1 |
/* |
2 |
* CrossFire, A Multiplayer game |
3 |
* |
4 |
* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 |
* Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (C) 1992 Frank Tore Johansen |
7 |
* |
8 |
* This program is free software; you can redistribute it and/or modify |
9 |
* it under the terms of the GNU General Public License as published by |
10 |
* the Free Software Foundation; either version 2 of the License, or |
11 |
* (at your option) any later version. |
12 |
* |
13 |
* 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 |
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* GNU General Public License for more details. |
17 |
* |
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* You should have received a copy of the GNU General Public License |
19 |
* along with this program; if not, write to the Free Software |
20 |
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 |
* |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 |
*/ |
24 |
|
25 |
#include <global.h> |
26 |
#include <funcpoint.h> |
27 |
|
28 |
/* |
29 |
* This code is no longer highly inefficient 8) |
30 |
*/ |
31 |
|
32 |
/* |
33 |
* elmex: |
34 |
* This function takes a objectlink list with all the objects are going to be activated. |
35 |
* state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
36 |
* The source argument can be 0 or the source object for this activation. |
37 |
*/ |
38 |
void |
39 |
activate_connection_link (objectlink * ol, bool state, object *source = 0) |
40 |
{ |
41 |
for (; ol; ol = ol->next) |
42 |
{ |
43 |
if (!ol->ob) |
44 |
{ |
45 |
LOG (llevError, "Internal error in activate_connection_link.\n"); |
46 |
continue; |
47 |
} |
48 |
|
49 |
/* 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 |
|
57 |
if (QUERY_FLAG (ol->ob, FLAG_FREED)) |
58 |
return; |
59 |
|
60 |
object *tmp = ol->ob; |
61 |
|
62 |
/* if the criteria isn't appropriate, don't do anything */ |
63 |
if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
64 |
continue; |
65 |
if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
66 |
continue; |
67 |
|
68 |
switch (tmp->type) |
69 |
{ |
70 |
case GATE: |
71 |
case HOLE: |
72 |
tmp->value = tmp->stats.maxsp ? !state : state; |
73 |
tmp->set_speed (0.5); |
74 |
break; |
75 |
|
76 |
case CF_HANDLE: |
77 |
SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
78 |
update_object (tmp, UP_OBJ_FACE); |
79 |
break; |
80 |
|
81 |
case SIGN: |
82 |
if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
83 |
{ |
84 |
new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
85 |
if (tmp->stats.food) |
86 |
tmp->last_eat++; |
87 |
} |
88 |
break; |
89 |
|
90 |
case ALTAR: |
91 |
tmp->value = 1; |
92 |
SET_ANIMATION (tmp, tmp->value); |
93 |
update_object (tmp, UP_OBJ_FACE); |
94 |
break; |
95 |
|
96 |
case BUTTON: |
97 |
case PEDESTAL: |
98 |
tmp->value = state; |
99 |
SET_ANIMATION (tmp, tmp->value); |
100 |
update_object (tmp, UP_OBJ_FACE); |
101 |
break; |
102 |
|
103 |
case MOOD_FLOOR: |
104 |
do_mood_floor (tmp, source); |
105 |
break; |
106 |
|
107 |
case TIMED_GATE: |
108 |
tmp->set_speed (tmp->arch->clone.speed); |
109 |
tmp->value = tmp->arch->clone.value; |
110 |
tmp->stats.sp = 1; |
111 |
tmp->stats.hp = tmp->stats.maxhp; |
112 |
/* Handle multipart gates. We copy the value for the other parts |
113 |
* from the head - this ensures that the data will consistent |
114 |
*/ |
115 |
for (tmp = tmp->more; tmp; tmp = tmp->more) |
116 |
{ |
117 |
tmp->value = tmp->head->value; |
118 |
tmp->stats.sp = tmp->head->stats.sp; |
119 |
tmp->stats.hp = tmp->head->stats.hp; |
120 |
tmp->set_speed (tmp->head->speed); |
121 |
} |
122 |
break; |
123 |
|
124 |
case DIRECTOR: |
125 |
case FIREWALL: |
126 |
if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
127 |
move_firewall (tmp); |
128 |
else |
129 |
{ |
130 |
if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
131 |
tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
132 |
animate_turning (tmp); |
133 |
} |
134 |
break; |
135 |
|
136 |
case TELEPORTER: |
137 |
move_teleporter (tmp); |
138 |
break; |
139 |
|
140 |
case CREATOR: |
141 |
move_creator (tmp); |
142 |
break; |
143 |
|
144 |
case TRIGGER_MARKER: |
145 |
move_marker (tmp); |
146 |
break; |
147 |
|
148 |
case DUPLICATOR: |
149 |
move_duplicator (tmp); |
150 |
break; |
151 |
} |
152 |
} |
153 |
} |
154 |
|
155 |
/* |
156 |
* elmex: |
157 |
* This is the new push_button function, it got split up so that |
158 |
* you can activate connections without a button now! |
159 |
* old but still valid comment: |
160 |
* |
161 |
* Push the specified object. This can affect other buttons/gates/handles |
162 |
* altars/pedestals/holes in the whole map. |
163 |
* Changed the routine to loop through _all_ objects. |
164 |
* Better hurry with that linked list... |
165 |
* |
166 |
*/ |
167 |
void |
168 |
push_button (object *op) |
169 |
{ |
170 |
oblinkpt *obp = get_button_links (op); |
171 |
|
172 |
if (!obp) |
173 |
return; |
174 |
|
175 |
if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value))) |
176 |
return; |
177 |
|
178 |
activate_connection_link (obp->link, op->value, op); |
179 |
} |
180 |
|
181 |
/* |
182 |
* elmex: |
183 |
* This activates a connection, similar to push_button (object *op) but it takes |
184 |
* only a map, a connection value and a true or false flag that indicated whether |
185 |
* the connection was 'state' or 'released'. So that you can activate objects |
186 |
* who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
187 |
* |
188 |
*/ |
189 |
void |
190 |
activate_connection (maptile *map, long connection, bool state) |
191 |
{ |
192 |
if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) |
193 |
return; |
194 |
|
195 |
oblinkpt *obp = get_connection_links (map, connection); |
196 |
|
197 |
if (obp) |
198 |
activate_connection_link (obp->link, state); |
199 |
} |
200 |
|
201 |
/* |
202 |
* Updates everything connected with the button op. |
203 |
* After changing the state of a button, this function must be called |
204 |
* to make sure that all gates and other buttons connected to the |
205 |
* button reacts to the (eventual) change of state. |
206 |
*/ |
207 |
void |
208 |
update_button (object *op) |
209 |
{ |
210 |
object *ab, *tmp, *head; |
211 |
int tot, any_down = 0, old_value = op->value; |
212 |
oblinkpt *obp = 0; |
213 |
objectlink *ol; |
214 |
|
215 |
obp = get_button_links (op); |
216 |
/* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
217 |
if (obp) |
218 |
for (ol = obp->link; ol; ol = ol->next) |
219 |
{ |
220 |
if (!ol->ob) |
221 |
{ |
222 |
LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
223 |
continue; |
224 |
} |
225 |
|
226 |
tmp = ol->ob; |
227 |
if (tmp->type == BUTTON) |
228 |
{ |
229 |
for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) |
230 |
/* Bug? The pedestal code below looks for the head of |
231 |
* the object, this bit doesn't. I'd think we should check |
232 |
* for head here also. Maybe it also makese sense to |
233 |
* make the for ab=tmp->above loop common, and alter |
234 |
* behaviour based on object within that loop? |
235 |
*/ |
236 |
|
237 |
/* Basically, if the move_type matches that on what the |
238 |
* button wants, we count it. The second check is so that |
239 |
* objects don't move (swords, etc) will count. Note that |
240 |
* this means that more work is needed to make buttons |
241 |
* that are only triggered by flying objects. |
242 |
*/ |
243 |
if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
244 |
tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; |
245 |
|
246 |
tmp->value = (tot >= tmp->weight) ? 1 : 0; |
247 |
if (tmp->value) |
248 |
any_down = 1; |
249 |
} |
250 |
else if (tmp->type == PEDESTAL) |
251 |
{ |
252 |
tmp->value = 0; |
253 |
for (ab = tmp->above; ab != NULL; ab = ab->above) |
254 |
{ |
255 |
head = ab->head ? ab->head : ab; |
256 |
/* Same note regarding move_type for buttons above apply here. */ |
257 |
if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
258 |
(head->race == tmp->slaying || |
259 |
((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
260 |
(!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
261 |
tmp->value = 1; |
262 |
} |
263 |
if (tmp->value) |
264 |
any_down = 1; |
265 |
} |
266 |
} |
267 |
if (any_down) /* If any other buttons were down, force this to remain down */ |
268 |
op->value = 1; |
269 |
|
270 |
/* If this button hasn't changed, don't do anything */ |
271 |
if (op->value != old_value) |
272 |
{ |
273 |
SET_ANIMATION (op, op->value); |
274 |
update_object (op, UP_OBJ_FACE); |
275 |
push_button (op); /* Make all other buttons the same */ |
276 |
} |
277 |
} |
278 |
|
279 |
void |
280 |
use_trigger (object *op) |
281 |
{ |
282 |
/* Toggle value */ |
283 |
op->value = !op->value; |
284 |
push_button (op); |
285 |
} |
286 |
|
287 |
/* |
288 |
* Note: animate_object should be used instead of this, |
289 |
* but it can't handle animations in the 8 directions |
290 |
*/ |
291 |
void |
292 |
animate_turning (object *op) /* only one part objects */ |
293 |
{ |
294 |
if (++op->state >= NUM_ANIMATIONS (op) / 8) |
295 |
op->state = 0; |
296 |
SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
297 |
update_object (op, UP_OBJ_FACE); |
298 |
} |
299 |
|
300 |
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
301 |
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
302 |
|
303 |
/* Returns true if the sacrifice meets the needs of the altar. |
304 |
* |
305 |
* Function put in (0.92.1) so that identify altars won't grab money |
306 |
* unnecessarily - we can see if there is sufficient money, see if something |
307 |
* needs to be identified, and then remove money if needed. |
308 |
* |
309 |
* 0.93.4: Linked objects (ie, objects that are connected) can not be |
310 |
* sacrificed. This fixes a bug of trying to put multiple altars/related |
311 |
* objects on the same space that take the same sacrifice. |
312 |
*/ |
313 |
|
314 |
int |
315 |
check_altar_sacrifice (const object *altar, const object *sacrifice) |
316 |
{ |
317 |
if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) |
318 |
{ |
319 |
if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || |
320 |
ARCH_SACRIFICE (altar) == sacrifice->name || |
321 |
ARCH_SACRIFICE (altar) == sacrifice->slaying || |
322 |
(!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) |
323 |
&& NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) |
324 |
return 1; |
325 |
|
326 |
if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 |
327 |
&& sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
328 |
return 1; |
329 |
} |
330 |
|
331 |
return 0; |
332 |
} |
333 |
|
334 |
/* |
335 |
* operate_altar checks if sacrifice was accepted and removes sacrificed |
336 |
* objects. If sacrifice was succeed return 1 else 0. Might be better to |
337 |
* call check_altar_sacrifice (above) than depend on the return value, |
338 |
* since operate_altar will remove the sacrifice also. |
339 |
* |
340 |
* If this function returns 1, '*sacrifice' is modified to point to the |
341 |
* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
342 |
*/ |
343 |
int |
344 |
operate_altar (object *altar, object **sacrifice) |
345 |
{ |
346 |
if (!altar->map) |
347 |
{ |
348 |
LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
349 |
return 0; |
350 |
} |
351 |
|
352 |
if (!altar->slaying || altar->value) |
353 |
return 0; |
354 |
|
355 |
if (!check_altar_sacrifice (altar, *sacrifice)) |
356 |
return 0; |
357 |
|
358 |
/* check_altar_sacrifice should have already verified that enough money |
359 |
* has been dropped. |
360 |
*/ |
361 |
if (!strcmp (ARCH_SACRIFICE (altar), "money")) |
362 |
{ |
363 |
int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
364 |
|
365 |
/* Round up any sacrifices. Altars don't make change either */ |
366 |
if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
367 |
number++; |
368 |
|
369 |
*sacrifice = decrease_ob_nr (*sacrifice, number); |
370 |
} |
371 |
else |
372 |
*sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); |
373 |
|
374 |
if (altar->msg) |
375 |
new_info_map (NDI_BLACK, altar->map, altar->msg); |
376 |
|
377 |
return 1; |
378 |
} |
379 |
|
380 |
void |
381 |
trigger_move (object *op, int state) /* 1 down and 0 up */ |
382 |
{ |
383 |
op->stats.wc = state; |
384 |
if (state) |
385 |
{ |
386 |
use_trigger (op); |
387 |
op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
388 |
op->speed_left = -1; |
389 |
} |
390 |
else |
391 |
{ |
392 |
use_trigger (op); |
393 |
op->set_speed (0); |
394 |
} |
395 |
} |
396 |
|
397 |
|
398 |
/* |
399 |
* cause != NULL: something has moved on top of op |
400 |
* |
401 |
* cause == NULL: nothing has moved, we have been called from |
402 |
* animate_trigger(). |
403 |
* |
404 |
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
405 |
* |
406 |
* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
407 |
* |
408 |
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
409 |
*/ |
410 |
int |
411 |
check_trigger (object *op, object *cause) |
412 |
{ |
413 |
object *tmp; |
414 |
int push = 0, tot = 0; |
415 |
int in_movement = op->stats.wc || op->speed; |
416 |
|
417 |
switch (op->type) |
418 |
{ |
419 |
case TRIGGER_BUTTON: |
420 |
if (op->weight > 0) |
421 |
{ |
422 |
if (cause) |
423 |
{ |
424 |
for (tmp = op->above; tmp; tmp = tmp->above) |
425 |
/* Comment reproduced from update_buttons(): */ |
426 |
/* Basically, if the move_type matches that on what the |
427 |
* button wants, we count it. The second check is so that |
428 |
* objects that don't move (swords, etc) will count. Note that |
429 |
* this means that more work is needed to make buttons |
430 |
* that are only triggered by flying objects. |
431 |
*/ |
432 |
|
433 |
if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
434 |
{ |
435 |
tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; |
436 |
} |
437 |
if (tot >= op->weight) |
438 |
push = 1; |
439 |
if (op->stats.ac == push) |
440 |
return 0; |
441 |
op->stats.ac = push; |
442 |
if (NUM_ANIMATIONS (op) > 1) |
443 |
{ |
444 |
SET_ANIMATION (op, push); |
445 |
update_object (op, UP_OBJ_FACE); |
446 |
} |
447 |
if (in_movement || !push) |
448 |
return 0; |
449 |
} |
450 |
trigger_move (op, push); |
451 |
} |
452 |
return 0; |
453 |
|
454 |
case TRIGGER_PEDESTAL: |
455 |
if (cause) |
456 |
{ |
457 |
for (tmp = op->above; tmp; tmp = tmp->above) |
458 |
{ |
459 |
object *head = tmp->head ? tmp->head : tmp; |
460 |
|
461 |
/* See comment in TRIGGER_BUTTON about move_types */ |
462 |
if (((head->move_type & op->move_on) || head->move_type == 0) |
463 |
&& (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
464 |
{ |
465 |
push = 1; |
466 |
break; |
467 |
} |
468 |
} |
469 |
if (op->stats.ac == push) |
470 |
return 0; |
471 |
op->stats.ac = push; |
472 |
if (NUM_ANIMATIONS (op) > 1) |
473 |
{ |
474 |
SET_ANIMATION (op, push); |
475 |
update_object (op, UP_OBJ_FACE); |
476 |
} |
477 |
update_object (op, UP_OBJ_FACE); |
478 |
if (in_movement || !push) |
479 |
return 0; |
480 |
} |
481 |
trigger_move (op, push); |
482 |
return 0; |
483 |
|
484 |
case TRIGGER_ALTAR: |
485 |
if (cause) |
486 |
{ |
487 |
if (in_movement) |
488 |
return 0; |
489 |
if (operate_altar (op, &cause)) |
490 |
{ |
491 |
if (NUM_ANIMATIONS (op) > 1) |
492 |
{ |
493 |
SET_ANIMATION (op, 1); |
494 |
update_object (op, UP_OBJ_FACE); |
495 |
} |
496 |
if (op->last_sp >= 0) |
497 |
{ |
498 |
trigger_move (op, 1); |
499 |
if (op->last_sp > 0) |
500 |
op->last_sp = -op->last_sp; |
501 |
} |
502 |
else |
503 |
{ |
504 |
/* for trigger altar with last_sp, the ON/OFF |
505 |
* status (-> +/- value) is "simulated": |
506 |
*/ |
507 |
op->value = !op->value; |
508 |
trigger_move (op, 1); |
509 |
op->last_sp = -op->last_sp; |
510 |
op->value = !op->value; |
511 |
} |
512 |
return cause == NULL; |
513 |
} |
514 |
else |
515 |
{ |
516 |
return 0; |
517 |
} |
518 |
} |
519 |
else |
520 |
{ |
521 |
if (NUM_ANIMATIONS (op) > 1) |
522 |
{ |
523 |
SET_ANIMATION (op, 0); |
524 |
update_object (op, UP_OBJ_FACE); |
525 |
} |
526 |
|
527 |
/* If trigger_altar has "last_sp > 0" set on the map, |
528 |
* it will push the connected value only once per sacrifice. |
529 |
* Otherwise (default), the connected value will be |
530 |
* pushed twice: First by sacrifice, second by reset! -AV |
531 |
*/ |
532 |
if (!op->last_sp) |
533 |
trigger_move (op, 0); |
534 |
else |
535 |
{ |
536 |
op->stats.wc = 0; |
537 |
op->value = !op->value; |
538 |
op->set_speed (0); |
539 |
} |
540 |
} |
541 |
return 0; |
542 |
|
543 |
case TRIGGER: |
544 |
if (cause) |
545 |
{ |
546 |
if (in_movement) |
547 |
return 0; |
548 |
|
549 |
push = 1; |
550 |
} |
551 |
|
552 |
if (NUM_ANIMATIONS (op) > 1) |
553 |
{ |
554 |
SET_ANIMATION (op, push); |
555 |
update_object (op, UP_OBJ_FACE); |
556 |
} |
557 |
|
558 |
trigger_move (op, push); |
559 |
return 1; |
560 |
|
561 |
default: |
562 |
LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
563 |
return 0; |
564 |
} |
565 |
} |
566 |
|
567 |
void |
568 |
add_button_link (object *button, maptile *map, int connected) |
569 |
{ |
570 |
oblinkpt *obp; |
571 |
objectlink *ol = get_objectlink (); |
572 |
|
573 |
if (!map) |
574 |
{ |
575 |
LOG (llevError, "Tried to add button-link without map.\n"); |
576 |
return; |
577 |
} |
578 |
|
579 |
button->path_attuned = connected; /* peterm: I need this so I can rebuild |
580 |
a connected map from a template map. */ |
581 |
|
582 |
SET_FLAG (button, FLAG_IS_LINKED); |
583 |
|
584 |
ol->ob = button; |
585 |
|
586 |
for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) |
587 |
; |
588 |
|
589 |
if (obp) |
590 |
{ |
591 |
ol->next = obp->link; |
592 |
obp->link = ol; |
593 |
} |
594 |
else |
595 |
{ |
596 |
obp = get_objectlinkpt (); |
597 |
obp->value = connected; |
598 |
|
599 |
obp->next = map->buttons; |
600 |
map->buttons = obp; |
601 |
obp->link = ol; |
602 |
} |
603 |
} |
604 |
|
605 |
/* |
606 |
* Remove the object from the linked lists of buttons in the map. |
607 |
* This is only needed by editors. |
608 |
*/ |
609 |
|
610 |
void |
611 |
remove_button_link (object *op) |
612 |
{ |
613 |
oblinkpt *obp; |
614 |
objectlink **olp, *ol; |
615 |
|
616 |
if (op->map == NULL) |
617 |
{ |
618 |
LOG (llevError, "remove_button_link() in object without map.\n"); |
619 |
return; |
620 |
} |
621 |
|
622 |
if (!QUERY_FLAG (op, FLAG_IS_LINKED)) |
623 |
{ |
624 |
LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
625 |
return; |
626 |
} |
627 |
|
628 |
for (obp = op->map->buttons; obp; obp = obp->next) |
629 |
for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
630 |
if (ol->ob == op) |
631 |
{ |
632 |
|
633 |
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
634 |
obp->value, op->name, op->map->path); |
635 |
*/ |
636 |
*olp = ol->next; |
637 |
delete ol; |
638 |
return; |
639 |
} |
640 |
|
641 |
LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
642 |
CLEAR_FLAG (op, FLAG_IS_LINKED); |
643 |
} |
644 |
|
645 |
/* |
646 |
* Gets the objectlink for this connection from the map. |
647 |
*/ |
648 |
oblinkpt * |
649 |
get_connection_links (maptile *map, long connection) |
650 |
{ |
651 |
for (oblinkpt * obp = map->buttons; obp; obp = obp->next) |
652 |
if (obp->value == connection) |
653 |
return obp; |
654 |
|
655 |
return 0; |
656 |
} |
657 |
|
658 |
/* |
659 |
* Return the first objectlink in the objects linked to this one |
660 |
*/ |
661 |
|
662 |
oblinkpt * |
663 |
get_button_links (const object *button) |
664 |
{ |
665 |
oblinkpt *obp; |
666 |
objectlink *ol; |
667 |
|
668 |
if (!button->map) |
669 |
return NULL; |
670 |
|
671 |
for (obp = button->map->buttons; obp; obp = obp->next) |
672 |
for (ol = obp->link; ol; ol = ol->next) |
673 |
if (ol->ob == button) |
674 |
return obp; |
675 |
|
676 |
return NULL; |
677 |
} |
678 |
|
679 |
/* |
680 |
* Made as a separate function to increase efficiency |
681 |
*/ |
682 |
|
683 |
int |
684 |
get_button_value (const object *button) |
685 |
{ |
686 |
oblinkpt *obp; |
687 |
objectlink *ol; |
688 |
|
689 |
if (!button->map) |
690 |
return 0; |
691 |
for (obp = button->map->buttons; obp; obp = obp->next) |
692 |
for (ol = obp->link; ol; ol = ol->next) |
693 |
if (ol->ob == button) |
694 |
return obp->value; |
695 |
return 0; |
696 |
} |
697 |
|
698 |
/* This routine makes monsters who are |
699 |
* standing on the 'mood floor' change their |
700 |
* disposition if it is different. |
701 |
* If floor is to be triggered must have |
702 |
* a speed of zero (default is 1 for all |
703 |
* but the charm floor type). |
704 |
* by b.t. thomas@nomad.astro.psu.edu |
705 |
*/ |
706 |
|
707 |
void |
708 |
do_mood_floor (object *op, object *source) |
709 |
{ |
710 |
if (!source) |
711 |
source = op; |
712 |
|
713 |
mapspace &ms = op->ms (); |
714 |
|
715 |
if (!(ms.flags () & P_IS_ALIVE)) |
716 |
return; |
717 |
|
718 |
object *tmp; |
719 |
|
720 |
for (tmp = ms.top; tmp; tmp = tmp->below) |
721 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
722 |
break; |
723 |
|
724 |
/* doesn't effect players, and if there is a player on this space, won't also |
725 |
* be a monster here. |
726 |
*/ |
727 |
//TODO: have players really FLAG_MONSTER? kept it for safety |
728 |
if (!tmp || tmp->type == PLAYER) |
729 |
return; |
730 |
|
731 |
switch (op->last_sp) |
732 |
{ |
733 |
case 0: /* furious--make all monsters mad */ |
734 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
735 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
736 |
|
737 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
738 |
{ |
739 |
tmp->attack_movement = 0; |
740 |
/* lots of checks here, but want to make sure we don't |
741 |
* dereference a null value |
742 |
*/ |
743 |
if (tmp->type == GOLEM |
744 |
&& tmp->owner |
745 |
&& tmp->owner->type == PLAYER |
746 |
&& tmp->owner->contr->golem == tmp) |
747 |
tmp->owner->contr->golem = 0; |
748 |
|
749 |
tmp->owner = 0; |
750 |
|
751 |
remove_friendly_object (tmp); |
752 |
} |
753 |
break; |
754 |
|
755 |
case 1: /* angry -- get neutral monsters mad */ |
756 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
757 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
758 |
break; |
759 |
|
760 |
case 2: /* calm -- pacify unfriendly monsters */ |
761 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
762 |
break; |
763 |
|
764 |
case 3: /* make all monsters fall asleep */ |
765 |
SET_FLAG (tmp, FLAG_SLEEP); |
766 |
break; |
767 |
|
768 |
case 4: /* charm all monsters */ |
769 |
if (op == source) |
770 |
break; /* only if 'connected' */ |
771 |
|
772 |
if (object *pl = source->ms ().player ()) |
773 |
{ |
774 |
tmp->set_owner (pl); |
775 |
SET_FLAG (tmp, FLAG_MONSTER); |
776 |
|
777 |
tmp->stats.exp = 0; |
778 |
|
779 |
add_friendly_object (tmp); |
780 |
tmp->attack_movement = PETMOVE; |
781 |
} |
782 |
break; |
783 |
|
784 |
case 6: // kill monsters |
785 |
if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
786 |
break; |
787 |
|
788 |
// FALL THROUGH |
789 |
case 5: // kill all alives |
790 |
if (!tmp->flag [FLAG_PRECIOUS]) |
791 |
{ |
792 |
get_archetype ("burnout")->insert_at (tmp, source); |
793 |
tmp->destroy (); |
794 |
} |
795 |
break; |
796 |
|
797 |
default: |
798 |
break; |
799 |
} |
800 |
} |
801 |
|
802 |
/* this function returns the object it matches, or NULL if non. |
803 |
* It will descend through containers to find the object. |
804 |
* slaying = match object slaying flag |
805 |
* race = match object archetype name flag |
806 |
* hp = match object type (excpt type '0'== PLAYER) |
807 |
*/ |
808 |
object * |
809 |
check_inv_recursive (object *op, const object *trig) |
810 |
{ |
811 |
object *tmp, *ret = NULL; |
812 |
|
813 |
/* First check the object itself. */ |
814 |
if ((trig->stats.hp && (op->type == trig->stats.hp)) |
815 |
|| (trig->slaying && (op->slaying == trig->slaying)) |
816 |
|| (trig->race && (op->arch->name == trig->race))) |
817 |
return op; |
818 |
|
819 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
820 |
{ |
821 |
if (tmp->inv) |
822 |
{ |
823 |
ret = check_inv_recursive (tmp, trig); |
824 |
if (ret) |
825 |
return ret; |
826 |
} |
827 |
else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
828 |
|| (trig->slaying && (tmp->slaying == trig->slaying)) |
829 |
|| (trig->race && (tmp->arch->name == trig->race))) |
830 |
return tmp; |
831 |
} |
832 |
return NULL; |
833 |
} |
834 |
|
835 |
/* check_inv(), a function to search the inventory, |
836 |
* of a player and then based on a set of conditions, |
837 |
* the square will activate connected items. |
838 |
* Monsters can't trigger this square (for now) |
839 |
* Values are: last_sp = 1/0 obj/no obj triggers |
840 |
* last_heal = 1/0 remove/dont remove obj if triggered |
841 |
* -b.t. (thomas@nomad.astro.psu.edu |
842 |
* |
843 |
* Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op |
844 |
* because the check-inventory semantic essentially only applies when |
845 |
* something is above the inventory checker. |
846 |
* The semantic prior this change was: trigger if something has moved on or off |
847 |
* and has a matching item. Imagine what happens if someone steps on the inventory |
848 |
* checker with a matching item, has it, activates the connection, throws the item |
849 |
* away, and then leaves the inventory checker. That would've caused an always-enabled |
850 |
* state in the inventory checker. This won't happen anymore now. |
851 |
* |
852 |
* Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
853 |
* whether op is on this mapspace or not, because the value (1|0) depends |
854 |
* on this information. also make sure to only push_button if op has |
855 |
* a matching item (because when we do a push_button with value=0 timed gates |
856 |
* will still open)! (i hope i got the semantics right this time) |
857 |
* |
858 |
*/ |
859 |
void |
860 |
check_inv (object *op, object *trig) |
861 |
{ |
862 |
trig->value = 0; // deactivate if none of the following conditions apply |
863 |
|
864 |
object *pl = trig->ms ().player (); |
865 |
object *match = check_inv_recursive (op, trig); |
866 |
|
867 |
// elmex: a note about (pl == op): |
868 |
// if pl == 0 then the player has left this space |
869 |
// if pl != 0 then a player is on this mapspace, but then |
870 |
// we still have to check whether it's the player that triggered |
871 |
// this inv-checker, because if not, then the op left this inv-checker |
872 |
// and we have to set the value to 0 |
873 |
|
874 |
if (match && trig->last_sp) // match == having |
875 |
{ |
876 |
if (trig->last_heal) |
877 |
decrease_ob (match); |
878 |
|
879 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
880 |
push_button (trig); |
881 |
} |
882 |
else if (!match && !trig->last_sp) // match == not having |
883 |
{ |
884 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
885 |
push_button (trig); |
886 |
} |
887 |
} |
888 |
|