1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007 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 |
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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 3 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, see <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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*/ |
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|
24 |
#include <global.h> |
25 |
|
26 |
/* |
27 |
* This code is no longer highly inefficient 8) |
28 |
*/ |
29 |
|
30 |
/* |
31 |
* elmex: |
32 |
* This function takes a objectlink list with all the objects are going to be activated. |
33 |
* state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
34 |
* The source argument can be 0 or the source object for this activation. |
35 |
*/ |
36 |
void |
37 |
activate_connection_link (objectlink * ol, bool state, object *source = 0) |
38 |
{ |
39 |
for (; ol; ol = ol->next) |
40 |
{ |
41 |
if (!ol->ob) |
42 |
{ |
43 |
LOG (llevError, "Internal error in activate_connection_link.\n"); |
44 |
continue; |
45 |
} |
46 |
|
47 |
/* a button link object can become freed when the map is saving. As |
48 |
* a map is saved, objects are removed and freed, and if an object is |
49 |
* on top of a button, this function is eventually called. If a map |
50 |
* is getting moved out of memory, the status of buttons and levers |
51 |
* probably isn't important - it will get sorted out when the map is |
52 |
* re-loaded. As such, just exit this function if that is the case. |
53 |
*/ |
54 |
|
55 |
if (QUERY_FLAG (ol->ob, FLAG_FREED)) |
56 |
return; |
57 |
|
58 |
object *tmp = ol->ob; |
59 |
|
60 |
/* if the criteria isn't appropriate, don't do anything */ |
61 |
if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
62 |
continue; |
63 |
|
64 |
if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
65 |
continue; |
66 |
|
67 |
switch (tmp->type) |
68 |
{ |
69 |
case GATE: |
70 |
case HOLE: |
71 |
if (!tmp->active) |
72 |
tmp->play_sound (tmp->sound |
73 |
? tmp->sound |
74 |
: sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); |
75 |
tmp->value = tmp->stats.maxsp ? !state : state; |
76 |
tmp->set_speed (0.5); |
77 |
break; |
78 |
|
79 |
case CF_HANDLE: |
80 |
SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
81 |
update_object (tmp, UP_OBJ_FACE); |
82 |
break; |
83 |
|
84 |
case SIGN: |
85 |
if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
86 |
{ |
87 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign")); |
88 |
new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
89 |
if (tmp->stats.food) |
90 |
tmp->last_eat++; |
91 |
} |
92 |
break; |
93 |
|
94 |
case ALTAR: |
95 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar")); |
96 |
tmp->value = 1; |
97 |
SET_ANIMATION (tmp, tmp->value); |
98 |
update_object (tmp, UP_OBJ_FACE); |
99 |
break; |
100 |
|
101 |
case BUTTON: |
102 |
case PEDESTAL: |
103 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button")); |
104 |
tmp->value = state; |
105 |
SET_ANIMATION (tmp, tmp->value); |
106 |
update_object (tmp, UP_OBJ_FACE); |
107 |
break; |
108 |
|
109 |
case MOOD_FLOOR: |
110 |
do_mood_floor (tmp, source); |
111 |
break; |
112 |
|
113 |
case TIMED_GATE: |
114 |
if (!tmp->active) |
115 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); |
116 |
tmp->set_speed (tmp->arch->speed); |
117 |
tmp->value = tmp->arch->value; |
118 |
tmp->stats.sp = 1; |
119 |
tmp->stats.hp = tmp->stats.maxhp; |
120 |
/* Handle multipart gates. We copy the value for the other parts |
121 |
* from the head - this ensures that the data will consistent |
122 |
*/ |
123 |
for (object *part = tmp->more; part; part = part->more) |
124 |
{ |
125 |
part->value = tmp->value; |
126 |
part->stats.sp = tmp->stats.sp; |
127 |
part->stats.hp = tmp->stats.hp; |
128 |
part->set_speed (tmp->speed); |
129 |
} |
130 |
break; |
131 |
|
132 |
case DIRECTOR: |
133 |
case FIREWALL: |
134 |
if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
135 |
move_firewall (tmp); |
136 |
else |
137 |
{ |
138 |
if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
139 |
tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
140 |
|
141 |
animate_turning (tmp); |
142 |
} |
143 |
break; |
144 |
|
145 |
case TELEPORTER: |
146 |
move_teleporter (tmp); |
147 |
break; |
148 |
|
149 |
case CREATOR: |
150 |
move_creator (tmp); |
151 |
break; |
152 |
|
153 |
case TRIGGER_MARKER: |
154 |
//tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker")); |
155 |
move_marker (tmp); |
156 |
break; |
157 |
|
158 |
case DUPLICATOR: |
159 |
move_duplicator (tmp); |
160 |
break; |
161 |
} |
162 |
} |
163 |
} |
164 |
|
165 |
/* |
166 |
* elmex: |
167 |
* This is the new push_button function, it got split up so that |
168 |
* you can activate connections without a button now! |
169 |
* old but still valid comment: |
170 |
* |
171 |
* Push the specified object. This can affect other buttons/gates/handles |
172 |
* altars/pedestals/holes in the whole map. |
173 |
* Changed the routine to loop through _all_ objects. |
174 |
* Better hurry with that linked list... |
175 |
* |
176 |
*/ |
177 |
void |
178 |
push_button (object *op) |
179 |
{ |
180 |
oblinkpt *obp = get_button_links (op); |
181 |
|
182 |
if (!obp) |
183 |
return; |
184 |
|
185 |
if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value))) |
186 |
return; |
187 |
|
188 |
activate_connection_link (obp->link, op->value, op); |
189 |
} |
190 |
|
191 |
/* |
192 |
* elmex: |
193 |
* This activates a connection, similar to push_button (object *op) but it takes |
194 |
* only a map, a connection value and a true or false flag that indicated whether |
195 |
* the connection was 'state' or 'released'. So that you can activate objects |
196 |
* who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
197 |
* |
198 |
*/ |
199 |
void |
200 |
activate_connection (maptile *map, long connection, bool state) |
201 |
{ |
202 |
if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) |
203 |
return; |
204 |
|
205 |
oblinkpt *obp = get_connection_links (map, connection); |
206 |
|
207 |
if (obp) |
208 |
activate_connection_link (obp->link, state); |
209 |
} |
210 |
|
211 |
/* |
212 |
* Updates everything connected with the button op. |
213 |
* After changing the state of a button, this function must be called |
214 |
* to make sure that all gates and other buttons connected to the |
215 |
* button reacts to the (eventual) change of state. |
216 |
*/ |
217 |
void |
218 |
update_button (object *op) |
219 |
{ |
220 |
int any_down = 0, old_value = op->value; |
221 |
oblinkpt *obp = 0; |
222 |
objectlink *ol; |
223 |
|
224 |
obp = get_button_links (op); |
225 |
if (obp) |
226 |
for (ol = obp->link; ol; ol = ol->next) |
227 |
{ |
228 |
if (!ol->ob) |
229 |
{ |
230 |
LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
231 |
continue; |
232 |
} |
233 |
|
234 |
object *tmp = ol->ob; |
235 |
|
236 |
if (tmp->type == BUTTON) |
237 |
{ |
238 |
sint32 total = 0; |
239 |
|
240 |
for (object *ab = tmp->above; ab; ab = ab->above) |
241 |
/* Basically, if the move_type matches that on what the |
242 |
* button wants, we count it. The second check is so that |
243 |
* objects who don't move (swords, etc) will count. Note that |
244 |
* this means that more work is needed to make buttons |
245 |
* that are only triggered by flying objects. |
246 |
*/ |
247 |
if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
248 |
total += ab->head_ ()->total_weight (); |
249 |
|
250 |
tmp->value = total >= tmp->weight; |
251 |
|
252 |
any_down = any_down || tmp->value; |
253 |
} |
254 |
else if (tmp->type == PEDESTAL) |
255 |
{ |
256 |
tmp->value = 0; |
257 |
|
258 |
for (object *ab = tmp->above; ab; ab = ab->above) |
259 |
{ |
260 |
object *head = ab->head_ (); |
261 |
|
262 |
/* Same note regarding move_type for buttons above apply here. */ |
263 |
if (((ab->move_type & tmp->move_on) || ab->move_type == 0) |
264 |
&& (head->race == tmp->slaying |
265 |
|| (head->type == SPECIAL_KEY && head->slaying == tmp->slaying) |
266 |
|| (tmp->slaying == shstr_player && head->type == PLAYER))) |
267 |
tmp->value = 1; |
268 |
} |
269 |
|
270 |
any_down = any_down || tmp->value; |
271 |
} |
272 |
} |
273 |
|
274 |
if (any_down) /* If any other buttons were down, force this to remain down */ |
275 |
op->value = 1; |
276 |
|
277 |
//LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value); |
278 |
|
279 |
/* If this button hasn't changed, don't do anything */ |
280 |
if (op->value != old_value) |
281 |
{ |
282 |
SET_ANIMATION (op, op->value); |
283 |
update_object (op, UP_OBJ_FACE); |
284 |
push_button (op); /* Make all other buttons the same */ |
285 |
} |
286 |
} |
287 |
|
288 |
void |
289 |
use_trigger (object *op) |
290 |
{ |
291 |
/* Toggle value */ |
292 |
op->value = !op->value; |
293 |
push_button (op); |
294 |
} |
295 |
|
296 |
/* |
297 |
* Note: animate_object should be used instead of this, |
298 |
* but it can't handle animations in the 8 directions |
299 |
*/ |
300 |
void |
301 |
animate_turning (object *op) /* only one part objects */ |
302 |
{ |
303 |
if (++op->state >= NUM_ANIMATIONS (op) / 8) |
304 |
op->state = 0; |
305 |
SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
306 |
update_object (op, UP_OBJ_FACE); |
307 |
} |
308 |
|
309 |
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
310 |
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
311 |
|
312 |
/* Returns true if the sacrifice meets the needs of the altar. |
313 |
* |
314 |
* Function put in (0.92.1) so that identify altars won't grab money |
315 |
* unnecessarily - we can see if there is sufficient money, see if something |
316 |
* needs to be identified, and then remove money if needed. |
317 |
* |
318 |
* 0.93.4: Linked objects (ie, objects that are connected) can not be |
319 |
* sacrificed. This fixes a bug of trying to put multiple altars/related |
320 |
* objects on the same space that take the same sacrifice. |
321 |
*/ |
322 |
|
323 |
int |
324 |
check_altar_sacrifice (const object *altar, const object *sacrifice) |
325 |
{ |
326 |
if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) |
327 |
&& !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
328 |
&& sacrifice->type != PLAYER) |
329 |
{ |
330 |
if (ARCH_SACRIFICE (altar) == shstr_money |
331 |
&& sacrifice->type == MONEY |
332 |
&& sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
333 |
return 1; |
334 |
|
335 |
if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
336 |
|| ARCH_SACRIFICE (altar) == sacrifice->name |
337 |
|| ARCH_SACRIFICE (altar) == sacrifice->slaying |
338 |
|| strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) |
339 |
&& NROF_SACRIFICE (altar) <= sacrifice->number_of ()) |
340 |
return 1; |
341 |
} |
342 |
|
343 |
return 0; |
344 |
} |
345 |
|
346 |
/* |
347 |
* operate_altar checks if sacrifice was accepted and removes sacrificed |
348 |
* objects. If sacrifice was succeed return 1 else 0. Might be better to |
349 |
* call check_altar_sacrifice (above) than depend on the return value, |
350 |
* since operate_altar will remove the sacrifice also. |
351 |
* |
352 |
* If this function returns 1, '*sacrifice' is modified to point to the |
353 |
* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
354 |
*/ |
355 |
int |
356 |
operate_altar (object *altar, object **sacrifice) |
357 |
{ |
358 |
if (!altar->map) |
359 |
{ |
360 |
LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
361 |
return 0; |
362 |
} |
363 |
|
364 |
if (!altar->slaying || altar->value) |
365 |
return 0; |
366 |
|
367 |
if (!check_altar_sacrifice (altar, *sacrifice)) |
368 |
return 0; |
369 |
|
370 |
/* check_altar_sacrifice should have already verified that enough money |
371 |
* has been dropped. |
372 |
*/ |
373 |
if (ARCH_SACRIFICE (altar) == shstr_money) |
374 |
{ |
375 |
int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
376 |
|
377 |
/* Round up any sacrifices. Altars don't make change either */ |
378 |
if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
379 |
number++; |
380 |
|
381 |
if (!(*sacrifice)->decrease (number)) |
382 |
*sacrifice = 0; |
383 |
} |
384 |
else |
385 |
if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar))) |
386 |
*sacrifice = 0; |
387 |
|
388 |
if (altar->msg) |
389 |
new_info_map (NDI_BLACK, altar->map, altar->msg); |
390 |
|
391 |
return 1; |
392 |
} |
393 |
|
394 |
void |
395 |
trigger_move (object *op, int state) /* 1 down and 0 up */ |
396 |
{ |
397 |
op->stats.wc = state; |
398 |
if (state) |
399 |
{ |
400 |
use_trigger (op); |
401 |
op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
402 |
op->speed_left = -1; |
403 |
} |
404 |
else |
405 |
{ |
406 |
use_trigger (op); |
407 |
op->set_speed (0); |
408 |
} |
409 |
} |
410 |
|
411 |
|
412 |
/* |
413 |
* cause != NULL: something has moved on top of op |
414 |
* |
415 |
* cause == NULL: nothing has moved, we have been called from |
416 |
* animate_trigger(). |
417 |
* |
418 |
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
419 |
* |
420 |
* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
421 |
* |
422 |
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
423 |
*/ |
424 |
int |
425 |
check_trigger (object *op, object *cause) |
426 |
{ |
427 |
object *tmp; |
428 |
int push = 0, tot = 0; |
429 |
int in_movement = op->stats.wc || op->speed; |
430 |
|
431 |
switch (op->type) |
432 |
{ |
433 |
case TRIGGER_BUTTON: |
434 |
if (op->weight > 0) |
435 |
{ |
436 |
if (cause) |
437 |
{ |
438 |
for (tmp = op->above; tmp; tmp = tmp->above) |
439 |
/* Comment reproduced from update_buttons(): */ |
440 |
/* Basically, if the move_type matches that on what the |
441 |
* button wants, we count it. The second check is so that |
442 |
* objects that don't move (swords, etc) will count. Note that |
443 |
* this means that more work is needed to make buttons |
444 |
* that are only triggered by flying objects. |
445 |
*/ |
446 |
if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
447 |
tot += tmp->head_ ()->total_weight (); |
448 |
|
449 |
if (tot >= op->weight) |
450 |
push = 1; |
451 |
|
452 |
if (op->stats.ac == push) |
453 |
return 0; |
454 |
|
455 |
op->stats.ac = push; |
456 |
if (NUM_ANIMATIONS (op) > 1) |
457 |
{ |
458 |
SET_ANIMATION (op, push); |
459 |
update_object (op, UP_OBJ_FACE); |
460 |
} |
461 |
|
462 |
if (in_movement || !push) |
463 |
return 0; |
464 |
} |
465 |
trigger_move (op, push); |
466 |
} |
467 |
|
468 |
return 0; |
469 |
|
470 |
case TRIGGER_PEDESTAL: |
471 |
if (cause) |
472 |
{ |
473 |
for (tmp = op->above; tmp; tmp = tmp->above) |
474 |
{ |
475 |
object *head = tmp->head_ (); |
476 |
|
477 |
/* See comment in TRIGGER_BUTTON about move_types */ |
478 |
if (((head->move_type & op->move_on) || head->move_type == 0) |
479 |
&& (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
480 |
{ |
481 |
push = 1; |
482 |
break; |
483 |
} |
484 |
} |
485 |
|
486 |
if (op->stats.ac == push) |
487 |
return 0; |
488 |
|
489 |
op->stats.ac = push; |
490 |
|
491 |
if (NUM_ANIMATIONS (op) > 1) |
492 |
{ |
493 |
SET_ANIMATION (op, push); |
494 |
update_object (op, UP_OBJ_FACE); |
495 |
} |
496 |
|
497 |
update_object (op, UP_OBJ_FACE); |
498 |
|
499 |
if (in_movement || !push) |
500 |
return 0; |
501 |
} |
502 |
|
503 |
trigger_move (op, push); |
504 |
return 0; |
505 |
|
506 |
case TRIGGER_ALTAR: |
507 |
if (cause) |
508 |
{ |
509 |
if (in_movement) |
510 |
return 0; |
511 |
|
512 |
if (operate_altar (op, &cause)) |
513 |
{ |
514 |
if (NUM_ANIMATIONS (op) > 1) |
515 |
{ |
516 |
SET_ANIMATION (op, 1); |
517 |
update_object (op, UP_OBJ_FACE); |
518 |
} |
519 |
|
520 |
if (op->last_sp >= 0) |
521 |
{ |
522 |
trigger_move (op, 1); |
523 |
if (op->last_sp > 0) |
524 |
op->last_sp = -op->last_sp; |
525 |
} |
526 |
else |
527 |
{ |
528 |
/* for trigger altar with last_sp, the ON/OFF |
529 |
* status (-> +/- value) is "simulated": |
530 |
*/ |
531 |
op->value = !op->value; |
532 |
trigger_move (op, 1); |
533 |
op->last_sp = -op->last_sp; |
534 |
op->value = !op->value; |
535 |
} |
536 |
|
537 |
return cause == NULL; |
538 |
} |
539 |
else |
540 |
return 0; |
541 |
} |
542 |
else |
543 |
{ |
544 |
if (NUM_ANIMATIONS (op) > 1) |
545 |
{ |
546 |
SET_ANIMATION (op, 0); |
547 |
update_object (op, UP_OBJ_FACE); |
548 |
} |
549 |
|
550 |
/* If trigger_altar has "last_sp > 0" set on the map, |
551 |
* it will push the connected value only once per sacrifice. |
552 |
* Otherwise (default), the connected value will be |
553 |
* pushed twice: First by sacrifice, second by reset! -AV |
554 |
*/ |
555 |
if (!op->last_sp) |
556 |
trigger_move (op, 0); |
557 |
else |
558 |
{ |
559 |
op->stats.wc = 0; |
560 |
op->value = !op->value; |
561 |
op->set_speed (0); |
562 |
} |
563 |
} |
564 |
return 0; |
565 |
|
566 |
case TRIGGER: |
567 |
if (cause) |
568 |
{ |
569 |
if (in_movement) |
570 |
return 0; |
571 |
|
572 |
push = 1; |
573 |
} |
574 |
|
575 |
if (NUM_ANIMATIONS (op) > 1) |
576 |
{ |
577 |
SET_ANIMATION (op, push); |
578 |
update_object (op, UP_OBJ_FACE); |
579 |
} |
580 |
|
581 |
trigger_move (op, push); |
582 |
return 1; |
583 |
|
584 |
default: |
585 |
LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
586 |
return 0; |
587 |
} |
588 |
} |
589 |
|
590 |
void |
591 |
add_button_link (object *button, maptile *map, int connected) |
592 |
{ |
593 |
oblinkpt *obp; |
594 |
objectlink *ol = get_objectlink (); |
595 |
|
596 |
if (!map) |
597 |
{ |
598 |
LOG (llevError, "Tried to add button-link without map.\n"); |
599 |
return; |
600 |
} |
601 |
|
602 |
button->path_attuned = connected; /* peterm: I need this so I can rebuild |
603 |
a connected map from a template map. */ |
604 |
|
605 |
SET_FLAG (button, FLAG_IS_LINKED); |
606 |
|
607 |
ol->ob = button; |
608 |
|
609 |
for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) |
610 |
; |
611 |
|
612 |
if (obp) |
613 |
{ |
614 |
ol->next = obp->link; |
615 |
obp->link = ol; |
616 |
} |
617 |
else |
618 |
{ |
619 |
obp = get_objectlinkpt (); |
620 |
obp->value = connected; |
621 |
|
622 |
obp->next = map->buttons; |
623 |
map->buttons = obp; |
624 |
obp->link = ol; |
625 |
} |
626 |
} |
627 |
|
628 |
/* |
629 |
* Remove the object from the linked lists of buttons in the map. |
630 |
* This is only needed by editors. |
631 |
*/ |
632 |
|
633 |
void |
634 |
remove_button_link (object *op) |
635 |
{ |
636 |
oblinkpt *obp; |
637 |
objectlink **olp, *ol; |
638 |
|
639 |
if (op->map == NULL) |
640 |
{ |
641 |
LOG (llevError, "remove_button_link() in object without map.\n"); |
642 |
return; |
643 |
} |
644 |
|
645 |
if (!QUERY_FLAG (op, FLAG_IS_LINKED)) |
646 |
{ |
647 |
LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
648 |
return; |
649 |
} |
650 |
|
651 |
for (obp = op->map->buttons; obp; obp = obp->next) |
652 |
for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
653 |
if (ol->ob == op) |
654 |
{ |
655 |
|
656 |
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
657 |
obp->value, op->name, op->map->path); |
658 |
*/ |
659 |
*olp = ol->next; |
660 |
delete ol; |
661 |
return; |
662 |
} |
663 |
|
664 |
LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
665 |
CLEAR_FLAG (op, FLAG_IS_LINKED); |
666 |
} |
667 |
|
668 |
/* |
669 |
* Gets the objectlink for this connection from the map. |
670 |
*/ |
671 |
oblinkpt * |
672 |
get_connection_links (maptile *map, long connection) |
673 |
{ |
674 |
for (oblinkpt * obp = map->buttons; obp; obp = obp->next) |
675 |
if (obp->value == connection) |
676 |
return obp; |
677 |
|
678 |
return 0; |
679 |
} |
680 |
|
681 |
/* |
682 |
* Return the first objectlink in the objects linked to this one |
683 |
*/ |
684 |
|
685 |
oblinkpt * |
686 |
get_button_links (const object *button) |
687 |
{ |
688 |
oblinkpt *obp; |
689 |
objectlink *ol; |
690 |
|
691 |
if (!button->map) |
692 |
return NULL; |
693 |
|
694 |
for (obp = button->map->buttons; obp; obp = obp->next) |
695 |
for (ol = obp->link; ol; ol = ol->next) |
696 |
if (ol->ob == button) |
697 |
return obp; |
698 |
|
699 |
return NULL; |
700 |
} |
701 |
|
702 |
/* |
703 |
* Made as a separate function to increase efficiency |
704 |
*/ |
705 |
|
706 |
int |
707 |
get_button_value (const object *button) |
708 |
{ |
709 |
oblinkpt *obp; |
710 |
objectlink *ol; |
711 |
|
712 |
if (!button->map) |
713 |
return 0; |
714 |
for (obp = button->map->buttons; obp; obp = obp->next) |
715 |
for (ol = obp->link; ol; ol = ol->next) |
716 |
if (ol->ob == button) |
717 |
return obp->value; |
718 |
return 0; |
719 |
} |
720 |
|
721 |
/* This routine makes monsters who are |
722 |
* standing on the 'mood floor' change their |
723 |
* disposition if it is different. |
724 |
* If floor is to be triggered must have |
725 |
* a speed of zero (default is 1 for all |
726 |
* but the charm floor type). |
727 |
* by b.t. thomas@nomad.astro.psu.edu |
728 |
*/ |
729 |
|
730 |
void |
731 |
do_mood_floor (object *op, object *source) |
732 |
{ |
733 |
if (!source) |
734 |
source = op; |
735 |
|
736 |
mapspace &ms = op->ms (); |
737 |
|
738 |
if (!(ms.flags () & P_IS_ALIVE)) |
739 |
return; |
740 |
|
741 |
object *tmp; |
742 |
|
743 |
for (tmp = ms.top; tmp; tmp = tmp->below) |
744 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
745 |
break; |
746 |
|
747 |
/* doesn't effect players, and if there is a player on this space, won't also |
748 |
* be a monster here. |
749 |
*/ |
750 |
//TODO: have players really FLAG_MONSTER? kept it for safety |
751 |
if (!tmp || tmp->type == PLAYER) |
752 |
return; |
753 |
|
754 |
switch (op->last_sp) |
755 |
{ |
756 |
case 0: /* furious--make all monsters mad */ |
757 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
758 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
759 |
|
760 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
761 |
{ |
762 |
tmp->attack_movement = 0; |
763 |
/* lots of checks here, but want to make sure we don't |
764 |
* dereference a null value |
765 |
*/ |
766 |
if (tmp->type == GOLEM |
767 |
&& tmp->owner |
768 |
&& tmp->owner->type == PLAYER |
769 |
&& tmp->owner->contr->golem == tmp) |
770 |
tmp->owner->contr->golem = 0; |
771 |
|
772 |
tmp->owner = 0; |
773 |
|
774 |
remove_friendly_object (tmp); |
775 |
} |
776 |
break; |
777 |
|
778 |
case 1: /* angry -- get neutral monsters mad */ |
779 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
780 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
781 |
break; |
782 |
|
783 |
case 2: /* calm -- pacify unfriendly monsters */ |
784 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
785 |
break; |
786 |
|
787 |
case 3: /* make all monsters fall asleep */ |
788 |
SET_FLAG (tmp, FLAG_SLEEP); |
789 |
break; |
790 |
|
791 |
case 4: /* charm all monsters */ |
792 |
if (op == source) |
793 |
break; /* only if 'connected' */ |
794 |
|
795 |
if (object *pl = source->ms ().player ()) |
796 |
{ |
797 |
tmp->set_owner (pl); |
798 |
SET_FLAG (tmp, FLAG_MONSTER); |
799 |
|
800 |
tmp->stats.exp = 0; |
801 |
|
802 |
add_friendly_object (tmp); |
803 |
tmp->attack_movement = PETMOVE; |
804 |
} |
805 |
break; |
806 |
|
807 |
case 6: // kill monsters |
808 |
if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
809 |
break; |
810 |
|
811 |
// FALL THROUGH |
812 |
case 5: // kill all alives |
813 |
if (!tmp->flag [FLAG_PRECIOUS]) |
814 |
{ |
815 |
get_archetype ("burnout")->insert_at (tmp, source); |
816 |
tmp->destroy (); |
817 |
} |
818 |
break; |
819 |
|
820 |
default: |
821 |
break; |
822 |
} |
823 |
} |
824 |
|
825 |
/* this function returns the object it matches, or NULL if non. |
826 |
* It will descend through containers to find the object. |
827 |
* slaying = match object slaying flag |
828 |
* race = match object archetype name flag |
829 |
* hp = match object type (excpt type '0'== PLAYER) |
830 |
*/ |
831 |
object * |
832 |
check_inv_recursive (object *op, const object *trig) |
833 |
{ |
834 |
object *tmp, *ret = NULL; |
835 |
|
836 |
/* First check the object itself. */ |
837 |
if ((trig->stats.hp && (op->type == trig->stats.hp)) |
838 |
|| (trig->slaying && (op->slaying == trig->slaying)) |
839 |
|| (trig->race && (op->arch->archname == trig->race))) |
840 |
return op; |
841 |
|
842 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
843 |
{ |
844 |
if (tmp->inv) |
845 |
{ |
846 |
ret = check_inv_recursive (tmp, trig); |
847 |
if (ret) |
848 |
return ret; |
849 |
} |
850 |
else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
851 |
|| (trig->slaying && (tmp->slaying == trig->slaying)) |
852 |
|| (trig->race && (tmp->arch->archname == trig->race))) |
853 |
return tmp; |
854 |
} |
855 |
return NULL; |
856 |
} |
857 |
|
858 |
/* check_inv(), a function to search the inventory, |
859 |
* of a player and then based on a set of conditions, |
860 |
* the square will activate connected items. |
861 |
* Monsters can't trigger this square (for now) |
862 |
* Values are: last_sp = 1/0 obj/no obj triggers |
863 |
* last_heal = 1/0 remove/dont remove obj if triggered |
864 |
* -b.t. (thomas@nomad.astro.psu.edu |
865 |
* |
866 |
* Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op |
867 |
* because the check-inventory semantic essentially only applies when |
868 |
* something is above the inventory checker. |
869 |
* The semantic prior this change was: trigger if something has moved on or off |
870 |
* and has a matching item. Imagine what happens if someone steps on the inventory |
871 |
* checker with a matching item, has it, activates the connection, throws the item |
872 |
* away, and then leaves the inventory checker. That would've caused an always-enabled |
873 |
* state in the inventory checker. This won't happen anymore now. |
874 |
* |
875 |
* Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
876 |
* whether op is on this mapspace or not, because the value (1|0) depends |
877 |
* on this information. also make sure to only push_button if op has |
878 |
* a matching item (because when we do a push_button with value=0 timed gates |
879 |
* will still open)! (i hope i got the semantics right this time) |
880 |
* |
881 |
*/ |
882 |
void |
883 |
check_inv (object *op, object *trig) |
884 |
{ |
885 |
trig->value = 0; // deactivate if none of the following conditions apply |
886 |
|
887 |
object *pl = trig->ms ().player (); |
888 |
object *match = check_inv_recursive (op, trig); |
889 |
|
890 |
// elmex: a note about (pl == op): |
891 |
// if pl == 0 then the player has left this space |
892 |
// if pl != 0 then a player is on this mapspace, but then |
893 |
// we still have to check whether it's the player that triggered |
894 |
// this inv-checker, because if not, then the op left this inv-checker |
895 |
// and we have to set the value to 0 |
896 |
|
897 |
if (match && trig->last_sp) // match == having |
898 |
{ |
899 |
if (trig->last_heal) |
900 |
match->decrease (); |
901 |
|
902 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
903 |
push_button (trig); |
904 |
} |
905 |
else if (!match && !trig->last_sp) // match == not having |
906 |
{ |
907 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
908 |
push_button (trig); |
909 |
} |
910 |
} |
911 |
|