1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
24 |
|
25 |
#include <global.h> |
26 |
|
27 |
/* |
28 |
* This code is no longer highly inefficient 8) |
29 |
*/ |
30 |
|
31 |
/* |
32 |
* elmex: |
33 |
* This function takes a objectlink list with all the objects are going to be activated. |
34 |
* state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
35 |
* The activator argument can be 0 or the source object for this activation. |
36 |
* the originator is the player or monster who did something. |
37 |
*/ |
38 |
static void |
39 |
activate_connection_link (objectlink *ol, int state, object *activator, object *originator) |
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 |
|
66 |
if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
67 |
continue; |
68 |
|
69 |
switch (tmp->type) |
70 |
{ |
71 |
case GATE: |
72 |
case HOLE: |
73 |
if (!tmp->active) |
74 |
tmp->play_sound (tmp->sound |
75 |
? tmp->sound |
76 |
: sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); |
77 |
tmp->value = tmp->stats.maxsp ? !state : state; |
78 |
tmp->set_speed (0.5); |
79 |
break; |
80 |
|
81 |
case T_HANDLE: |
82 |
SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
83 |
update_object (tmp, UP_OBJ_FACE); |
84 |
break; |
85 |
|
86 |
case SIGN: |
87 |
if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
88 |
{ |
89 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign")); |
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 |
|
96 |
case ALTAR: |
97 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar")); |
98 |
tmp->value = 1; |
99 |
SET_ANIMATION (tmp, tmp->value); |
100 |
update_object (tmp, UP_OBJ_FACE); |
101 |
break; |
102 |
|
103 |
case BUTTON: |
104 |
case PEDESTAL: |
105 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button")); |
106 |
tmp->value = state; |
107 |
SET_ANIMATION (tmp, tmp->value); |
108 |
update_object (tmp, UP_OBJ_FACE); |
109 |
break; |
110 |
|
111 |
case MOOD_FLOOR: |
112 |
do_mood_floor (tmp, activator); |
113 |
break; |
114 |
|
115 |
case TIMED_GATE: |
116 |
if (!tmp->active) |
117 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); |
118 |
|
119 |
tmp->set_speed (tmp->arch->speed); |
120 |
tmp->value = tmp->arch->value; |
121 |
tmp->stats.sp = 1; |
122 |
tmp->stats.hp = tmp->stats.maxhp; |
123 |
/* Handle multipart gates. We copy the value for the other parts |
124 |
* from the head - this ensures that the data will consistent |
125 |
*/ |
126 |
for (object *part = tmp->more; part; part = part->more) |
127 |
{ |
128 |
part->value = tmp->value; |
129 |
part->stats.sp = tmp->stats.sp; |
130 |
part->stats.hp = tmp->stats.hp; |
131 |
part->set_speed (tmp->speed); |
132 |
} |
133 |
break; |
134 |
|
135 |
case DIRECTOR: |
136 |
case FIREWALL: |
137 |
if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
138 |
move_firewall (tmp); |
139 |
else |
140 |
{ |
141 |
tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */ |
142 |
animate_turning (tmp); |
143 |
} |
144 |
break; |
145 |
|
146 |
case TELEPORTER: |
147 |
move_teleporter (tmp); |
148 |
break; |
149 |
|
150 |
case CREATOR: |
151 |
move_creator (tmp); |
152 |
break; |
153 |
|
154 |
case TRIGGER_MARKER: |
155 |
//tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker")); |
156 |
move_marker (tmp); |
157 |
break; |
158 |
|
159 |
case DUPLICATOR: |
160 |
move_duplicator (tmp); |
161 |
break; |
162 |
|
163 |
case MAPSCRIPT: |
164 |
cfperl_mapscript_activate (tmp, state, activator, originator); |
165 |
break; |
166 |
} |
167 |
} |
168 |
} |
169 |
|
170 |
/* |
171 |
* elmex: |
172 |
* This is the new push_button function, it got split up so that |
173 |
* you can activate connections without a button now! |
174 |
* old but still valid comment: |
175 |
* |
176 |
* Push the specified object. This can affect other buttons/gates/handles |
177 |
* altars/pedestals/holes in the whole map. |
178 |
* Changed the routine to loop through _all_ objects. |
179 |
* Better hurry with that linked list... |
180 |
* |
181 |
*/ |
182 |
void |
183 |
push_button (object *op, object *originator) |
184 |
{ |
185 |
if (oblinkpt *obp = op->find_link ()) |
186 |
{ |
187 |
if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator))) |
188 |
return; |
189 |
|
190 |
activate_connection_link (obp->link, op->value, op, originator); |
191 |
} |
192 |
} |
193 |
|
194 |
/* |
195 |
* elmex: |
196 |
* This activates a connection, similar to push_button (object *op) but it takes |
197 |
* only a map, a connection value and a true or false flag that indicated whether |
198 |
* the connection was 'state' or 'released'. So that you can activate objects |
199 |
* who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
200 |
* |
201 |
*/ |
202 |
void |
203 |
maptile::trigger (shstr_tmp id, int state, object *activator, object *originator) |
204 |
{ |
205 |
if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator))) |
206 |
return; |
207 |
|
208 |
if (oblinkpt *obp = find_link (id)) |
209 |
activate_connection_link (obp->link, state, activator, originator); |
210 |
} |
211 |
|
212 |
/* |
213 |
* Updates everything connected with the button op. |
214 |
* After changing the state of a button, this function must be called |
215 |
* to make sure that all gates and other buttons connected to the |
216 |
* button reacts to the (eventual) change of state. |
217 |
*/ |
218 |
void |
219 |
update_button (object *op, object *originator) |
220 |
{ |
221 |
int any_down = 0, old_value = op->value; |
222 |
|
223 |
if (oblinkpt *obp = op->find_link ()) |
224 |
for (objectlink *ol = obp->link; ol; ol = ol->next) |
225 |
{ |
226 |
if (!ol->ob) |
227 |
{ |
228 |
LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
229 |
continue; |
230 |
} |
231 |
|
232 |
object *tmp = ol->ob; |
233 |
|
234 |
if (tmp->type == BUTTON) |
235 |
{ |
236 |
sint32 total = 0; |
237 |
|
238 |
for (object *ab = tmp->above; ab; ab = ab->above) |
239 |
/* Basically, if the move_type matches that on what the |
240 |
* button wants, we count it. The second check is so that |
241 |
* objects who don't move (swords, etc) will count. Note that |
242 |
* this means that more work is needed to make buttons |
243 |
* that are only triggered by flying objects. |
244 |
*/ |
245 |
if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
246 |
total += ab->head_ ()->total_weight (); |
247 |
|
248 |
tmp->value = total >= tmp->weight; |
249 |
|
250 |
any_down = any_down || tmp->value; |
251 |
} |
252 |
else if (tmp->type == PEDESTAL) |
253 |
{ |
254 |
bool is_match = is_match_expr (tmp->slaying); |
255 |
tmp->value = 0; |
256 |
|
257 |
for (object *ab = tmp->above; ab; ab = ab->above) |
258 |
{ |
259 |
object *head = ab->head_ (); |
260 |
|
261 |
/* Same note regarding move_type for buttons above apply here. */ |
262 |
if (((ab->move_type & tmp->move_on) || ab->move_type == 0)) |
263 |
if (is_match |
264 |
? match (tmp->slaying, head, tmp, originator) |
265 |
: (head->race == tmp->slaying |
266 |
|| (head->type == SPECIAL_KEY && head->slaying == tmp->slaying) |
267 |
|| (tmp->slaying == shstr_player && head->type == PLAYER))) |
268 |
{ |
269 |
tmp->value = 1; |
270 |
break; |
271 |
} |
272 |
} |
273 |
|
274 |
any_down = any_down || tmp->value; |
275 |
} |
276 |
} |
277 |
|
278 |
if (any_down) /* If any other buttons were down, force this to remain down */ |
279 |
op->value = 1; |
280 |
|
281 |
//LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value); |
282 |
|
283 |
/* If this button hasn't changed, don't do anything */ |
284 |
if (op->value != old_value) |
285 |
{ |
286 |
SET_ANIMATION (op, op->value); |
287 |
update_object (op, UP_OBJ_FACE); |
288 |
push_button (op, originator); /* Make all other buttons the same */ |
289 |
} |
290 |
} |
291 |
|
292 |
void |
293 |
use_trigger (object *op, object *originator) |
294 |
{ |
295 |
/* Toggle value */ |
296 |
op->value = !op->value; |
297 |
|
298 |
push_button (op, originator); |
299 |
} |
300 |
|
301 |
/* |
302 |
* Note: animate_object should be used instead of this, |
303 |
* but it can't handle animations in the 8 directions |
304 |
*/ |
305 |
void |
306 |
animate_turning (object *op) /* only one part objects */ |
307 |
{ |
308 |
if (++op->state >= NUM_ANIMATIONS (op) / 8) |
309 |
op->state = 0; |
310 |
SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
311 |
update_object (op, UP_OBJ_FACE); |
312 |
} |
313 |
|
314 |
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
315 |
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
316 |
|
317 |
/* Returns true if the sacrifice meets the needs of the altar. |
318 |
* |
319 |
* Function put in (0.92.1) so that identify altars won't grab money |
320 |
* unnecessarily - we can see if there is sufficient money, see if something |
321 |
* needs to be identified, and then remove money if needed. |
322 |
* |
323 |
* 0.93.4: Linked objects (ie, objects that are connected) can not be |
324 |
* sacrificed. This fixes a bug of trying to put multiple altars/related |
325 |
* objects on the same space that take the same sacrifice. |
326 |
*/ |
327 |
|
328 |
int |
329 |
check_altar_sacrifice (object *altar, object *sacrifice, object *originator) |
330 |
{ |
331 |
if (sacrifice->flag [FLAG_UNPAID]) |
332 |
return 0; |
333 |
|
334 |
if (is_match_expr (ARCH_SACRIFICE (altar))) |
335 |
return match (ARCH_SACRIFICE (altar), altar, originator); |
336 |
|
337 |
if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) |
338 |
&& !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
339 |
&& sacrifice->type != PLAYER) |
340 |
{ |
341 |
if (ARCH_SACRIFICE (altar) == shstr_money |
342 |
&& sacrifice->type == MONEY |
343 |
&& sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
344 |
return 1; |
345 |
|
346 |
if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
347 |
|| ARCH_SACRIFICE (altar) == sacrifice->name |
348 |
|| ARCH_SACRIFICE (altar) == sacrifice->slaying |
349 |
|| strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) |
350 |
&& NROF_SACRIFICE (altar) <= sacrifice->number_of ()) |
351 |
return 1; |
352 |
} |
353 |
|
354 |
return 0; |
355 |
} |
356 |
|
357 |
/* |
358 |
* operate_altar checks if sacrifice was accepted and removes sacrificed |
359 |
* objects. If sacrifice was succeed return 1 else 0. Might be better to |
360 |
* call check_altar_sacrifice (above) than depend on the return value, |
361 |
* since operate_altar will remove the sacrifice also. |
362 |
* |
363 |
* If this function returns 1, '*sacrifice' is modified to point to the |
364 |
* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
365 |
*/ |
366 |
int |
367 |
operate_altar (object *altar, object **sacrifice, object *originator) |
368 |
{ |
369 |
if (!altar->map) |
370 |
{ |
371 |
LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
372 |
return 0; |
373 |
} |
374 |
|
375 |
if (!altar->slaying || altar->value) |
376 |
return 0; |
377 |
|
378 |
if (!check_altar_sacrifice (altar, *sacrifice, originator)) |
379 |
return 0; |
380 |
|
381 |
/* check_altar_sacrifice should have already verified that enough money |
382 |
* has been dropped. |
383 |
*/ |
384 |
if (ARCH_SACRIFICE (altar) == shstr_money) |
385 |
{ |
386 |
int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
387 |
|
388 |
/* Round up any sacrifices. Altars don't make change either */ |
389 |
if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
390 |
number++; |
391 |
|
392 |
if (!(*sacrifice)->decrease (number)) |
393 |
*sacrifice = 0; |
394 |
} |
395 |
else |
396 |
if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar))) |
397 |
*sacrifice = 0; |
398 |
|
399 |
if (altar->msg) |
400 |
new_info_map (NDI_BLACK, altar->map, altar->msg); |
401 |
|
402 |
return 1; |
403 |
} |
404 |
|
405 |
void |
406 |
trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */ |
407 |
{ |
408 |
op->stats.wc = state; |
409 |
|
410 |
if (state) |
411 |
{ |
412 |
use_trigger (op, originator); |
413 |
op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
414 |
op->speed_left = -1; |
415 |
} |
416 |
else |
417 |
{ |
418 |
use_trigger (op, originator); |
419 |
op->set_speed (0); |
420 |
} |
421 |
} |
422 |
|
423 |
|
424 |
/* |
425 |
* cause != NULL: something has moved on top of op |
426 |
* |
427 |
* cause == NULL: nothing has moved, we have been called from |
428 |
* animate_trigger(). |
429 |
* |
430 |
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
431 |
* |
432 |
* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
433 |
* |
434 |
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
435 |
*/ |
436 |
int |
437 |
check_trigger (object *op, object *cause, object *originator) |
438 |
{ |
439 |
object *tmp; |
440 |
int push = 0, tot = 0; |
441 |
int in_movement = op->stats.wc || op->speed; |
442 |
|
443 |
switch (op->type) |
444 |
{ |
445 |
case TRIGGER_BUTTON: |
446 |
if (op->weight > 0) |
447 |
{ |
448 |
if (cause) |
449 |
{ |
450 |
for (tmp = op->above; tmp; tmp = tmp->above) |
451 |
/* Comment reproduced from update_buttons(): */ |
452 |
/* Basically, if the move_type matches that on what the |
453 |
* button wants, we count it. The second check is so that |
454 |
* objects that don't move (swords, etc) will count. Note that |
455 |
* this means that more work is needed to make buttons |
456 |
* that are only triggered by flying objects. |
457 |
*/ |
458 |
if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
459 |
tot += tmp->head_ ()->total_weight (); |
460 |
|
461 |
if (tot >= op->weight) |
462 |
push = 1; |
463 |
|
464 |
if (op->stats.ac == push) |
465 |
return 0; |
466 |
|
467 |
op->stats.ac = push; |
468 |
if (NUM_ANIMATIONS (op) > 1) |
469 |
{ |
470 |
SET_ANIMATION (op, push); |
471 |
update_object (op, UP_OBJ_FACE); |
472 |
} |
473 |
|
474 |
if (in_movement || !push) |
475 |
return 0; |
476 |
} |
477 |
|
478 |
trigger_move (op, push, cause); |
479 |
} |
480 |
|
481 |
return 0; |
482 |
|
483 |
case TRIGGER_PEDESTAL: |
484 |
if (cause) |
485 |
{ |
486 |
for (tmp = op->above; tmp; tmp = tmp->above) |
487 |
{ |
488 |
object *head = tmp->head_ (); |
489 |
|
490 |
/* See comment in TRIGGER_BUTTON about move_types */ |
491 |
if (((head->move_type & op->move_on) || head->move_type == 0) |
492 |
&& (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER))) |
493 |
{ |
494 |
push = 1; |
495 |
break; |
496 |
} |
497 |
} |
498 |
|
499 |
if (op->stats.ac == push) |
500 |
return 0; |
501 |
|
502 |
op->stats.ac = push; |
503 |
|
504 |
if (NUM_ANIMATIONS (op) > 1) |
505 |
{ |
506 |
SET_ANIMATION (op, push); |
507 |
update_object (op, UP_OBJ_FACE); |
508 |
} |
509 |
|
510 |
update_object (op, UP_OBJ_FACE); |
511 |
|
512 |
if (in_movement || !push) |
513 |
return 0; |
514 |
} |
515 |
|
516 |
trigger_move (op, push, cause); |
517 |
return 0; |
518 |
|
519 |
case TRIGGER_ALTAR: |
520 |
if (cause) |
521 |
{ |
522 |
if (in_movement) |
523 |
return 0; |
524 |
|
525 |
if (operate_altar (op, &cause)) /* TODO: originator? */ |
526 |
{ |
527 |
if (NUM_ANIMATIONS (op) > 1) |
528 |
{ |
529 |
SET_ANIMATION (op, 1); |
530 |
update_object (op, UP_OBJ_FACE); |
531 |
} |
532 |
|
533 |
if (op->last_sp >= 0) |
534 |
{ |
535 |
trigger_move (op, 1, cause); |
536 |
|
537 |
if (op->last_sp > 0) |
538 |
op->last_sp = -op->last_sp; |
539 |
} |
540 |
else |
541 |
{ |
542 |
/* for trigger altar with last_sp, the ON/OFF |
543 |
* status (-> +/- value) is "simulated": |
544 |
*/ |
545 |
op->value = !op->value; |
546 |
trigger_move (op, 1, cause); |
547 |
op->last_sp = -op->last_sp; |
548 |
op->value = !op->value; |
549 |
} |
550 |
|
551 |
return cause == NULL; |
552 |
} |
553 |
else |
554 |
return 0; |
555 |
} |
556 |
else |
557 |
{ |
558 |
if (NUM_ANIMATIONS (op) > 1) |
559 |
{ |
560 |
SET_ANIMATION (op, 0); |
561 |
update_object (op, UP_OBJ_FACE); |
562 |
} |
563 |
|
564 |
/* If trigger_altar has "last_sp > 0" set on the map, |
565 |
* it will push the connected value only once per sacrifice. |
566 |
* Otherwise (default), the connected value will be |
567 |
* pushed twice: First by sacrifice, second by reset! -AV |
568 |
*/ |
569 |
if (!op->last_sp) |
570 |
trigger_move (op, 0, cause); |
571 |
else |
572 |
{ |
573 |
op->stats.wc = 0; |
574 |
op->value = !op->value; |
575 |
op->set_speed (0); |
576 |
} |
577 |
} |
578 |
return 0; |
579 |
|
580 |
case TRIGGER: |
581 |
if (cause) |
582 |
{ |
583 |
if (in_movement) |
584 |
return 0; |
585 |
|
586 |
push = 1; |
587 |
} |
588 |
|
589 |
if (NUM_ANIMATIONS (op) > 1) |
590 |
{ |
591 |
SET_ANIMATION (op, push); |
592 |
update_object (op, UP_OBJ_FACE); |
593 |
} |
594 |
|
595 |
trigger_move (op, push, cause); |
596 |
return 1; |
597 |
|
598 |
default: |
599 |
LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
600 |
return 0; |
601 |
} |
602 |
} |
603 |
|
604 |
void |
605 |
object::add_link (maptile *map, shstr_tmp id) |
606 |
{ |
607 |
if (!map) |
608 |
{ |
609 |
LOG (llevError, "Tried to add button-link without map.\n"); |
610 |
return; |
611 |
} |
612 |
|
613 |
flag [FLAG_IS_LINKED] = true; |
614 |
|
615 |
objectlink *ol = get_objectlink (); |
616 |
ol->ob = this; |
617 |
|
618 |
for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
619 |
if (obp->id == id) |
620 |
{ |
621 |
ol->next = obp->link; |
622 |
obp->link = ol; |
623 |
return; |
624 |
} |
625 |
|
626 |
oblinkpt *obp = get_objectlinkpt (); |
627 |
obp->id = id; |
628 |
|
629 |
obp->next = map->buttons; |
630 |
map->buttons = obp; |
631 |
obp->link = ol; |
632 |
} |
633 |
|
634 |
/* |
635 |
* Remove the object from the linked lists of buttons in the map. |
636 |
* This is only needed by editors. |
637 |
*/ |
638 |
void |
639 |
object::remove_link () |
640 |
{ |
641 |
if (!map) |
642 |
{ |
643 |
LOG (llevError, "remove_button_link() in object without map.\n"); |
644 |
return; |
645 |
} |
646 |
|
647 |
if (!flag [FLAG_IS_LINKED]) |
648 |
{ |
649 |
LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
650 |
return; |
651 |
} |
652 |
|
653 |
flag [FLAG_IS_LINKED] = false; |
654 |
|
655 |
for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
656 |
for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next) |
657 |
if ((*olp)->ob == this) |
658 |
{ |
659 |
objectlink *ol = *olp; |
660 |
*olp = ol->next; |
661 |
delete ol; |
662 |
return; |
663 |
} |
664 |
|
665 |
LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
666 |
} |
667 |
|
668 |
/* |
669 |
* Updates every button on the map (by calling update_button() for them). |
670 |
*/ |
671 |
void |
672 |
maptile::update_buttons () |
673 |
{ |
674 |
for (oblinkpt *obp = buttons; obp; obp = obp->next) |
675 |
for (objectlink *ol = obp->link; ol; ol = ol->next) |
676 |
{ |
677 |
if (!ol->ob) |
678 |
{ |
679 |
LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", |
680 |
ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id); |
681 |
continue; |
682 |
} |
683 |
|
684 |
if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) |
685 |
{ |
686 |
update_button (ol->ob, 0); |
687 |
break; |
688 |
} |
689 |
} |
690 |
} |
691 |
|
692 |
/* |
693 |
* Gets the objectlink for this connection from the map. |
694 |
*/ |
695 |
oblinkpt * |
696 |
maptile::find_link (shstr_tmp id) |
697 |
{ |
698 |
for (oblinkpt *obp = buttons; obp; obp = obp->next) |
699 |
if (obp->id == id) |
700 |
return obp; |
701 |
|
702 |
return 0; |
703 |
} |
704 |
|
705 |
/* |
706 |
* Return the first objectlink in the objects linked to this one |
707 |
*/ |
708 |
oblinkpt * |
709 |
object::find_link () const |
710 |
{ |
711 |
if (map) |
712 |
for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
713 |
for (objectlink *ol = obp->link; ol; ol = ol->next) |
714 |
if (ol->ob == this) |
715 |
return obp; |
716 |
|
717 |
return 0; |
718 |
} |
719 |
|
720 |
/* This routine makes monsters who are |
721 |
* standing on the 'mood floor' change their |
722 |
* disposition if it is different. |
723 |
* If floor is to be triggered must have |
724 |
* a speed of zero (default is 1 for all |
725 |
* but the charm floor type). |
726 |
* by b.t. thomas@nomad.astro.psu.edu |
727 |
*/ |
728 |
void |
729 |
do_mood_floor (object *op, object *source) |
730 |
{ |
731 |
if (!source) |
732 |
source = op; |
733 |
|
734 |
mapspace &ms = op->ms (); |
735 |
|
736 |
if (!(ms.flags () & P_IS_ALIVE)) |
737 |
return; |
738 |
|
739 |
object *tmp; |
740 |
|
741 |
for (tmp = ms.top; tmp; tmp = tmp->below) |
742 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
743 |
break; |
744 |
|
745 |
/* doesn't effect players, and if there is a player on this space, won't also |
746 |
* be a monster here. |
747 |
*/ |
748 |
//TODO: have players really FLAG_MONSTER? kept it for safety |
749 |
if (!tmp || tmp->type == PLAYER) |
750 |
return; |
751 |
|
752 |
switch (op->last_sp) |
753 |
{ |
754 |
case 0: /* furious--make all monsters mad */ |
755 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
756 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
757 |
|
758 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
759 |
{ |
760 |
tmp->attack_movement = 0; |
761 |
/* lots of checks here, but want to make sure we don't |
762 |
* dereference a null value |
763 |
*/ |
764 |
if (tmp->type == GOLEM |
765 |
&& tmp->owner |
766 |
&& tmp->owner->type == PLAYER |
767 |
&& tmp->owner->contr->golem == tmp) |
768 |
tmp->owner->contr->golem = 0; |
769 |
|
770 |
tmp->owner = 0; |
771 |
|
772 |
remove_friendly_object (tmp); |
773 |
} |
774 |
break; |
775 |
|
776 |
case 1: /* angry -- get neutral monsters mad */ |
777 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
778 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
779 |
break; |
780 |
|
781 |
case 2: /* calm -- pacify unfriendly monsters */ |
782 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
783 |
break; |
784 |
|
785 |
case 3: /* make all monsters fall asleep */ |
786 |
SET_FLAG (tmp, FLAG_SLEEP); |
787 |
break; |
788 |
|
789 |
case 4: /* charm all monsters */ |
790 |
if (op == source) |
791 |
break; /* only if 'connected' */ |
792 |
|
793 |
if (object *pl = source->ms ().player ()) |
794 |
{ |
795 |
tmp->set_owner (pl); |
796 |
SET_FLAG (tmp, FLAG_MONSTER); |
797 |
|
798 |
tmp->stats.exp = 0; |
799 |
|
800 |
add_friendly_object (tmp); |
801 |
tmp->attack_movement = PETMOVE; |
802 |
} |
803 |
break; |
804 |
|
805 |
case 6: // kill monsters |
806 |
if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
807 |
break; |
808 |
|
809 |
// FALL THROUGH |
810 |
case 5: // kill all alives |
811 |
if (!tmp->flag [FLAG_PRECIOUS]) |
812 |
{ |
813 |
archetype::get (shstr_burnout)->insert_at (tmp, source); |
814 |
tmp->destroy (); |
815 |
} |
816 |
break; |
817 |
|
818 |
default: |
819 |
break; |
820 |
} |
821 |
} |
822 |
|
823 |
/* this function returns the object it matches, or NULL if non. |
824 |
* It will descend through containers to find the object. |
825 |
* slaying = match object slaying flag |
826 |
* race = match object archetype name flag |
827 |
* hp = match object type (excpt type '0'== PLAYER) |
828 |
*/ |
829 |
object * |
830 |
check_inv_recursive (object *op, const object *trig) |
831 |
{ |
832 |
object *tmp, *ret = NULL; |
833 |
|
834 |
/* First check the object itself. */ |
835 |
if ((trig->stats.hp && (op->type == trig->stats.hp)) |
836 |
|| (trig->slaying && (op->slaying == trig->slaying)) |
837 |
|| (trig->race && (op->arch->archname == trig->race))) |
838 |
return op; |
839 |
|
840 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
841 |
{ |
842 |
if (tmp->inv) |
843 |
{ |
844 |
ret = check_inv_recursive (tmp, trig); |
845 |
if (ret) |
846 |
return ret; |
847 |
} |
848 |
else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
849 |
|| (trig->slaying && (tmp->slaying == trig->slaying)) |
850 |
|| (trig->race && (tmp->arch->archname == trig->race))) |
851 |
return tmp; |
852 |
} |
853 |
return NULL; |
854 |
} |
855 |
|
856 |
/* check_inv(), a function to search the inventory, |
857 |
* of a player and then based on a set of conditions, |
858 |
* the square will activate connected items. |
859 |
* Monsters can't trigger this square (for now) |
860 |
* Values are: last_sp = 1/0 obj/no obj triggers |
861 |
* last_heal = 1/0 remove/dont remove obj if triggered |
862 |
* -b.t. (thomas@nomad.astro.psu.edu |
863 |
* |
864 |
* Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op |
865 |
* because the check-inventory semantic essentially only applies when |
866 |
* something is above the inventory checker. |
867 |
* The semantic prior this change was: trigger if something has moved on or off |
868 |
* and has a matching item. Imagine what happens if someone steps on the inventory |
869 |
* checker with a matching item, has it, activates the connection, throws the item |
870 |
* away, and then leaves the inventory checker. That would've caused an always-enabled |
871 |
* state in the inventory checker. This won't happen anymore now. |
872 |
* |
873 |
* Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
874 |
* whether op is on this mapspace or not, because the value (1|0) depends |
875 |
* on this information. also make sure to only push_button if op has |
876 |
* a matching item (because when we do a push_button with value=0 timed gates |
877 |
* will still open)! (i hope i got the semantics right this time) |
878 |
* |
879 |
*/ |
880 |
void |
881 |
check_inv (object *op, object *trig) |
882 |
{ |
883 |
trig->value = 0; // deactivate if none of the following conditions apply |
884 |
|
885 |
object *pl = trig->ms ().player (); |
886 |
object *match = check_inv_recursive (op, trig); |
887 |
|
888 |
// elmex: a note about (pl == op): |
889 |
// if pl == 0 then the player has left this space |
890 |
// if pl != 0 then a player is on this mapspace, but then |
891 |
// we still have to check whether it's the player that triggered |
892 |
// this inv-checker, because if not, then the op left this inv-checker |
893 |
// and we have to set the value to 0 |
894 |
|
895 |
if (match && trig->last_sp) // match == having |
896 |
{ |
897 |
if (trig->last_heal) |
898 |
match->decrease (); |
899 |
|
900 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
901 |
push_button (trig, op); |
902 |
} |
903 |
else if (!match && !trig->last_sp) // match == not having |
904 |
{ |
905 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
906 |
push_button (trig, op); |
907 |
} |
908 |
} |
909 |
|