1 |
/* |
2 |
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
* |
8 |
* Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. |
20 |
* |
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* The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 |
*/ |
23 |
|
24 |
#include <global.h> |
25 |
#include <funcpoint.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 source argument can be 0 or the source object for this activation. |
36 |
*/ |
37 |
void |
38 |
activate_connection_link (objectlink * ol, bool state, object *source = 0) |
39 |
{ |
40 |
for (; ol; ol = ol->next) |
41 |
{ |
42 |
if (!ol->ob) |
43 |
{ |
44 |
LOG (llevError, "Internal error in activate_connection_link.\n"); |
45 |
continue; |
46 |
} |
47 |
|
48 |
/* a button link object can become freed when the map is saving. As |
49 |
* a map is saved, objects are removed and freed, and if an object is |
50 |
* on top of a button, this function is eventually called. If a map |
51 |
* is getting moved out of memory, the status of buttons and levers |
52 |
* probably isn't important - it will get sorted out when the map is |
53 |
* re-loaded. As such, just exit this function if that is the case. |
54 |
*/ |
55 |
|
56 |
if (QUERY_FLAG (ol->ob, FLAG_FREED)) |
57 |
return; |
58 |
|
59 |
object *tmp = ol->ob; |
60 |
|
61 |
/* if the criteria isn't appropriate, don't do anything */ |
62 |
if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
63 |
continue; |
64 |
|
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 |
tmp->play_sound (tmp->sound); |
85 |
new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
86 |
if (tmp->stats.food) |
87 |
tmp->last_eat++; |
88 |
} |
89 |
break; |
90 |
|
91 |
case ALTAR: |
92 |
tmp->value = 1; |
93 |
SET_ANIMATION (tmp, tmp->value); |
94 |
update_object (tmp, UP_OBJ_FACE); |
95 |
break; |
96 |
|
97 |
case BUTTON: |
98 |
case PEDESTAL: |
99 |
tmp->value = state; |
100 |
SET_ANIMATION (tmp, tmp->value); |
101 |
update_object (tmp, UP_OBJ_FACE); |
102 |
break; |
103 |
|
104 |
case MOOD_FLOOR: |
105 |
do_mood_floor (tmp, source); |
106 |
break; |
107 |
|
108 |
case TIMED_GATE: |
109 |
tmp->set_speed (tmp->arch->speed); |
110 |
tmp->value = tmp->arch->value; |
111 |
tmp->stats.sp = 1; |
112 |
tmp->stats.hp = tmp->stats.maxhp; |
113 |
/* Handle multipart gates. We copy the value for the other parts |
114 |
* from the head - this ensures that the data will consistent |
115 |
*/ |
116 |
for (object *part = tmp->more; part; part = part->more) |
117 |
{ |
118 |
part->value = tmp->value; |
119 |
part->stats.sp = tmp->stats.sp; |
120 |
part->stats.hp = tmp->stats.hp; |
121 |
part->set_speed (tmp->speed); |
122 |
} |
123 |
break; |
124 |
|
125 |
case DIRECTOR: |
126 |
case FIREWALL: |
127 |
if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
128 |
move_firewall (tmp); |
129 |
else |
130 |
{ |
131 |
if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
132 |
tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
133 |
|
134 |
animate_turning (tmp); |
135 |
} |
136 |
break; |
137 |
|
138 |
case TELEPORTER: |
139 |
move_teleporter (tmp); |
140 |
break; |
141 |
|
142 |
case CREATOR: |
143 |
move_creator (tmp); |
144 |
break; |
145 |
|
146 |
case TRIGGER_MARKER: |
147 |
move_marker (tmp); |
148 |
break; |
149 |
|
150 |
case DUPLICATOR: |
151 |
move_duplicator (tmp); |
152 |
break; |
153 |
} |
154 |
} |
155 |
} |
156 |
|
157 |
/* |
158 |
* elmex: |
159 |
* This is the new push_button function, it got split up so that |
160 |
* you can activate connections without a button now! |
161 |
* old but still valid comment: |
162 |
* |
163 |
* Push the specified object. This can affect other buttons/gates/handles |
164 |
* altars/pedestals/holes in the whole map. |
165 |
* Changed the routine to loop through _all_ objects. |
166 |
* Better hurry with that linked list... |
167 |
* |
168 |
*/ |
169 |
void |
170 |
push_button (object *op) |
171 |
{ |
172 |
oblinkpt *obp = get_button_links (op); |
173 |
|
174 |
if (!obp) |
175 |
return; |
176 |
|
177 |
if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value))) |
178 |
return; |
179 |
|
180 |
activate_connection_link (obp->link, op->value, op); |
181 |
} |
182 |
|
183 |
/* |
184 |
* elmex: |
185 |
* This activates a connection, similar to push_button (object *op) but it takes |
186 |
* only a map, a connection value and a true or false flag that indicated whether |
187 |
* the connection was 'state' or 'released'. So that you can activate objects |
188 |
* who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
189 |
* |
190 |
*/ |
191 |
void |
192 |
activate_connection (maptile *map, long connection, bool state) |
193 |
{ |
194 |
if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) |
195 |
return; |
196 |
|
197 |
oblinkpt *obp = get_connection_links (map, connection); |
198 |
|
199 |
if (obp) |
200 |
activate_connection_link (obp->link, state); |
201 |
} |
202 |
|
203 |
/* |
204 |
* Updates everything connected with the button op. |
205 |
* After changing the state of a button, this function must be called |
206 |
* to make sure that all gates and other buttons connected to the |
207 |
* button reacts to the (eventual) change of state. |
208 |
*/ |
209 |
void |
210 |
update_button (object *op) |
211 |
{ |
212 |
object *ab, *tmp, *head; |
213 |
int tot, any_down = 0, old_value = op->value; |
214 |
oblinkpt *obp = 0; |
215 |
objectlink *ol; |
216 |
|
217 |
obp = get_button_links (op); |
218 |
/* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
219 |
if (obp) |
220 |
for (ol = obp->link; ol; ol = ol->next) |
221 |
{ |
222 |
if (!ol->ob) |
223 |
{ |
224 |
LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
225 |
continue; |
226 |
} |
227 |
|
228 |
tmp = ol->ob; |
229 |
if (tmp->type == BUTTON) |
230 |
{ |
231 |
for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) |
232 |
/* Bug? The pedestal code below looks for the head of |
233 |
* the object, this bit doesn't. I'd think we should check |
234 |
* for head here also. Maybe it also makese sense to |
235 |
* make the for ab=tmp->above loop common, and alter |
236 |
* behaviour based on object within that loop? |
237 |
*/ |
238 |
|
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 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 |
tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; |
247 |
|
248 |
tmp->value = (tot >= tmp->weight) ? 1 : 0; |
249 |
if (tmp->value) |
250 |
any_down = 1; |
251 |
} |
252 |
else if (tmp->type == PEDESTAL) |
253 |
{ |
254 |
tmp->value = 0; |
255 |
for (ab = tmp->above; ab != NULL; ab = ab->above) |
256 |
{ |
257 |
head = ab->head_ (); |
258 |
/* Same note regarding move_type for buttons above apply here. */ |
259 |
if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
260 |
(head->race == tmp->slaying || |
261 |
((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
262 |
(!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
263 |
tmp->value = 1; |
264 |
} |
265 |
|
266 |
if (tmp->value) |
267 |
any_down = 1; |
268 |
} |
269 |
} |
270 |
if (any_down) /* If any other buttons were down, force this to remain down */ |
271 |
op->value = 1; |
272 |
|
273 |
/* If this button hasn't changed, don't do anything */ |
274 |
if (op->value != old_value) |
275 |
{ |
276 |
SET_ANIMATION (op, op->value); |
277 |
update_object (op, UP_OBJ_FACE); |
278 |
push_button (op); /* Make all other buttons the same */ |
279 |
} |
280 |
} |
281 |
|
282 |
void |
283 |
use_trigger (object *op) |
284 |
{ |
285 |
/* Toggle value */ |
286 |
op->value = !op->value; |
287 |
push_button (op); |
288 |
} |
289 |
|
290 |
/* |
291 |
* Note: animate_object should be used instead of this, |
292 |
* but it can't handle animations in the 8 directions |
293 |
*/ |
294 |
void |
295 |
animate_turning (object *op) /* only one part objects */ |
296 |
{ |
297 |
if (++op->state >= NUM_ANIMATIONS (op) / 8) |
298 |
op->state = 0; |
299 |
SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
300 |
update_object (op, UP_OBJ_FACE); |
301 |
} |
302 |
|
303 |
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
304 |
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
305 |
|
306 |
/* Returns true if the sacrifice meets the needs of the altar. |
307 |
* |
308 |
* Function put in (0.92.1) so that identify altars won't grab money |
309 |
* unnecessarily - we can see if there is sufficient money, see if something |
310 |
* needs to be identified, and then remove money if needed. |
311 |
* |
312 |
* 0.93.4: Linked objects (ie, objects that are connected) can not be |
313 |
* sacrificed. This fixes a bug of trying to put multiple altars/related |
314 |
* objects on the same space that take the same sacrifice. |
315 |
*/ |
316 |
|
317 |
int |
318 |
check_altar_sacrifice (const object *altar, const object *sacrifice) |
319 |
{ |
320 |
if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) |
321 |
{ |
322 |
if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
323 |
|| ARCH_SACRIFICE (altar) == sacrifice->name |
324 |
|| ARCH_SACRIFICE (altar) == sacrifice->slaying |
325 |
|| (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) |
326 |
&& NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) |
327 |
return 1; |
328 |
|
329 |
if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 |
330 |
&& sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
331 |
return 1; |
332 |
} |
333 |
|
334 |
return 0; |
335 |
} |
336 |
|
337 |
/* |
338 |
* operate_altar checks if sacrifice was accepted and removes sacrificed |
339 |
* objects. If sacrifice was succeed return 1 else 0. Might be better to |
340 |
* call check_altar_sacrifice (above) than depend on the return value, |
341 |
* since operate_altar will remove the sacrifice also. |
342 |
* |
343 |
* If this function returns 1, '*sacrifice' is modified to point to the |
344 |
* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
345 |
*/ |
346 |
int |
347 |
operate_altar (object *altar, object **sacrifice) |
348 |
{ |
349 |
if (!altar->map) |
350 |
{ |
351 |
LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
352 |
return 0; |
353 |
} |
354 |
|
355 |
if (!altar->slaying || altar->value) |
356 |
return 0; |
357 |
|
358 |
if (!check_altar_sacrifice (altar, *sacrifice)) |
359 |
return 0; |
360 |
|
361 |
/* check_altar_sacrifice should have already verified that enough money |
362 |
* has been dropped. |
363 |
*/ |
364 |
if (!strcmp (ARCH_SACRIFICE (altar), "money")) |
365 |
{ |
366 |
int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
367 |
|
368 |
/* Round up any sacrifices. Altars don't make change either */ |
369 |
if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
370 |
number++; |
371 |
|
372 |
*sacrifice = decrease_ob_nr (*sacrifice, number); |
373 |
} |
374 |
else |
375 |
*sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); |
376 |
|
377 |
if (altar->msg) |
378 |
new_info_map (NDI_BLACK, altar->map, altar->msg); |
379 |
|
380 |
return 1; |
381 |
} |
382 |
|
383 |
void |
384 |
trigger_move (object *op, int state) /* 1 down and 0 up */ |
385 |
{ |
386 |
op->stats.wc = state; |
387 |
if (state) |
388 |
{ |
389 |
use_trigger (op); |
390 |
op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
391 |
op->speed_left = -1; |
392 |
} |
393 |
else |
394 |
{ |
395 |
use_trigger (op); |
396 |
op->set_speed (0); |
397 |
} |
398 |
} |
399 |
|
400 |
|
401 |
/* |
402 |
* cause != NULL: something has moved on top of op |
403 |
* |
404 |
* cause == NULL: nothing has moved, we have been called from |
405 |
* animate_trigger(). |
406 |
* |
407 |
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
408 |
* |
409 |
* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
410 |
* |
411 |
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
412 |
*/ |
413 |
int |
414 |
check_trigger (object *op, object *cause) |
415 |
{ |
416 |
object *tmp; |
417 |
int push = 0, tot = 0; |
418 |
int in_movement = op->stats.wc || op->speed; |
419 |
|
420 |
switch (op->type) |
421 |
{ |
422 |
case TRIGGER_BUTTON: |
423 |
if (op->weight > 0) |
424 |
{ |
425 |
if (cause) |
426 |
{ |
427 |
for (tmp = op->above; tmp; tmp = tmp->above) |
428 |
/* Comment reproduced from update_buttons(): */ |
429 |
/* Basically, if the move_type matches that on what the |
430 |
* button wants, we count it. The second check is so that |
431 |
* objects that don't move (swords, etc) will count. Note that |
432 |
* this means that more work is needed to make buttons |
433 |
* that are only triggered by flying objects. |
434 |
*/ |
435 |
|
436 |
if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
437 |
{ |
438 |
tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; |
439 |
} |
440 |
if (tot >= op->weight) |
441 |
push = 1; |
442 |
if (op->stats.ac == push) |
443 |
return 0; |
444 |
op->stats.ac = push; |
445 |
if (NUM_ANIMATIONS (op) > 1) |
446 |
{ |
447 |
SET_ANIMATION (op, push); |
448 |
update_object (op, UP_OBJ_FACE); |
449 |
} |
450 |
if (in_movement || !push) |
451 |
return 0; |
452 |
} |
453 |
trigger_move (op, push); |
454 |
} |
455 |
return 0; |
456 |
|
457 |
case TRIGGER_PEDESTAL: |
458 |
if (cause) |
459 |
{ |
460 |
for (tmp = op->above; tmp; tmp = tmp->above) |
461 |
{ |
462 |
object *head = tmp->head_ (); |
463 |
|
464 |
/* See comment in TRIGGER_BUTTON about move_types */ |
465 |
if (((head->move_type & op->move_on) || head->move_type == 0) |
466 |
&& (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
467 |
{ |
468 |
push = 1; |
469 |
break; |
470 |
} |
471 |
} |
472 |
|
473 |
if (op->stats.ac == push) |
474 |
return 0; |
475 |
|
476 |
op->stats.ac = push; |
477 |
|
478 |
if (NUM_ANIMATIONS (op) > 1) |
479 |
{ |
480 |
SET_ANIMATION (op, push); |
481 |
update_object (op, UP_OBJ_FACE); |
482 |
} |
483 |
|
484 |
update_object (op, UP_OBJ_FACE); |
485 |
|
486 |
if (in_movement || !push) |
487 |
return 0; |
488 |
} |
489 |
|
490 |
trigger_move (op, push); |
491 |
return 0; |
492 |
|
493 |
case TRIGGER_ALTAR: |
494 |
if (cause) |
495 |
{ |
496 |
if (in_movement) |
497 |
return 0; |
498 |
|
499 |
if (operate_altar (op, &cause)) |
500 |
{ |
501 |
if (NUM_ANIMATIONS (op) > 1) |
502 |
{ |
503 |
SET_ANIMATION (op, 1); |
504 |
update_object (op, UP_OBJ_FACE); |
505 |
} |
506 |
|
507 |
if (op->last_sp >= 0) |
508 |
{ |
509 |
trigger_move (op, 1); |
510 |
if (op->last_sp > 0) |
511 |
op->last_sp = -op->last_sp; |
512 |
} |
513 |
else |
514 |
{ |
515 |
/* for trigger altar with last_sp, the ON/OFF |
516 |
* status (-> +/- value) is "simulated": |
517 |
*/ |
518 |
op->value = !op->value; |
519 |
trigger_move (op, 1); |
520 |
op->last_sp = -op->last_sp; |
521 |
op->value = !op->value; |
522 |
} |
523 |
|
524 |
return cause == NULL; |
525 |
} |
526 |
else |
527 |
return 0; |
528 |
} |
529 |
else |
530 |
{ |
531 |
if (NUM_ANIMATIONS (op) > 1) |
532 |
{ |
533 |
SET_ANIMATION (op, 0); |
534 |
update_object (op, UP_OBJ_FACE); |
535 |
} |
536 |
|
537 |
/* If trigger_altar has "last_sp > 0" set on the map, |
538 |
* it will push the connected value only once per sacrifice. |
539 |
* Otherwise (default), the connected value will be |
540 |
* pushed twice: First by sacrifice, second by reset! -AV |
541 |
*/ |
542 |
if (!op->last_sp) |
543 |
trigger_move (op, 0); |
544 |
else |
545 |
{ |
546 |
op->stats.wc = 0; |
547 |
op->value = !op->value; |
548 |
op->set_speed (0); |
549 |
} |
550 |
} |
551 |
return 0; |
552 |
|
553 |
case TRIGGER: |
554 |
if (cause) |
555 |
{ |
556 |
if (in_movement) |
557 |
return 0; |
558 |
|
559 |
push = 1; |
560 |
} |
561 |
|
562 |
if (NUM_ANIMATIONS (op) > 1) |
563 |
{ |
564 |
SET_ANIMATION (op, push); |
565 |
update_object (op, UP_OBJ_FACE); |
566 |
} |
567 |
|
568 |
trigger_move (op, push); |
569 |
return 1; |
570 |
|
571 |
default: |
572 |
LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
573 |
return 0; |
574 |
} |
575 |
} |
576 |
|
577 |
void |
578 |
add_button_link (object *button, maptile *map, int connected) |
579 |
{ |
580 |
oblinkpt *obp; |
581 |
objectlink *ol = get_objectlink (); |
582 |
|
583 |
if (!map) |
584 |
{ |
585 |
LOG (llevError, "Tried to add button-link without map.\n"); |
586 |
return; |
587 |
} |
588 |
|
589 |
button->path_attuned = connected; /* peterm: I need this so I can rebuild |
590 |
a connected map from a template map. */ |
591 |
|
592 |
SET_FLAG (button, FLAG_IS_LINKED); |
593 |
|
594 |
ol->ob = button; |
595 |
|
596 |
for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) |
597 |
; |
598 |
|
599 |
if (obp) |
600 |
{ |
601 |
ol->next = obp->link; |
602 |
obp->link = ol; |
603 |
} |
604 |
else |
605 |
{ |
606 |
obp = get_objectlinkpt (); |
607 |
obp->value = connected; |
608 |
|
609 |
obp->next = map->buttons; |
610 |
map->buttons = obp; |
611 |
obp->link = ol; |
612 |
} |
613 |
} |
614 |
|
615 |
/* |
616 |
* Remove the object from the linked lists of buttons in the map. |
617 |
* This is only needed by editors. |
618 |
*/ |
619 |
|
620 |
void |
621 |
remove_button_link (object *op) |
622 |
{ |
623 |
oblinkpt *obp; |
624 |
objectlink **olp, *ol; |
625 |
|
626 |
if (op->map == NULL) |
627 |
{ |
628 |
LOG (llevError, "remove_button_link() in object without map.\n"); |
629 |
return; |
630 |
} |
631 |
|
632 |
if (!QUERY_FLAG (op, FLAG_IS_LINKED)) |
633 |
{ |
634 |
LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
635 |
return; |
636 |
} |
637 |
|
638 |
for (obp = op->map->buttons; obp; obp = obp->next) |
639 |
for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
640 |
if (ol->ob == op) |
641 |
{ |
642 |
|
643 |
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
644 |
obp->value, op->name, op->map->path); |
645 |
*/ |
646 |
*olp = ol->next; |
647 |
delete ol; |
648 |
return; |
649 |
} |
650 |
|
651 |
LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
652 |
CLEAR_FLAG (op, FLAG_IS_LINKED); |
653 |
} |
654 |
|
655 |
/* |
656 |
* Gets the objectlink for this connection from the map. |
657 |
*/ |
658 |
oblinkpt * |
659 |
get_connection_links (maptile *map, long connection) |
660 |
{ |
661 |
for (oblinkpt * obp = map->buttons; obp; obp = obp->next) |
662 |
if (obp->value == connection) |
663 |
return obp; |
664 |
|
665 |
return 0; |
666 |
} |
667 |
|
668 |
/* |
669 |
* Return the first objectlink in the objects linked to this one |
670 |
*/ |
671 |
|
672 |
oblinkpt * |
673 |
get_button_links (const object *button) |
674 |
{ |
675 |
oblinkpt *obp; |
676 |
objectlink *ol; |
677 |
|
678 |
if (!button->map) |
679 |
return NULL; |
680 |
|
681 |
for (obp = button->map->buttons; obp; obp = obp->next) |
682 |
for (ol = obp->link; ol; ol = ol->next) |
683 |
if (ol->ob == button) |
684 |
return obp; |
685 |
|
686 |
return NULL; |
687 |
} |
688 |
|
689 |
/* |
690 |
* Made as a separate function to increase efficiency |
691 |
*/ |
692 |
|
693 |
int |
694 |
get_button_value (const object *button) |
695 |
{ |
696 |
oblinkpt *obp; |
697 |
objectlink *ol; |
698 |
|
699 |
if (!button->map) |
700 |
return 0; |
701 |
for (obp = button->map->buttons; obp; obp = obp->next) |
702 |
for (ol = obp->link; ol; ol = ol->next) |
703 |
if (ol->ob == button) |
704 |
return obp->value; |
705 |
return 0; |
706 |
} |
707 |
|
708 |
/* This routine makes monsters who are |
709 |
* standing on the 'mood floor' change their |
710 |
* disposition if it is different. |
711 |
* If floor is to be triggered must have |
712 |
* a speed of zero (default is 1 for all |
713 |
* but the charm floor type). |
714 |
* by b.t. thomas@nomad.astro.psu.edu |
715 |
*/ |
716 |
|
717 |
void |
718 |
do_mood_floor (object *op, object *source) |
719 |
{ |
720 |
if (!source) |
721 |
source = op; |
722 |
|
723 |
mapspace &ms = op->ms (); |
724 |
|
725 |
if (!(ms.flags () & P_IS_ALIVE)) |
726 |
return; |
727 |
|
728 |
object *tmp; |
729 |
|
730 |
for (tmp = ms.top; tmp; tmp = tmp->below) |
731 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
732 |
break; |
733 |
|
734 |
/* doesn't effect players, and if there is a player on this space, won't also |
735 |
* be a monster here. |
736 |
*/ |
737 |
//TODO: have players really FLAG_MONSTER? kept it for safety |
738 |
if (!tmp || tmp->type == PLAYER) |
739 |
return; |
740 |
|
741 |
switch (op->last_sp) |
742 |
{ |
743 |
case 0: /* furious--make all monsters mad */ |
744 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
745 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
746 |
|
747 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
748 |
{ |
749 |
tmp->attack_movement = 0; |
750 |
/* lots of checks here, but want to make sure we don't |
751 |
* dereference a null value |
752 |
*/ |
753 |
if (tmp->type == GOLEM |
754 |
&& tmp->owner |
755 |
&& tmp->owner->type == PLAYER |
756 |
&& tmp->owner->contr->golem == tmp) |
757 |
tmp->owner->contr->golem = 0; |
758 |
|
759 |
tmp->owner = 0; |
760 |
|
761 |
remove_friendly_object (tmp); |
762 |
} |
763 |
break; |
764 |
|
765 |
case 1: /* angry -- get neutral monsters mad */ |
766 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
767 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
768 |
break; |
769 |
|
770 |
case 2: /* calm -- pacify unfriendly monsters */ |
771 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
772 |
break; |
773 |
|
774 |
case 3: /* make all monsters fall asleep */ |
775 |
SET_FLAG (tmp, FLAG_SLEEP); |
776 |
break; |
777 |
|
778 |
case 4: /* charm all monsters */ |
779 |
if (op == source) |
780 |
break; /* only if 'connected' */ |
781 |
|
782 |
if (object *pl = source->ms ().player ()) |
783 |
{ |
784 |
tmp->set_owner (pl); |
785 |
SET_FLAG (tmp, FLAG_MONSTER); |
786 |
|
787 |
tmp->stats.exp = 0; |
788 |
|
789 |
add_friendly_object (tmp); |
790 |
tmp->attack_movement = PETMOVE; |
791 |
} |
792 |
break; |
793 |
|
794 |
case 6: // kill monsters |
795 |
if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
796 |
break; |
797 |
|
798 |
// FALL THROUGH |
799 |
case 5: // kill all alives |
800 |
if (!tmp->flag [FLAG_PRECIOUS]) |
801 |
{ |
802 |
get_archetype ("burnout")->insert_at (tmp, source); |
803 |
tmp->destroy (); |
804 |
} |
805 |
break; |
806 |
|
807 |
default: |
808 |
break; |
809 |
} |
810 |
} |
811 |
|
812 |
/* this function returns the object it matches, or NULL if non. |
813 |
* It will descend through containers to find the object. |
814 |
* slaying = match object slaying flag |
815 |
* race = match object archetype name flag |
816 |
* hp = match object type (excpt type '0'== PLAYER) |
817 |
*/ |
818 |
object * |
819 |
check_inv_recursive (object *op, const object *trig) |
820 |
{ |
821 |
object *tmp, *ret = NULL; |
822 |
|
823 |
/* First check the object itself. */ |
824 |
if ((trig->stats.hp && (op->type == trig->stats.hp)) |
825 |
|| (trig->slaying && (op->slaying == trig->slaying)) |
826 |
|| (trig->race && (op->arch->archname == trig->race))) |
827 |
return op; |
828 |
|
829 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
830 |
{ |
831 |
if (tmp->inv) |
832 |
{ |
833 |
ret = check_inv_recursive (tmp, trig); |
834 |
if (ret) |
835 |
return ret; |
836 |
} |
837 |
else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
838 |
|| (trig->slaying && (tmp->slaying == trig->slaying)) |
839 |
|| (trig->race && (tmp->arch->archname == trig->race))) |
840 |
return tmp; |
841 |
} |
842 |
return NULL; |
843 |
} |
844 |
|
845 |
/* check_inv(), a function to search the inventory, |
846 |
* of a player and then based on a set of conditions, |
847 |
* the square will activate connected items. |
848 |
* Monsters can't trigger this square (for now) |
849 |
* Values are: last_sp = 1/0 obj/no obj triggers |
850 |
* last_heal = 1/0 remove/dont remove obj if triggered |
851 |
* -b.t. (thomas@nomad.astro.psu.edu |
852 |
* |
853 |
* Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op |
854 |
* because the check-inventory semantic essentially only applies when |
855 |
* something is above the inventory checker. |
856 |
* The semantic prior this change was: trigger if something has moved on or off |
857 |
* and has a matching item. Imagine what happens if someone steps on the inventory |
858 |
* checker with a matching item, has it, activates the connection, throws the item |
859 |
* away, and then leaves the inventory checker. That would've caused an always-enabled |
860 |
* state in the inventory checker. This won't happen anymore now. |
861 |
* |
862 |
* Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
863 |
* whether op is on this mapspace or not, because the value (1|0) depends |
864 |
* on this information. also make sure to only push_button if op has |
865 |
* a matching item (because when we do a push_button with value=0 timed gates |
866 |
* will still open)! (i hope i got the semantics right this time) |
867 |
* |
868 |
*/ |
869 |
void |
870 |
check_inv (object *op, object *trig) |
871 |
{ |
872 |
trig->value = 0; // deactivate if none of the following conditions apply |
873 |
|
874 |
object *pl = trig->ms ().player (); |
875 |
object *match = check_inv_recursive (op, trig); |
876 |
|
877 |
// elmex: a note about (pl == op): |
878 |
// if pl == 0 then the player has left this space |
879 |
// if pl != 0 then a player is on this mapspace, but then |
880 |
// we still have to check whether it's the player that triggered |
881 |
// this inv-checker, because if not, then the op left this inv-checker |
882 |
// and we have to set the value to 0 |
883 |
|
884 |
if (match && trig->last_sp) // match == having |
885 |
{ |
886 |
if (trig->last_heal) |
887 |
decrease_ob (match); |
888 |
|
889 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
890 |
push_button (trig); |
891 |
} |
892 |
else if (!match && !trig->last_sp) // match == not having |
893 |
{ |
894 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
895 |
push_button (trig); |
896 |
} |
897 |
} |
898 |
|