |
|
|
761 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
|
|
762 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
763 | break; |
|
|
764 | |
|
|
765 | case 2: /* calm -- pacify unfriendly monsters */ |
724 | SET_FLAG(tmp, FLAG_UNAGGRESSIVE); |
766 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
725 | break; |
767 | break; |
|
|
768 | |
726 | case 3: /* make all monsters fall asleep */ |
769 | case 3: /* make all monsters fall asleep */ |
727 | if(!QUERY_FLAG(tmp, FLAG_SLEEP)) |
|
|
728 | SET_FLAG(tmp, FLAG_SLEEP); |
770 | SET_FLAG (tmp, FLAG_SLEEP); |
729 | break; |
771 | break; |
|
|
772 | |
730 | case 4: /* charm all monsters */ |
773 | case 4: /* charm all monsters */ |
731 | if (op == source) break; /* only if 'connected' */ |
774 | if (op == source) |
|
|
775 | break; /* only if 'connected' */ |
732 | |
776 | |
733 | for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ |
777 | if (object *pl = source->ms ().player ()) |
734 | tmp2->type!=PLAYER;tmp2=tmp2->above) |
778 | { |
735 | if(tmp2->above==NULL) break; |
779 | tmp->set_owner (pl); |
736 | |
|
|
737 | if (tmp2->type != PLAYER) |
|
|
738 | break; |
|
|
739 | set_owner(tmp,tmp2); |
|
|
740 | SET_FLAG(tmp,FLAG_MONSTER); |
780 | SET_FLAG (tmp, FLAG_MONSTER); |
|
|
781 | |
741 | tmp->stats.exp = 0; |
782 | tmp->stats.exp = 0; |
742 | SET_FLAG(tmp, FLAG_FRIENDLY); |
783 | |
743 | add_friendly_object (tmp); |
784 | add_friendly_object (tmp); |
744 | tmp->attack_movement = PETMOVE; |
785 | tmp->attack_movement = PETMOVE; |
|
|
786 | } |
|
|
787 | break; |
|
|
788 | |
|
|
789 | case 6: // kill monsters |
|
|
790 | if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
745 | break; |
791 | break; |
746 | |
792 | |
|
|
793 | // FALL THROUGH |
|
|
794 | case 5: // kill all alives |
|
|
795 | if (!tmp->flag [FLAG_PRECIOUS]) |
|
|
796 | { |
|
|
797 | archetype::get (shstr_burnout)->insert_at (tmp, source); |
|
|
798 | tmp->destroy (); |
|
|
799 | } |
|
|
800 | break; |
|
|
801 | |
747 | default: |
802 | default: |
748 | break; |
803 | break; |
749 | |
|
|
750 | } |
804 | } |
751 | } |
805 | } |
752 | |
806 | |
753 | /* this function returns the object it matches, or NULL if non. |
807 | /* this function returns the object it matches, or NULL if non. |
754 | * It will descend through containers to find the object. |
808 | * It will descend through containers to find the object. |
755 | * slaying = match object slaying flag |
809 | * slaying = match object slaying flag |
756 | * race = match object archetype name flag |
810 | * race = match object archetype name flag |
757 | * hp = match object type (excpt type '0'== PLAYER) |
811 | * hp = match object type (excpt type '0'== PLAYER) |
758 | */ |
812 | */ |
759 | |
813 | object * |
760 | object * check_inv_recursive(object *op, const object *trig) |
814 | check_inv_recursive (object *op, const object *trig) |
761 | { |
815 | { |
762 | object *tmp,*ret=NULL; |
816 | object *tmp, *ret = NULL; |
763 | |
817 | |
764 | /* First check the object itself. */ |
818 | /* First check the object itself. */ |
765 | if((trig->stats.hp && (op->type == trig->stats.hp)) |
819 | if ((trig->stats.hp && (op->type == trig->stats.hp)) |
766 | || (trig->slaying && (op->slaying == trig->slaying)) |
820 | || (trig->slaying && (op->slaying == trig->slaying)) |
767 | || (trig->race && (op->arch->name == trig->race))) |
821 | || (trig->race && (op->arch->archname == trig->race))) |
768 | return op; |
822 | return op; |
769 | |
823 | |
770 | for(tmp=op->inv; tmp; tmp=tmp->below) { |
824 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
825 | { |
771 | if (tmp->inv) { |
826 | if (tmp->inv) |
|
|
827 | { |
772 | ret=check_inv_recursive(tmp, trig); |
828 | ret = check_inv_recursive (tmp, trig); |
|
|
829 | if (ret) |
773 | if (ret) return ret; |
830 | return ret; |
774 | } |
831 | } |
775 | else if((trig->stats.hp && (tmp->type == trig->stats.hp)) |
832 | else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
776 | || (trig->slaying && (tmp->slaying == trig->slaying)) |
833 | || (trig->slaying && (tmp->slaying == trig->slaying)) |
777 | || (trig->race && (tmp->arch->name == trig->race))) |
834 | || (trig->race && (tmp->arch->archname == trig->race))) |
778 | return tmp; |
835 | return tmp; |
779 | } |
836 | } |
780 | return NULL; |
837 | return NULL; |
781 | } |
838 | } |
782 | |
839 | |
783 | /* check_inv(), a function to search the inventory, |
840 | /* check_inv(), a function to search the inventory, |
784 | * of a player and then based on a set of conditions, |
841 | * of a player and then based on a set of conditions, |
785 | * the square will activate connected items. |
842 | * the square will activate connected items. |
786 | * Monsters can't trigger this square (for now) |
843 | * Monsters can't trigger this square (for now) |
787 | * Values are: last_sp = 1/0 obj/no obj triggers |
844 | * Values are: last_sp = 1/0 obj/no obj triggers |
788 | * last_heal = 1/0 remove/dont remove obj if triggered |
845 | * last_heal = 1/0 remove/dont remove obj if triggered |
789 | * -b.t. (thomas@nomad.astro.psu.edu |
846 | * -b.t. (thomas@nomad.astro.psu.edu |
790 | */ |
847 | * |
791 | |
848 | * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op |
|
|
849 | * because the check-inventory semantic essentially only applies when |
|
|
850 | * something is above the inventory checker. |
|
|
851 | * The semantic prior this change was: trigger if something has moved on or off |
|
|
852 | * and has a matching item. Imagine what happens if someone steps on the inventory |
|
|
853 | * checker with a matching item, has it, activates the connection, throws the item |
|
|
854 | * away, and then leaves the inventory checker. That would've caused an always-enabled |
|
|
855 | * state in the inventory checker. This won't happen anymore now. |
|
|
856 | * |
|
|
857 | * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
|
|
858 | * whether op is on this mapspace or not, because the value (1|0) depends |
|
|
859 | * on this information. also make sure to only push_button if op has |
|
|
860 | * a matching item (because when we do a push_button with value=0 timed gates |
|
|
861 | * will still open)! (i hope i got the semantics right this time) |
|
|
862 | * |
|
|
863 | */ |
|
|
864 | void |
792 | void check_inv (object *op, object *trig) { |
865 | check_inv (object *op, object *trig) |
793 | object *match; |
866 | { |
|
|
867 | trig->value = 0; // deactivate if none of the following conditions apply |
794 | |
868 | |
795 | if(op->type != PLAYER) return; |
869 | object *pl = trig->ms ().player (); |
796 | match = check_inv_recursive(op,trig); |
870 | object *match = check_inv_recursive (op, trig); |
797 | if (match && trig->last_sp) { |
871 | |
|
|
872 | // elmex: a note about (pl == op): |
|
|
873 | // if pl == 0 then the player has left this space |
|
|
874 | // if pl != 0 then a player is on this mapspace, but then |
|
|
875 | // we still have to check whether it's the player that triggered |
|
|
876 | // this inv-checker, because if not, then the op left this inv-checker |
|
|
877 | // and we have to set the value to 0 |
|
|
878 | |
|
|
879 | if (match && trig->last_sp) // match == having |
|
|
880 | { |
798 | if(trig->last_heal) |
881 | if (trig->last_heal) |
799 | decrease_ob(match); |
882 | match->decrease (); |
800 | use_trigger(trig); |
883 | |
|
|
884 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
|
|
885 | push_button (trig); |
|
|
886 | } |
|
|
887 | else if (!match && !trig->last_sp) // match == not having |
801 | } |
888 | { |
802 | else if (!match && !trig->last_sp) |
889 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
803 | use_trigger(trig); |
890 | push_button (trig); |
804 | } |
|
|
805 | |
|
|
806 | |
|
|
807 | /* This does a minimal check of the button link consistency for object |
|
|
808 | * map. All it really does it much sure the object id link that is set |
|
|
809 | * matches what the object has. |
|
|
810 | */ |
|
|
811 | void verify_button_links(const mapstruct *map) { |
|
|
812 | oblinkpt *obp; |
|
|
813 | objectlink *ol; |
|
|
814 | |
|
|
815 | if (!map) return; |
|
|
816 | |
|
|
817 | for (obp = map->buttons; obp; obp = obp->next) { |
|
|
818 | for (ol=obp->link; ol; ol=ol->next) { |
|
|
819 | if (ol->id!=ol->ob->count) |
|
|
820 | LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count); |
|
|
821 | } |
|
|
822 | } |
891 | } |
823 | } |
892 | } |
|
|
893 | |