1 |
/* |
2 |
* static char *rcsid_button_c = |
3 |
* "$Id$"; |
4 |
*/ |
5 |
|
6 |
/* |
7 |
CrossFire, A Multiplayer game for X-windows |
8 |
|
9 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
10 |
Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your 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 GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
27 |
*/ |
28 |
|
29 |
#include <global.h> |
30 |
#include <funcpoint.h> |
31 |
|
32 |
/* |
33 |
* This code is no longer highly inefficient 8) |
34 |
*/ |
35 |
|
36 |
/* |
37 |
* Push the specified object. This can affect other buttons/gates/handles |
38 |
* altars/pedestals/holes in the whole map. |
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* Changed the routine to loop through _all_ objects. |
40 |
* Better hurry with that linked list... |
41 |
*/ |
42 |
|
43 |
void push_button(object *op) { |
44 |
object *tmp; |
45 |
objectlink *ol; |
46 |
|
47 |
/* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */ |
48 |
for (ol = get_button_links(op); ol; ol = ol->next) { |
49 |
if (!ol->ob || ol->ob->count != ol->id) { |
50 |
LOG(llevError, "Internal error in push_button (%s).\n", op->name); |
51 |
continue; |
52 |
} |
53 |
/* 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 |
55 |
* 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 |
57 |
* 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. |
59 |
*/ |
60 |
|
61 |
if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; |
62 |
tmp = ol->ob; |
63 |
|
64 |
/* if the criteria isn't appropriate, don't do anything */ |
65 |
if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; |
66 |
if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue; |
67 |
|
68 |
switch(tmp->type) { |
69 |
|
70 |
case GATE: |
71 |
case HOLE: |
72 |
tmp->value=tmp->stats.maxsp?!op->value:op->value; |
73 |
tmp->speed=0.5; |
74 |
update_ob_speed(tmp); |
75 |
break; |
76 |
|
77 |
case CF_HANDLE: |
78 |
SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value)); |
79 |
update_object(tmp,UP_OBJ_FACE); |
80 |
break; |
81 |
|
82 |
case SIGN: |
83 |
if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { |
84 |
new_info_map(NDI_UNIQUE | NDI_NAVY,tmp->map,tmp->msg); |
85 |
if (tmp->stats.food) tmp->last_eat++; |
86 |
} |
87 |
break; |
88 |
|
89 |
case ALTAR: |
90 |
tmp->value = 1; |
91 |
SET_ANIMATION(tmp, tmp->value); |
92 |
update_object(tmp,UP_OBJ_FACE); |
93 |
break; |
94 |
|
95 |
case BUTTON: |
96 |
case PEDESTAL: |
97 |
tmp->value=op->value; |
98 |
SET_ANIMATION(tmp, tmp->value); |
99 |
update_object(tmp,UP_OBJ_FACE); |
100 |
break; |
101 |
|
102 |
case MOOD_FLOOR: |
103 |
do_mood_floor(tmp, op); |
104 |
break; |
105 |
|
106 |
case TIMED_GATE: |
107 |
tmp->speed = tmp->arch->clone.speed; |
108 |
update_ob_speed(tmp); /* original values */ |
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!=NULL; tmp=tmp->more) { |
116 |
tmp->speed = tmp->head->speed; |
117 |
tmp->value = tmp->head->value; |
118 |
tmp->stats.sp = tmp->head->stats.sp; |
119 |
tmp->stats.hp = tmp->head->stats.hp; |
120 |
update_ob_speed(tmp); |
121 |
} |
122 |
break; |
123 |
|
124 |
case DIRECTOR: |
125 |
case FIREWALL: |
126 |
if(!QUERY_FLAG(tmp,FLAG_ANIMATE)&&tmp->type==FIREWALL) move_firewall(tmp); |
127 |
else { |
128 |
if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
129 |
tmp->stats.sp = ((tmp->stats.sp-1)%8)+1; |
130 |
animate_turning(tmp); |
131 |
} |
132 |
break; |
133 |
|
134 |
case TELEPORTER: |
135 |
move_teleporter(tmp); |
136 |
break; |
137 |
|
138 |
case CREATOR: |
139 |
move_creator(tmp); |
140 |
break; |
141 |
|
142 |
case TRIGGER_MARKER: |
143 |
move_marker(tmp); |
144 |
break; |
145 |
|
146 |
case DUPLICATOR: |
147 |
move_duplicator(tmp); |
148 |
break; |
149 |
} |
150 |
} |
151 |
} |
152 |
|
153 |
/* |
154 |
* Updates everything connected with the button op. |
155 |
* After changing the state of a button, this function must be called |
156 |
* to make sure that all gates and other buttons connected to the |
157 |
* button reacts to the (eventual) change of state. |
158 |
*/ |
159 |
|
160 |
void update_button(object *op) { |
161 |
object *ab,*tmp,*head; |
162 |
int tot,any_down=0, old_value=op->value; |
163 |
objectlink *ol; |
164 |
|
165 |
/* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
166 |
for (ol = get_button_links(op); ol; ol = ol->next) { |
167 |
if (!ol->ob || ol->ob->count != ol->id) { |
168 |
LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); |
169 |
continue; |
170 |
} |
171 |
tmp = ol->ob; |
172 |
if (tmp->type==BUTTON) { |
173 |
for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) |
174 |
/* Bug? The pedestal code below looks for the head of |
175 |
* the object, this bit doesn't. I'd think we should check |
176 |
* for head here also. Maybe it also makese sense to |
177 |
* make the for ab=tmp->above loop common, and alter |
178 |
* behaviour based on object within that loop? |
179 |
*/ |
180 |
|
181 |
/* Basically, if the move_type matches that on what the |
182 |
* button wants, we count it. The second check is so that |
183 |
* objects don't move (swords, etc) will count. Note that |
184 |
* this means that more work is needed to make buttons |
185 |
* that are only triggered by flying objects. |
186 |
*/ |
187 |
if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) |
188 |
tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; |
189 |
|
190 |
tmp->value=(tot>=tmp->weight)?1:0; |
191 |
if(tmp->value) |
192 |
any_down=1; |
193 |
} else if (tmp->type == PEDESTAL) { |
194 |
tmp->value = 0; |
195 |
for(ab=tmp->above; ab!=NULL; ab=ab->above) { |
196 |
head = ab->head ? ab->head : ab; |
197 |
/* Same note regarding move_type for buttons above apply here. */ |
198 |
if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && |
199 |
(head->race==tmp->slaying || |
200 |
((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || |
201 |
(!strcmp (tmp->slaying, "player") && |
202 |
head->type == PLAYER))) |
203 |
tmp->value = 1; |
204 |
} |
205 |
if(tmp->value) |
206 |
any_down=1; |
207 |
} |
208 |
} |
209 |
if(any_down) /* If any other buttons were down, force this to remain down */ |
210 |
op->value=1; |
211 |
|
212 |
/* If this button hasn't changed, don't do anything */ |
213 |
if (op->value != old_value) { |
214 |
SET_ANIMATION(op, op->value); |
215 |
update_object(op, UP_OBJ_FACE); |
216 |
push_button(op); /* Make all other buttons the same */ |
217 |
} |
218 |
} |
219 |
|
220 |
/* |
221 |
* Updates every button on the map (by calling update_button() for them). |
222 |
*/ |
223 |
|
224 |
void update_buttons(mapstruct *m) { |
225 |
objectlink *ol; |
226 |
oblinkpt *obp; |
227 |
for (obp = m->buttons; obp; obp = obp->next) |
228 |
for (ol = obp->link; ol; ol = ol->next) { |
229 |
if (!ol->ob || ol->ob->count != ol->id) { |
230 |
LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", |
231 |
ol->ob?ol->ob->name:"null", |
232 |
ol->ob?ol->ob->x:-1, |
233 |
ol->ob?ol->ob->y:-1, |
234 |
ol->id, |
235 |
obp->value); |
236 |
continue; |
237 |
} |
238 |
if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) |
239 |
{ |
240 |
update_button(ol->ob); |
241 |
break; |
242 |
} |
243 |
} |
244 |
} |
245 |
|
246 |
void use_trigger(object *op) |
247 |
{ |
248 |
|
249 |
/* Toggle value */ |
250 |
op->value = !op->value; |
251 |
push_button(op); |
252 |
} |
253 |
|
254 |
/* |
255 |
* Note: animate_object should be used instead of this, |
256 |
* but it can't handle animations in the 8 directions |
257 |
*/ |
258 |
|
259 |
void animate_turning(object *op) /* only one part objects */ |
260 |
{ |
261 |
if (++op->state >= NUM_ANIMATIONS(op)/8) |
262 |
op->state=0; |
263 |
SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + |
264 |
op->state); |
265 |
update_object(op,UP_OBJ_FACE); |
266 |
} |
267 |
|
268 |
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
269 |
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
270 |
|
271 |
/* Returns true if the sacrifice meets the needs of the altar. |
272 |
* |
273 |
* Function put in (0.92.1) so that identify altars won't grab money |
274 |
* unnecessarily - we can see if there is sufficient money, see if something |
275 |
* needs to be identified, and then remove money if needed. |
276 |
* |
277 |
* 0.93.4: Linked objects (ie, objects that are connected) can not be |
278 |
* sacrificed. This fixes a bug of trying to put multiple altars/related |
279 |
* objects on the same space that take the same sacrifice. |
280 |
*/ |
281 |
|
282 |
int check_altar_sacrifice (const object *altar, const object *sacrifice) |
283 |
{ |
284 |
if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) |
285 |
&& ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
286 |
&& sacrifice->type != PLAYER) |
287 |
{ |
288 |
if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || |
289 |
ARCH_SACRIFICE(altar) == sacrifice->name || |
290 |
ARCH_SACRIFICE(altar) == sacrifice->slaying || |
291 |
(!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) |
292 |
&& NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) |
293 |
return 1; |
294 |
if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 |
295 |
&& sacrifice->type == MONEY |
296 |
&& sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) |
297 |
return 1; |
298 |
} |
299 |
return 0; |
300 |
} |
301 |
|
302 |
|
303 |
/* |
304 |
* operate_altar checks if sacrifice was accepted and removes sacrificed |
305 |
* objects. If sacrifice was succeed return 1 else 0. Might be better to |
306 |
* call check_altar_sacrifice (above) than depend on the return value, |
307 |
* since operate_altar will remove the sacrifice also. |
308 |
* |
309 |
* If this function returns 1, '*sacrifice' is modified to point to the |
310 |
* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
311 |
*/ |
312 |
|
313 |
int operate_altar (object *altar, object **sacrifice) |
314 |
{ |
315 |
|
316 |
if ( ! altar->map) { |
317 |
LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
318 |
return 0; |
319 |
} |
320 |
|
321 |
if (!altar->slaying || altar->value) |
322 |
return 0; |
323 |
|
324 |
if ( ! check_altar_sacrifice (altar, *sacrifice)) |
325 |
return 0; |
326 |
|
327 |
/* check_altar_sacrifice should have already verified that enough money |
328 |
* has been dropped. |
329 |
*/ |
330 |
if (!strcmp(ARCH_SACRIFICE(altar), "money")) { |
331 |
int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; |
332 |
|
333 |
/* Round up any sacrifices. Altars don't make change either */ |
334 |
if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; |
335 |
*sacrifice = decrease_ob_nr (*sacrifice, number); |
336 |
} |
337 |
else |
338 |
*sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); |
339 |
|
340 |
if (altar->msg) |
341 |
new_info_map(NDI_BLACK, altar->map, altar->msg); |
342 |
return 1; |
343 |
} |
344 |
|
345 |
void trigger_move (object *op, int state) /* 1 down and 0 up */ |
346 |
{ |
347 |
op->stats.wc = state; |
348 |
if (state) { |
349 |
use_trigger(op); |
350 |
if (op->stats.exp > 0) /* check sanity */ |
351 |
op->speed = 1.0 / op->stats.exp; |
352 |
else |
353 |
op->speed = 1.0; |
354 |
update_ob_speed(op); |
355 |
op->speed_left = -1; |
356 |
} else { |
357 |
use_trigger(op); |
358 |
op->speed = 0; |
359 |
update_ob_speed(op); |
360 |
} |
361 |
} |
362 |
|
363 |
|
364 |
/* |
365 |
* cause != NULL: something has moved on top of op |
366 |
* |
367 |
* cause == NULL: nothing has moved, we have been called from |
368 |
* animate_trigger(). |
369 |
* |
370 |
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
371 |
* |
372 |
* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
373 |
* |
374 |
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
375 |
*/ |
376 |
int check_trigger (object *op, object *cause) |
377 |
{ |
378 |
object *tmp; |
379 |
int push = 0, tot = 0; |
380 |
int in_movement = op->stats.wc || op->speed; |
381 |
|
382 |
switch (op->type) { |
383 |
case TRIGGER_BUTTON: |
384 |
if (op->weight > 0) { |
385 |
if (cause) { |
386 |
for (tmp = op->above; tmp; tmp = tmp->above) |
387 |
/* Comment reproduced from update_buttons(): */ |
388 |
/* Basically, if the move_type matches that on what the |
389 |
* button wants, we count it. The second check is so that |
390 |
* objects that don't move (swords, etc) will count. Note that |
391 |
* this means that more work is needed to make buttons |
392 |
* that are only triggered by flying objects. |
393 |
*/ |
394 |
|
395 |
if ((tmp->move_type & op->move_on) || tmp->move_type==0) { |
396 |
tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) |
397 |
+ tmp->carrying; |
398 |
} |
399 |
if (tot >= op->weight) |
400 |
push = 1; |
401 |
if (op->stats.ac == push) |
402 |
return 0; |
403 |
op->stats.ac = push; |
404 |
if (NUM_ANIMATIONS(op) > 1) { |
405 |
SET_ANIMATION (op, push); |
406 |
update_object (op, UP_OBJ_FACE); |
407 |
} |
408 |
if (in_movement || ! push) |
409 |
return 0; |
410 |
} |
411 |
trigger_move (op, push); |
412 |
} |
413 |
return 0; |
414 |
|
415 |
case TRIGGER_PEDESTAL: |
416 |
if (cause) { |
417 |
for (tmp = op->above; tmp; tmp = tmp->above) { |
418 |
object *head = tmp->head ? tmp->head : tmp; |
419 |
|
420 |
/* See comment in TRIGGER_BUTTON about move_types */ |
421 |
if (((head->move_type & op->move_on) || head->move_type==0) |
422 |
&& (head->race==op->slaying || |
423 |
(!strcmp (op->slaying, "player") && head->type == PLAYER))) { |
424 |
push = 1; |
425 |
break; |
426 |
} |
427 |
} |
428 |
if (op->stats.ac == push) |
429 |
return 0; |
430 |
op->stats.ac = push; |
431 |
if (NUM_ANIMATIONS(op) > 1) { |
432 |
SET_ANIMATION (op, push); |
433 |
update_object (op, UP_OBJ_FACE); |
434 |
} |
435 |
update_object(op,UP_OBJ_FACE); |
436 |
if (in_movement || ! push) |
437 |
return 0; |
438 |
} |
439 |
trigger_move (op, push); |
440 |
return 0; |
441 |
|
442 |
case TRIGGER_ALTAR: |
443 |
if (cause) { |
444 |
if (in_movement) |
445 |
return 0; |
446 |
if (operate_altar (op, &cause)) { |
447 |
if (NUM_ANIMATIONS(op) > 1) { |
448 |
SET_ANIMATION (op, 1); |
449 |
update_object(op, UP_OBJ_FACE); |
450 |
} |
451 |
if (op->last_sp >= 0) { |
452 |
trigger_move (op, 1); |
453 |
if (op->last_sp > 0) |
454 |
op->last_sp = -op->last_sp; |
455 |
} |
456 |
else { |
457 |
/* for trigger altar with last_sp, the ON/OFF |
458 |
* status (-> +/- value) is "simulated": |
459 |
*/ |
460 |
op->value = !op->value; |
461 |
trigger_move (op, 1); |
462 |
op->last_sp = -op->last_sp; |
463 |
op->value = !op->value; |
464 |
} |
465 |
return cause == NULL; |
466 |
} else { |
467 |
return 0; |
468 |
} |
469 |
} else { |
470 |
if (NUM_ANIMATIONS(op) > 1) { |
471 |
SET_ANIMATION (op, 0); |
472 |
update_object(op, UP_OBJ_FACE); |
473 |
} |
474 |
|
475 |
/* If trigger_altar has "last_sp > 0" set on the map, |
476 |
* it will push the connected value only once per sacrifice. |
477 |
* Otherwise (default), the connected value will be |
478 |
* pushed twice: First by sacrifice, second by reset! -AV |
479 |
*/ |
480 |
if (!op->last_sp) |
481 |
trigger_move (op, 0); |
482 |
else { |
483 |
op->stats.wc = 0; |
484 |
op->value = !op->value; |
485 |
op->speed = 0; |
486 |
update_ob_speed(op); |
487 |
} |
488 |
} |
489 |
return 0; |
490 |
|
491 |
case TRIGGER: |
492 |
if (cause) { |
493 |
if (in_movement) |
494 |
return 0; |
495 |
push = 1; |
496 |
} |
497 |
if (NUM_ANIMATIONS(op) > 1) { |
498 |
SET_ANIMATION (op, push); |
499 |
update_object(op, UP_OBJ_FACE); |
500 |
} |
501 |
trigger_move (op, push); |
502 |
return 1; |
503 |
|
504 |
default: |
505 |
LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); |
506 |
return 0; |
507 |
} |
508 |
} |
509 |
|
510 |
void add_button_link(object *button, mapstruct *map, int connected) { |
511 |
oblinkpt *obp; |
512 |
objectlink *ol = get_objectlink(); |
513 |
|
514 |
if (!map) { |
515 |
LOG(llevError, "Tried to add button-link without map.\n"); |
516 |
return; |
517 |
} |
518 |
if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild |
519 |
a connected map from a template map. */ |
520 |
/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ |
521 |
|
522 |
SET_FLAG(button,FLAG_IS_LINKED); |
523 |
|
524 |
ol->ob = button; |
525 |
ol->id = button->count; |
526 |
|
527 |
for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); |
528 |
|
529 |
if (obp) { |
530 |
ol->next = obp->link; |
531 |
obp->link = ol; |
532 |
} else { |
533 |
obp = get_objectlinkpt(); |
534 |
obp->value = connected; |
535 |
|
536 |
obp->next = map->buttons; |
537 |
map->buttons = obp; |
538 |
obp->link = ol; |
539 |
} |
540 |
} |
541 |
|
542 |
/* |
543 |
* Remove the object from the linked lists of buttons in the map. |
544 |
* This is only needed by editors. |
545 |
*/ |
546 |
|
547 |
void remove_button_link(object *op) { |
548 |
oblinkpt *obp; |
549 |
objectlink **olp, *ol; |
550 |
|
551 |
if (op->map == NULL) { |
552 |
LOG(llevError, "remove_button_link() in object without map.\n"); |
553 |
return; |
554 |
} |
555 |
if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { |
556 |
LOG(llevError, "remove_button_linked() in unlinked object.\n"); |
557 |
return; |
558 |
} |
559 |
for (obp = op->map->buttons; obp; obp = obp->next) |
560 |
for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
561 |
if (ol->ob == op) { |
562 |
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
563 |
obp->value, op->name, op->map->path); |
564 |
*/ |
565 |
*olp = ol->next; |
566 |
free(ol); |
567 |
return; |
568 |
} |
569 |
LOG(llevError, "remove_button_linked(): couldn't find object.\n"); |
570 |
CLEAR_FLAG(op,FLAG_IS_LINKED); |
571 |
} |
572 |
|
573 |
/* |
574 |
* Return the first objectlink in the objects linked to this one |
575 |
*/ |
576 |
|
577 |
objectlink *get_button_links(const object *button) { |
578 |
oblinkpt *obp; |
579 |
objectlink *ol; |
580 |
|
581 |
if (!button->map) |
582 |
return NULL; |
583 |
for (obp = button->map->buttons; obp; obp = obp->next) |
584 |
for (ol = obp->link; ol; ol = ol->next) |
585 |
if (ol->ob == button && ol->id == button->count) |
586 |
return obp->link; |
587 |
return NULL; |
588 |
} |
589 |
|
590 |
/* |
591 |
* Made as a separate function to increase efficiency |
592 |
*/ |
593 |
|
594 |
int get_button_value(const object *button) { |
595 |
oblinkpt *obp; |
596 |
objectlink *ol; |
597 |
|
598 |
if (!button->map) |
599 |
return 0; |
600 |
for (obp = button->map->buttons; obp; obp = obp->next) |
601 |
for (ol = obp->link; ol; ol = ol->next) |
602 |
if (ol->ob == button && ol->id == button->count) |
603 |
return obp->value; |
604 |
return 0; |
605 |
} |
606 |
|
607 |
/* This routine makes monsters who are |
608 |
* standing on the 'mood floor' change their |
609 |
* disposition if it is different. |
610 |
* If floor is to be triggered must have |
611 |
* a speed of zero (default is 1 for all |
612 |
* but the charm floor type). |
613 |
* by b.t. thomas@nomad.astro.psu.edu |
614 |
*/ |
615 |
|
616 |
void do_mood_floor(object *op, object *op2) { |
617 |
object *tmp; |
618 |
object *tmp2; |
619 |
|
620 |
for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) |
621 |
if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; |
622 |
|
623 |
/* doesn't effect players, and if there is a player on this space, won't also |
624 |
* be a monster here. |
625 |
*/ |
626 |
if (!tmp || tmp->type == PLAYER) return; |
627 |
|
628 |
switch(op->last_sp) { |
629 |
case 0: /* furious--make all monsters mad */ |
630 |
if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) |
631 |
CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); |
632 |
if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) { |
633 |
CLEAR_FLAG(tmp, FLAG_FRIENDLY); |
634 |
remove_friendly_object(tmp); |
635 |
tmp->attack_movement = 0; |
636 |
/* lots of checks here, but want to make sure we don't |
637 |
* dereference a null value |
638 |
*/ |
639 |
if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER && |
640 |
tmp->owner->contr->ranges[range_golem]==tmp) { |
641 |
tmp->owner->contr->ranges[range_golem]=NULL; |
642 |
tmp->owner->contr->golem_count = 0; |
643 |
} |
644 |
tmp->owner = 0; |
645 |
} |
646 |
break; |
647 |
case 1: /* angry -- get neutral monsters mad */ |
648 |
if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&& |
649 |
!QUERY_FLAG(tmp, FLAG_FRIENDLY)) |
650 |
CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); |
651 |
break; |
652 |
case 2: /* calm -- pacify unfriendly monsters */ |
653 |
if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) |
654 |
SET_FLAG(tmp, FLAG_UNAGGRESSIVE); |
655 |
break; |
656 |
case 3: /* make all monsters fall asleep */ |
657 |
if(!QUERY_FLAG(tmp, FLAG_SLEEP)) |
658 |
SET_FLAG(tmp, FLAG_SLEEP); |
659 |
break; |
660 |
case 4: /* charm all monsters */ |
661 |
|
662 |
if(op == op2) break; /* only if 'connected' */ |
663 |
|
664 |
for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */ |
665 |
tmp2->type!=PLAYER;tmp2=tmp2->above) |
666 |
if(tmp2->above==NULL) break; |
667 |
|
668 |
if (tmp2->type != PLAYER) |
669 |
break; |
670 |
set_owner(tmp,tmp2); |
671 |
SET_FLAG(tmp,FLAG_MONSTER); |
672 |
tmp->stats.exp = 0; |
673 |
SET_FLAG(tmp, FLAG_FRIENDLY); |
674 |
add_friendly_object (tmp); |
675 |
tmp->attack_movement = PETMOVE; |
676 |
break; |
677 |
|
678 |
default: |
679 |
break; |
680 |
|
681 |
} |
682 |
} |
683 |
|
684 |
/* this function returns the object it matches, or NULL if non. |
685 |
* It will descend through containers to find the object. |
686 |
* slaying = match object slaying flag |
687 |
* race = match object archetype name flag |
688 |
* hp = match object type (excpt type '0'== PLAYER) |
689 |
*/ |
690 |
|
691 |
object * check_inv_recursive(object *op, const object *trig) |
692 |
{ |
693 |
object *tmp,*ret=NULL; |
694 |
|
695 |
/* First check the object itself. */ |
696 |
if((trig->stats.hp && (op->type == trig->stats.hp)) |
697 |
|| (trig->slaying && (op->slaying == trig->slaying)) |
698 |
|| (trig->race && (op->arch->name == trig->race))) |
699 |
return op; |
700 |
|
701 |
for(tmp=op->inv; tmp; tmp=tmp->below) { |
702 |
if (tmp->inv) { |
703 |
ret=check_inv_recursive(tmp, trig); |
704 |
if (ret) return ret; |
705 |
} |
706 |
else if((trig->stats.hp && (tmp->type == trig->stats.hp)) |
707 |
|| (trig->slaying && (tmp->slaying == trig->slaying)) |
708 |
|| (trig->race && (tmp->arch->name == trig->race))) |
709 |
return tmp; |
710 |
} |
711 |
return NULL; |
712 |
} |
713 |
|
714 |
/* check_inv(), a function to search the inventory, |
715 |
* of a player and then based on a set of conditions, |
716 |
* the square will activate connected items. |
717 |
* Monsters can't trigger this square (for now) |
718 |
* Values are: last_sp = 1/0 obj/no obj triggers |
719 |
* last_heal = 1/0 remove/dont remove obj if triggered |
720 |
* -b.t. (thomas@nomad.astro.psu.edu |
721 |
*/ |
722 |
|
723 |
void check_inv (object *op, object *trig) { |
724 |
object *match; |
725 |
|
726 |
if(op->type != PLAYER) return; |
727 |
match = check_inv_recursive(op,trig); |
728 |
if (match && trig->last_sp) { |
729 |
if(trig->last_heal) |
730 |
decrease_ob(match); |
731 |
use_trigger(trig); |
732 |
} |
733 |
else if (!match && !trig->last_sp) |
734 |
use_trigger(trig); |
735 |
} |
736 |
|
737 |
|
738 |
/* This does a minimal check of the button link consistency for object |
739 |
* map. All it really does it much sure the object id link that is set |
740 |
* matches what the object has. |
741 |
*/ |
742 |
void verify_button_links(const mapstruct *map) { |
743 |
oblinkpt *obp; |
744 |
objectlink *ol; |
745 |
|
746 |
if (!map) return; |
747 |
|
748 |
for (obp = map->buttons; obp; obp = obp->next) { |
749 |
for (ol=obp->link; ol; ol=ol->next) { |
750 |
if (ol->id!=ol->ob->count) |
751 |
LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count); |
752 |
} |
753 |
} |
754 |
} |