1 | /* |
1 | /* |
2 | * static char *rcsid_button_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: button.C,v 1.4 2006/08/30 12:42:56 elmex Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | |
|
|
6 | /* |
|
|
7 | CrossFire, A Multiplayer game for X-windows |
|
|
8 | |
|
|
9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
11 | |
7 | * |
12 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
13 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
14 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
15 | (at your option) any later version. |
11 | * option) any later version. |
16 | |
12 | * |
17 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
20 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
21 | |
17 | * |
22 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
23 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
25 | |
21 | * |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
27 | */ |
23 | */ |
28 | |
24 | |
29 | #include <global.h> |
25 | #include <global.h> |
30 | #include <funcpoint.h> |
|
|
31 | |
26 | |
32 | /* |
27 | /* |
33 | * This code is no longer highly inefficient 8) |
28 | * This code is no longer highly inefficient 8) |
34 | */ |
29 | */ |
35 | |
30 | |
36 | /* |
31 | /* |
37 | * elmex: |
32 | * elmex: |
38 | * This function takes a objectlink list with all the objects are going to be activated. |
33 | * This function takes a objectlink list with all the objects are going to be activated. |
39 | * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
34 | * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
40 | * The source argument can be 0 or the source object for this activation. |
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. |
41 | */ |
37 | */ |
42 | void activate_connection_link (objectlink *ol, bool state, object *source = 0) |
38 | static void |
|
|
39 | activate_connection_link (objectlink *ol, int state, object *activator, object *originator) |
43 | { |
40 | { |
44 | object *tmp = 0; |
|
|
45 | |
|
|
46 | for (; ol; ol = ol->next) |
41 | for (; ol; ol = ol->next) |
47 | { |
42 | { |
48 | if (!ol->ob || ol->ob->count != ol->id) |
43 | if (!ol->ob) |
49 | { |
44 | { |
50 | LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); |
45 | LOG (llevError, "Internal error in activate_connection_link.\n"); |
51 | continue; |
46 | continue; |
52 | } |
47 | } |
|
|
48 | |
53 | /* a button link object can become freed when the map is saving. As |
49 | /* 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 |
50 | * 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 |
51 | * 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 |
52 | * 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 |
53 | * 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. |
54 | * re-loaded. As such, just exit this function if that is the case. |
59 | */ |
55 | */ |
60 | |
56 | |
61 | if (QUERY_FLAG (ol->ob, FLAG_FREED)) |
57 | if (QUERY_FLAG (ol->ob, FLAG_FREED)) |
62 | return; |
58 | return; |
|
|
59 | |
63 | tmp = ol->ob; |
60 | object *tmp = ol->ob; |
64 | |
61 | |
65 | /* if the criteria isn't appropriate, don't do anything */ |
62 | /* if the criteria isn't appropriate, don't do anything */ |
66 | if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
63 | if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
67 | continue; |
64 | continue; |
|
|
65 | |
68 | if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
66 | if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
69 | continue; |
67 | continue; |
70 | |
68 | |
71 | switch (tmp->type) |
69 | switch (tmp->type) |
72 | { |
70 | { |
73 | case GATE: |
71 | case GATE: |
74 | case HOLE: |
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")); |
75 | tmp->value = tmp->stats.maxsp ? !state : state; |
77 | tmp->value = tmp->stats.maxsp ? !state : state; |
76 | tmp->speed = 0.5; |
78 | tmp->set_speed (0.5); |
77 | update_ob_speed (tmp); |
|
|
78 | break; |
79 | break; |
79 | |
80 | |
80 | case CF_HANDLE: |
81 | case T_HANDLE: |
81 | SET_ANIMATION (tmp, |
82 | SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
82 | (tmp->value = |
|
|
83 | tmp->stats.maxsp ? !state : state)); |
|
|
84 | update_object (tmp, UP_OBJ_FACE); |
83 | update_object (tmp, UP_OBJ_FACE); |
85 | break; |
84 | break; |
86 | |
85 | |
87 | case SIGN: |
86 | case SIGN: |
88 | if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
87 | if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
89 | { |
88 | { |
|
|
89 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice")); |
|
|
90 | |
|
|
91 | if (originator && originator->contr) |
|
|
92 | originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg)); |
|
|
93 | |
90 | new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
94 | new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg); |
|
|
95 | |
91 | if (tmp->stats.food) |
96 | if (tmp->stats.food) |
92 | tmp->last_eat++; |
97 | tmp->last_eat++; |
93 | } |
98 | } |
94 | break; |
99 | break; |
95 | |
100 | |
96 | case ALTAR: |
101 | case ALTAR: |
|
|
102 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar")); |
97 | tmp->value = 1; |
103 | tmp->value = 1; |
98 | SET_ANIMATION (tmp, tmp->value); |
104 | SET_ANIMATION (tmp, tmp->value); |
99 | update_object (tmp, UP_OBJ_FACE); |
105 | update_object (tmp, UP_OBJ_FACE); |
100 | break; |
106 | break; |
101 | |
107 | |
102 | case BUTTON: |
108 | case BUTTON: |
103 | case PEDESTAL: |
109 | case PEDESTAL: |
|
|
110 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button")); |
104 | tmp->value = state; |
111 | tmp->value = state; |
105 | SET_ANIMATION (tmp, tmp->value); |
112 | SET_ANIMATION (tmp, tmp->value); |
106 | update_object (tmp, UP_OBJ_FACE); |
113 | update_object (tmp, UP_OBJ_FACE); |
107 | break; |
114 | break; |
108 | |
115 | |
109 | case MOOD_FLOOR: |
116 | case MOOD_FLOOR: |
110 | do_mood_floor (tmp, source); |
117 | do_mood_floor (tmp, activator); |
111 | break; |
118 | break; |
112 | |
119 | |
113 | case TIMED_GATE: |
120 | case TIMED_GATE: |
|
|
121 | if (!tmp->active) |
|
|
122 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); |
|
|
123 | |
114 | tmp->speed = tmp->arch->clone.speed; |
124 | tmp->set_speed (tmp->arch->speed); |
115 | update_ob_speed (tmp); /* original values */ |
|
|
116 | tmp->value = tmp->arch->clone.value; |
125 | tmp->value = tmp->arch->value; |
117 | tmp->stats.sp = 1; |
126 | tmp->stats.sp = 1; |
118 | tmp->stats.hp = tmp->stats.maxhp; |
127 | tmp->stats.hp = tmp->stats.maxhp; |
119 | /* Handle multipart gates. We copy the value for the other parts |
128 | /* Handle multipart gates. We copy the value for the other parts |
120 | * from the head - this ensures that the data will consistent |
129 | * from the head - this ensures that the data will consistent |
121 | */ |
130 | */ |
122 | for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) |
131 | for (object *part = tmp->more; part; part = part->more) |
123 | { |
132 | { |
124 | tmp->speed = tmp->head->speed; |
133 | part->value = tmp->value; |
125 | tmp->value = tmp->head->value; |
134 | part->stats.sp = tmp->stats.sp; |
126 | tmp->stats.sp = tmp->head->stats.sp; |
135 | part->stats.hp = tmp->stats.hp; |
127 | tmp->stats.hp = tmp->head->stats.hp; |
|
|
128 | update_ob_speed (tmp); |
136 | part->set_speed (tmp->speed); |
129 | } |
137 | } |
130 | break; |
138 | break; |
131 | |
139 | |
132 | case DIRECTOR: |
140 | case DIRECTOR: |
133 | case FIREWALL: |
141 | case FIREWALL: |
134 | if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
142 | if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
135 | move_firewall (tmp); |
143 | move_firewall (tmp); |
136 | else |
144 | else |
137 | { |
145 | { |
138 | if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
146 | tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */ |
139 | tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
|
|
140 | animate_turning (tmp); |
147 | animate_turning (tmp); |
141 | } |
148 | } |
142 | break; |
149 | break; |
143 | |
150 | |
144 | case TELEPORTER: |
151 | case TELEPORTER: |
145 | move_teleporter (tmp); |
152 | move_teleporter (tmp); |
146 | break; |
153 | break; |
147 | |
154 | |
148 | case CREATOR: |
155 | case CREATOR: |
149 | move_creator (tmp); |
156 | move_creator (tmp); |
150 | break; |
157 | break; |
151 | |
158 | |
152 | case TRIGGER_MARKER: |
159 | case TRIGGER_MARKER: |
|
|
160 | //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker")); |
153 | move_marker (tmp); |
161 | move_marker (tmp); |
154 | break; |
162 | break; |
155 | |
163 | |
156 | case DUPLICATOR: |
164 | case DUPLICATOR: |
157 | move_duplicator (tmp); |
165 | move_duplicator (tmp); |
158 | break; |
166 | break; |
|
|
167 | |
|
|
168 | case MAPSCRIPT: |
|
|
169 | cfperl_mapscript_activate (tmp, state, activator, originator); |
|
|
170 | break; |
159 | } |
171 | } |
160 | } |
172 | } |
161 | } |
173 | } |
162 | |
174 | |
163 | /* |
175 | /* |
… | |
… | |
170 | * altars/pedestals/holes in the whole map. |
182 | * altars/pedestals/holes in the whole map. |
171 | * Changed the routine to loop through _all_ objects. |
183 | * Changed the routine to loop through _all_ objects. |
172 | * Better hurry with that linked list... |
184 | * Better hurry with that linked list... |
173 | * |
185 | * |
174 | */ |
186 | */ |
175 | void push_button (object *op) |
187 | void |
|
|
188 | push_button (object *op, object *originator) |
176 | { |
189 | { |
177 | oblinkpt *obp = get_button_links (op); |
190 | if (oblinkpt *obp = op->find_link ()) |
178 | |
191 | { |
179 | if (!obp) |
192 | if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator))) |
180 | return; |
193 | return; |
181 | |
194 | |
182 | if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) |
|
|
183 | return; |
|
|
184 | |
|
|
185 | activate_connection_link (obp->link, op->value, op); |
195 | activate_connection_link (obp->link, op->value, op, originator); |
|
|
196 | } |
186 | } |
197 | } |
187 | |
198 | |
188 | /* |
199 | /* |
189 | * elmex: |
200 | * elmex: |
190 | * This activates a connection, similar to push_button (object *op) but it takes |
201 | * This activates a connection, similar to push_button (object *op) but it takes |
191 | * only a map, a connection value and a true or false flag that indicated whether |
202 | * only a map, a connection value and a true or false flag that indicated whether |
192 | * the connection was 'state' or 'released'. So that you can activate objects |
203 | * the connection was 'state' or 'released'. So that you can activate objects |
193 | * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
204 | * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
194 | * |
205 | * |
195 | */ |
206 | */ |
196 | void activate_connection (mapstruct *map, long connection, bool state) |
207 | void |
|
|
208 | maptile::trigger (shstr_tmp id, int state, object *activator, object *originator) |
197 | { |
209 | { |
198 | if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) |
210 | if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator))) |
199 | return; |
211 | return; |
200 | |
212 | |
201 | oblinkpt *obp = get_connection_links (map, connection); |
213 | if (oblinkpt *obp = find_link (id)) |
202 | if (obp) |
|
|
203 | activate_connection_link (obp->link, state); |
214 | activate_connection_link (obp->link, state, activator, originator); |
204 | } |
215 | } |
205 | |
216 | |
206 | /* |
217 | /* |
207 | * Updates everything connected with the button op. |
218 | * Updates everything connected with the button op. |
208 | * After changing the state of a button, this function must be called |
219 | * After changing the state of a button, this function must be called |
209 | * to make sure that all gates and other buttons connected to the |
220 | * to make sure that all gates and other buttons connected to the |
210 | * button reacts to the (eventual) change of state. |
221 | * button reacts to the (eventual) change of state. |
211 | */ |
222 | */ |
212 | |
223 | void |
213 | void update_button(object *op) { |
224 | update_button (object *op, object *originator) |
214 | object *ab,*tmp,*head; |
225 | { |
215 | int tot,any_down=0, old_value=op->value; |
226 | int any_down = 0, old_value = op->value; |
216 | oblinkpt *obp = 0; |
|
|
217 | objectlink *ol; |
|
|
218 | |
227 | |
219 | obp = get_button_links (op); |
228 | if (oblinkpt *obp = op->find_link ()) |
220 | /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
|
|
221 | if (obp) |
|
|
222 | for (ol = obp->link; ol; ol = ol->next) { |
229 | for (objectlink *ol = obp->link; ol; ol = ol->next) |
223 | if (!ol->ob || ol->ob->count != ol->id) { |
230 | { |
|
|
231 | if (!ol->ob) |
|
|
232 | { |
224 | LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); |
233 | LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
225 | continue; |
234 | continue; |
226 | } |
235 | } |
|
|
236 | |
227 | tmp = ol->ob; |
237 | object *tmp = ol->ob; |
|
|
238 | |
228 | if (tmp->type==BUTTON) { |
239 | if (tmp->type == BUTTON) |
|
|
240 | { |
|
|
241 | sint32 total = 0; |
|
|
242 | |
229 | for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) |
243 | for (object *ab = tmp->above; ab; ab = ab->above) |
230 | /* Bug? The pedestal code below looks for the head of |
|
|
231 | * the object, this bit doesn't. I'd think we should check |
|
|
232 | * for head here also. Maybe it also makese sense to |
|
|
233 | * make the for ab=tmp->above loop common, and alter |
|
|
234 | * behaviour based on object within that loop? |
|
|
235 | */ |
|
|
236 | |
|
|
237 | /* Basically, if the move_type matches that on what the |
244 | /* Basically, if the move_type matches that on what the |
238 | * button wants, we count it. The second check is so that |
245 | * button wants, we count it. The second check is so that |
239 | * objects don't move (swords, etc) will count. Note that |
246 | * objects who don't move (swords, etc) will count. Note that |
240 | * this means that more work is needed to make buttons |
247 | * this means that more work is needed to make buttons |
241 | * that are only triggered by flying objects. |
248 | * that are only triggered by flying objects. |
242 | */ |
249 | */ |
243 | if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) |
250 | if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
244 | tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; |
251 | total += ab->head_ ()->total_weight (); |
245 | |
252 | |
246 | tmp->value=(tot>=tmp->weight)?1:0; |
253 | tmp->value = total >= tmp->weight; |
247 | if(tmp->value) |
254 | |
248 | any_down=1; |
255 | any_down = any_down || tmp->value; |
|
|
256 | } |
249 | } else if (tmp->type == PEDESTAL) { |
257 | else if (tmp->type == PEDESTAL) |
|
|
258 | { |
|
|
259 | bool is_match = is_match_expr (tmp->slaying); |
250 | tmp->value = 0; |
260 | tmp->value = 0; |
|
|
261 | |
251 | for(ab=tmp->above; ab!=NULL; ab=ab->above) { |
262 | for (object *ab = tmp->above; ab; ab = ab->above) |
252 | head = ab->head ? ab->head : ab; |
263 | { |
|
|
264 | object *head = ab->head_ (); |
|
|
265 | |
253 | /* Same note regarding move_type for buttons above apply here. */ |
266 | /* Same note regarding move_type for buttons above apply here. */ |
254 | if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && |
267 | if (((ab->move_type & tmp->move_on) || ab->move_type == 0)) |
|
|
268 | if (is_match |
|
|
269 | ? match (tmp->slaying, head, tmp, originator) |
255 | (head->race==tmp->slaying || |
270 | : (head->race == tmp->slaying |
256 | ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || |
271 | || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying) |
257 | (!strcmp (tmp->slaying, "player") && |
272 | || (tmp->slaying == shstr_player && head->type == PLAYER))) |
258 | head->type == PLAYER))) |
273 | { |
259 | tmp->value = 1; |
274 | tmp->value = 1; |
|
|
275 | break; |
|
|
276 | } |
|
|
277 | } |
|
|
278 | |
|
|
279 | any_down = any_down || tmp->value; |
|
|
280 | } |
|
|
281 | else if (tmp->type == T_MATCH) |
|
|
282 | { |
|
|
283 | tmp->value = 0; |
|
|
284 | |
|
|
285 | for (object *ab = tmp->above; ab; ab = ab->above) |
260 | } |
286 | { |
261 | if(tmp->value) |
287 | object *head = ab->head_ (); |
262 | any_down=1; |
288 | |
|
|
289 | /* Same note regarding move_type for buttons above apply here. */ |
|
|
290 | if (((ab->move_type & tmp->move_on) || ab->move_type == 0)) |
|
|
291 | if (match (tmp->slaying, head, tmp, originator)) |
|
|
292 | { |
|
|
293 | tmp->value = 1; |
|
|
294 | break; |
|
|
295 | } |
|
|
296 | } |
|
|
297 | |
|
|
298 | any_down = any_down || tmp->value; |
263 | } |
299 | } |
264 | } |
300 | } |
|
|
301 | |
265 | if(any_down) /* If any other buttons were down, force this to remain down */ |
302 | if (any_down) /* If any other buttons were down, force this to remain down */ |
266 | op->value=1; |
303 | op->value = 1; |
267 | |
304 | |
|
|
305 | //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value); |
|
|
306 | |
268 | /* If this button hasn't changed, don't do anything */ |
307 | /* If this button hasn't changed, don't do anything */ |
269 | if (op->value != old_value) { |
308 | if (op->value != old_value) |
|
|
309 | { |
270 | SET_ANIMATION(op, op->value); |
310 | SET_ANIMATION (op, op->value); |
271 | update_object(op, UP_OBJ_FACE); |
311 | update_object (op, UP_OBJ_FACE); |
272 | push_button(op); /* Make all other buttons the same */ |
312 | push_button (op, originator); /* Make all other buttons the same */ |
273 | } |
|
|
274 | } |
|
|
275 | |
|
|
276 | /* |
|
|
277 | * Updates every button on the map (by calling update_button() for them). |
|
|
278 | */ |
|
|
279 | |
|
|
280 | void update_buttons(mapstruct *m) { |
|
|
281 | objectlink *ol; |
|
|
282 | oblinkpt *obp; |
|
|
283 | for (obp = m->buttons; obp; obp = obp->next) |
|
|
284 | for (ol = obp->link; ol; ol = ol->next) { |
|
|
285 | if (!ol->ob || ol->ob->count != ol->id) { |
|
|
286 | LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", |
|
|
287 | ol->ob?ol->ob->name:"null", |
|
|
288 | ol->ob?ol->ob->x:-1, |
|
|
289 | ol->ob?ol->ob->y:-1, |
|
|
290 | ol->id, |
|
|
291 | obp->value); |
|
|
292 | continue; |
|
|
293 | } |
313 | } |
294 | if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) |
|
|
295 | { |
|
|
296 | update_button(ol->ob); |
|
|
297 | break; |
|
|
298 | } |
|
|
299 | } |
|
|
300 | } |
314 | } |
301 | |
315 | |
302 | void use_trigger(object *op) |
316 | void |
|
|
317 | use_trigger (object *op, object *originator) |
303 | { |
318 | { |
304 | |
|
|
305 | /* Toggle value */ |
319 | /* Toggle value */ |
306 | op->value = !op->value; |
320 | op->value = !op->value; |
307 | push_button(op); |
321 | |
|
|
322 | push_button (op, originator); |
308 | } |
323 | } |
309 | |
324 | |
310 | /* |
325 | /* |
311 | * Note: animate_object should be used instead of this, |
326 | * Note: animate_object should be used instead of this, |
312 | * but it can't handle animations in the 8 directions |
327 | * but it can't handle animations in the 8 directions |
313 | */ |
328 | */ |
314 | |
329 | void |
315 | void animate_turning(object *op) /* only one part objects */ |
330 | animate_turning (object *op) /* only one part objects */ |
316 | { |
331 | { |
317 | if (++op->state >= NUM_ANIMATIONS(op)/8) |
332 | if (++op->state >= NUM_ANIMATIONS (op) / 8) |
318 | op->state=0; |
333 | op->state = 0; |
319 | SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + |
334 | SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
320 | op->state); |
|
|
321 | update_object(op,UP_OBJ_FACE); |
335 | update_object (op, UP_OBJ_FACE); |
322 | } |
336 | } |
323 | |
337 | |
324 | #define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
338 | #define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
325 | #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
339 | #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
326 | |
340 | |
… | |
… | |
332 | * |
346 | * |
333 | * 0.93.4: Linked objects (ie, objects that are connected) can not be |
347 | * 0.93.4: Linked objects (ie, objects that are connected) can not be |
334 | * sacrificed. This fixes a bug of trying to put multiple altars/related |
348 | * sacrificed. This fixes a bug of trying to put multiple altars/related |
335 | * objects on the same space that take the same sacrifice. |
349 | * objects on the same space that take the same sacrifice. |
336 | */ |
350 | */ |
337 | |
351 | |
|
|
352 | int |
338 | int check_altar_sacrifice (const object *altar, const object *sacrifice) |
353 | check_altar_sacrifice (object *altar, object *sacrifice, object *originator) |
339 | { |
354 | { |
|
|
355 | if (sacrifice->flag [FLAG_UNPAID]) |
|
|
356 | return 0; |
|
|
357 | |
|
|
358 | if (is_match_expr (ARCH_SACRIFICE (altar))) |
|
|
359 | return match (ARCH_SACRIFICE (altar), altar, originator); |
|
|
360 | |
340 | if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) |
361 | if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) |
341 | && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
362 | && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
342 | && sacrifice->type != PLAYER) |
363 | && sacrifice->type != PLAYER) |
343 | { |
364 | { |
344 | if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || |
365 | if (ARCH_SACRIFICE (altar) == shstr_money |
345 | ARCH_SACRIFICE(altar) == sacrifice->name || |
|
|
346 | ARCH_SACRIFICE(altar) == sacrifice->slaying || |
|
|
347 | (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) |
|
|
348 | && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) |
|
|
349 | return 1; |
|
|
350 | if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 |
|
|
351 | && sacrifice->type == MONEY |
366 | && sacrifice->type == MONEY |
352 | && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) |
367 | && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
353 | return 1; |
368 | return 1; |
|
|
369 | |
|
|
370 | if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
|
|
371 | || ARCH_SACRIFICE (altar) == sacrifice->name |
|
|
372 | || ARCH_SACRIFICE (altar) == sacrifice->slaying |
|
|
373 | || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) |
|
|
374 | && NROF_SACRIFICE (altar) <= sacrifice->number_of ()) |
|
|
375 | return 1; |
354 | } |
376 | } |
|
|
377 | |
355 | return 0; |
378 | return 0; |
356 | } |
379 | } |
357 | |
|
|
358 | |
380 | |
359 | /* |
381 | /* |
360 | * operate_altar checks if sacrifice was accepted and removes sacrificed |
382 | * operate_altar checks if sacrifice was accepted and removes sacrificed |
361 | * objects. If sacrifice was succeed return 1 else 0. Might be better to |
383 | * objects. If sacrifice was succeed return 1 else 0. Might be better to |
362 | * call check_altar_sacrifice (above) than depend on the return value, |
384 | * call check_altar_sacrifice (above) than depend on the return value, |
363 | * since operate_altar will remove the sacrifice also. |
385 | * since operate_altar will remove the sacrifice also. |
364 | * |
386 | * |
365 | * If this function returns 1, '*sacrifice' is modified to point to the |
387 | * If this function returns 1, '*sacrifice' is modified to point to the |
366 | * remaining sacrifice, or is set to NULL if the sacrifice was used up. |
388 | * remaining sacrifice, or is set to NULL if the sacrifice was used up. |
367 | */ |
389 | */ |
368 | |
390 | int |
369 | int operate_altar (object *altar, object **sacrifice) |
391 | operate_altar (object *altar, object **sacrifice, object *originator) |
370 | { |
392 | { |
371 | |
|
|
372 | if ( ! altar->map) { |
393 | if (!altar->map) |
|
|
394 | { |
373 | LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
395 | LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
374 | return 0; |
396 | return 0; |
375 | } |
397 | } |
376 | |
398 | |
377 | if (!altar->slaying || altar->value) |
399 | if (!altar->slaying || altar->value) |
378 | return 0; |
400 | return 0; |
379 | |
401 | |
380 | if ( ! check_altar_sacrifice (altar, *sacrifice)) |
402 | if (!check_altar_sacrifice (altar, *sacrifice, originator)) |
381 | return 0; |
403 | return 0; |
382 | |
404 | |
383 | /* check_altar_sacrifice should have already verified that enough money |
405 | /* check_altar_sacrifice should have already verified that enough money |
384 | * has been dropped. |
406 | * has been dropped. |
385 | */ |
407 | */ |
386 | if (!strcmp(ARCH_SACRIFICE(altar), "money")) { |
408 | if (ARCH_SACRIFICE (altar) == shstr_money) |
|
|
409 | { |
387 | int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; |
410 | int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
388 | |
411 | |
389 | /* Round up any sacrifices. Altars don't make change either */ |
412 | /* Round up any sacrifices. Altars don't make change either */ |
390 | if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; |
413 | if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
391 | *sacrifice = decrease_ob_nr (*sacrifice, number); |
414 | number++; |
|
|
415 | |
|
|
416 | if (!(*sacrifice)->decrease (number)) |
|
|
417 | *sacrifice = 0; |
392 | } |
418 | } |
393 | else |
419 | else |
394 | *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); |
420 | if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar))) |
395 | |
421 | *sacrifice = 0; |
|
|
422 | |
396 | if (altar->msg) |
423 | if (altar->msg) |
397 | new_info_map(NDI_BLACK, altar->map, altar->msg); |
424 | new_info_map (NDI_BLACK, altar->map, altar->msg); |
|
|
425 | |
398 | return 1; |
426 | return 1; |
399 | } |
427 | } |
400 | |
428 | |
|
|
429 | static void |
401 | void trigger_move (object *op, int state) /* 1 down and 0 up */ |
430 | trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */ |
402 | { |
431 | { |
403 | op->stats.wc = state; |
432 | op->stats.wc = state; |
|
|
433 | |
404 | if (state) { |
434 | if (state) |
405 | use_trigger(op); |
435 | { |
406 | if (op->stats.exp > 0) /* check sanity */ |
436 | use_trigger (op, originator); |
407 | op->speed = 1.0 / op->stats.exp; |
437 | op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
408 | else |
|
|
409 | op->speed = 1.0; |
|
|
410 | update_ob_speed(op); |
|
|
411 | op->speed_left = -1; |
438 | op->speed_left = -1; |
412 | } else { |
439 | } |
413 | use_trigger(op); |
440 | else |
|
|
441 | { |
|
|
442 | use_trigger (op, originator); |
414 | op->speed = 0; |
443 | op->set_speed (0); |
415 | update_ob_speed(op); |
|
|
416 | } |
444 | } |
417 | } |
445 | } |
418 | |
446 | |
419 | |
447 | |
420 | /* |
448 | /* |
… | |
… | |
427 | * |
455 | * |
428 | * TRIGGER: Returns 1 if handle could be moved, 0 if not. |
456 | * TRIGGER: Returns 1 if handle could be moved, 0 if not. |
429 | * |
457 | * |
430 | * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
458 | * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
431 | */ |
459 | */ |
|
|
460 | int |
432 | int check_trigger (object *op, object *cause) |
461 | check_trigger (object *op, object *cause, object *originator) |
433 | { |
462 | { |
434 | object *tmp; |
463 | object *tmp; |
435 | int push = 0, tot = 0; |
464 | int push = 0, tot = 0; |
436 | int in_movement = op->stats.wc || op->speed; |
465 | int in_movement = op->stats.wc || op->speed; |
437 | |
466 | |
438 | switch (op->type) { |
467 | switch (op->type) |
|
|
468 | { |
439 | case TRIGGER_BUTTON: |
469 | case TRIGGER_BUTTON: |
440 | if (op->weight > 0) { |
470 | if (op->weight > 0) |
441 | if (cause) { |
|
|
442 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
443 | /* Comment reproduced from update_buttons(): */ |
|
|
444 | /* Basically, if the move_type matches that on what the |
|
|
445 | * button wants, we count it. The second check is so that |
|
|
446 | * objects that don't move (swords, etc) will count. Note that |
|
|
447 | * this means that more work is needed to make buttons |
|
|
448 | * that are only triggered by flying objects. |
|
|
449 | */ |
|
|
450 | |
|
|
451 | if ((tmp->move_type & op->move_on) || tmp->move_type==0) { |
|
|
452 | tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) |
|
|
453 | + tmp->carrying; |
|
|
454 | } |
|
|
455 | if (tot >= op->weight) |
|
|
456 | push = 1; |
|
|
457 | if (op->stats.ac == push) |
|
|
458 | return 0; |
|
|
459 | op->stats.ac = push; |
|
|
460 | if (NUM_ANIMATIONS(op) > 1) { |
|
|
461 | SET_ANIMATION (op, push); |
|
|
462 | update_object (op, UP_OBJ_FACE); |
|
|
463 | } |
|
|
464 | if (in_movement || ! push) |
|
|
465 | return 0; |
|
|
466 | } |
|
|
467 | trigger_move (op, push); |
|
|
468 | } |
471 | { |
469 | return 0; |
|
|
470 | |
|
|
471 | case TRIGGER_PEDESTAL: |
|
|
472 | if (cause) { |
472 | if (cause) |
|
|
473 | { |
473 | for (tmp = op->above; tmp; tmp = tmp->above) { |
474 | for (tmp = op->above; tmp; tmp = tmp->above) |
474 | object *head = tmp->head ? tmp->head : tmp; |
475 | /* Comment reproduced from update_buttons(): */ |
475 | |
476 | /* Basically, if the move_type matches that on what the |
476 | /* See comment in TRIGGER_BUTTON about move_types */ |
477 | * button wants, we count it. The second check is so that |
477 | if (((head->move_type & op->move_on) || head->move_type==0) |
478 | * objects that don't move (swords, etc) will count. Note that |
478 | && (head->race==op->slaying || |
479 | * this means that more work is needed to make buttons |
479 | (!strcmp (op->slaying, "player") && head->type == PLAYER))) { |
480 | * that are only triggered by flying objects. |
480 | push = 1; |
|
|
481 | break; |
|
|
482 | } |
481 | */ |
483 | } |
482 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
|
|
483 | tot += tmp->head_ ()->total_weight (); |
|
|
484 | |
|
|
485 | if (tot >= op->weight) |
|
|
486 | push = 1; |
|
|
487 | |
484 | if (op->stats.ac == push) |
488 | if (op->stats.ac == push) |
485 | return 0; |
489 | return 0; |
|
|
490 | |
486 | op->stats.ac = push; |
491 | op->stats.ac = push; |
487 | if (NUM_ANIMATIONS(op) > 1) { |
492 | if (NUM_ANIMATIONS (op) > 1) |
|
|
493 | { |
488 | SET_ANIMATION (op, push); |
494 | SET_ANIMATION (op, push); |
489 | update_object (op, UP_OBJ_FACE); |
495 | update_object (op, UP_OBJ_FACE); |
490 | } |
496 | } |
491 | update_object(op,UP_OBJ_FACE); |
497 | |
492 | if (in_movement || ! push) |
498 | if (in_movement || !push) |
493 | return 0; |
499 | return 0; |
494 | } |
500 | } |
|
|
501 | |
495 | trigger_move (op, push); |
502 | trigger_move (op, push, cause); |
|
|
503 | } |
|
|
504 | |
|
|
505 | return 0; |
|
|
506 | |
|
|
507 | case TRIGGER_PEDESTAL: |
|
|
508 | if (cause) |
|
|
509 | { |
|
|
510 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
511 | { |
|
|
512 | object *head = tmp->head_ (); |
|
|
513 | |
|
|
514 | /* See comment in TRIGGER_BUTTON about move_types */ |
|
|
515 | if (((head->move_type & op->move_on) || head->move_type == 0) |
|
|
516 | && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER))) |
|
|
517 | { |
|
|
518 | push = 1; |
|
|
519 | break; |
|
|
520 | } |
|
|
521 | } |
|
|
522 | |
|
|
523 | if (op->stats.ac == push) |
496 | return 0; |
524 | return 0; |
497 | |
525 | |
|
|
526 | op->stats.ac = push; |
|
|
527 | |
|
|
528 | if (NUM_ANIMATIONS (op) > 1) |
|
|
529 | { |
|
|
530 | SET_ANIMATION (op, push); |
|
|
531 | update_object (op, UP_OBJ_FACE); |
|
|
532 | } |
|
|
533 | |
|
|
534 | update_object (op, UP_OBJ_FACE); |
|
|
535 | |
|
|
536 | if (in_movement || !push) |
|
|
537 | return 0; |
|
|
538 | } |
|
|
539 | |
|
|
540 | trigger_move (op, push, cause); |
|
|
541 | return 0; |
|
|
542 | |
498 | case TRIGGER_ALTAR: |
543 | case TRIGGER_ALTAR: |
499 | if (cause) { |
544 | if (cause) |
|
|
545 | { |
500 | if (in_movement) |
546 | if (in_movement) |
501 | return 0; |
547 | return 0; |
|
|
548 | |
502 | if (operate_altar (op, &cause)) { |
549 | if (operate_altar (op, &cause)) /* TODO: originator? */ |
503 | if (NUM_ANIMATIONS(op) > 1) { |
|
|
504 | SET_ANIMATION (op, 1); |
|
|
505 | update_object(op, UP_OBJ_FACE); |
|
|
506 | } |
|
|
507 | if (op->last_sp >= 0) { |
|
|
508 | trigger_move (op, 1); |
|
|
509 | if (op->last_sp > 0) |
|
|
510 | op->last_sp = -op->last_sp; |
|
|
511 | } |
|
|
512 | else { |
|
|
513 | /* for trigger altar with last_sp, the ON/OFF |
|
|
514 | * status (-> +/- value) is "simulated": |
|
|
515 | */ |
|
|
516 | op->value = !op->value; |
|
|
517 | trigger_move (op, 1); |
|
|
518 | op->last_sp = -op->last_sp; |
|
|
519 | op->value = !op->value; |
|
|
520 | } |
|
|
521 | return cause == NULL; |
|
|
522 | } else { |
|
|
523 | return 0; |
|
|
524 | } |
550 | { |
525 | } else { |
|
|
526 | if (NUM_ANIMATIONS(op) > 1) { |
551 | if (NUM_ANIMATIONS (op) > 1) |
|
|
552 | { |
527 | SET_ANIMATION (op, 0); |
553 | SET_ANIMATION (op, 1); |
528 | update_object(op, UP_OBJ_FACE); |
554 | update_object (op, UP_OBJ_FACE); |
529 | } |
555 | } |
530 | |
556 | |
531 | /* If trigger_altar has "last_sp > 0" set on the map, |
|
|
532 | * it will push the connected value only once per sacrifice. |
|
|
533 | * Otherwise (default), the connected value will be |
|
|
534 | * pushed twice: First by sacrifice, second by reset! -AV |
|
|
535 | */ |
|
|
536 | if (!op->last_sp) |
557 | if (op->last_sp >= 0) |
|
|
558 | { |
537 | trigger_move (op, 0); |
559 | trigger_move (op, 1, cause); |
|
|
560 | |
|
|
561 | if (op->last_sp > 0) |
|
|
562 | op->last_sp = -op->last_sp; |
|
|
563 | } |
538 | else { |
564 | else |
539 | op->stats.wc = 0; |
565 | { |
|
|
566 | /* for trigger altar with last_sp, the ON/OFF |
|
|
567 | * status (-> +/- value) is "simulated": |
|
|
568 | */ |
540 | op->value = !op->value; |
569 | op->value = !op->value; |
541 | op->speed = 0; |
570 | trigger_move (op, 1, cause); |
542 | update_ob_speed(op); |
571 | op->last_sp = -op->last_sp; |
|
|
572 | op->value = !op->value; |
543 | } |
573 | } |
|
|
574 | |
|
|
575 | return cause == NULL; |
544 | } |
576 | } |
|
|
577 | else |
545 | return 0; |
578 | return 0; |
546 | |
|
|
547 | case TRIGGER: |
|
|
548 | if (cause) { |
|
|
549 | if (in_movement) |
|
|
550 | return 0; |
|
|
551 | push = 1; |
|
|
552 | } |
579 | } |
|
|
580 | else |
|
|
581 | { |
553 | if (NUM_ANIMATIONS(op) > 1) { |
582 | if (NUM_ANIMATIONS (op) > 1) |
|
|
583 | { |
554 | SET_ANIMATION (op, push); |
584 | SET_ANIMATION (op, 0); |
555 | update_object(op, UP_OBJ_FACE); |
585 | update_object (op, UP_OBJ_FACE); |
556 | } |
586 | } |
|
|
587 | |
|
|
588 | /* If trigger_altar has "last_sp > 0" set on the map, |
|
|
589 | * it will push the connected value only once per sacrifice. |
|
|
590 | * Otherwise (default), the connected value will be |
|
|
591 | * pushed twice: First by sacrifice, second by reset! -AV |
|
|
592 | */ |
|
|
593 | if (!op->last_sp) |
557 | trigger_move (op, push); |
594 | trigger_move (op, 0, cause); |
|
|
595 | else |
|
|
596 | { |
|
|
597 | op->stats.wc = 0; |
|
|
598 | op->value = !op->value; |
|
|
599 | op->set_speed (0); |
|
|
600 | } |
|
|
601 | } |
|
|
602 | return 0; |
|
|
603 | |
|
|
604 | case TRIGGER: |
|
|
605 | if (cause) |
|
|
606 | { |
|
|
607 | if (in_movement) |
558 | return 1; |
608 | return 0; |
559 | |
609 | |
|
|
610 | push = 1; |
|
|
611 | } |
|
|
612 | |
|
|
613 | if (NUM_ANIMATIONS (op) > 1) |
|
|
614 | { |
|
|
615 | SET_ANIMATION (op, push); |
|
|
616 | update_object (op, UP_OBJ_FACE); |
|
|
617 | } |
|
|
618 | |
|
|
619 | trigger_move (op, push, cause); |
|
|
620 | return 1; |
|
|
621 | |
560 | default: |
622 | default: |
561 | LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); |
623 | LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
562 | return 0; |
624 | return 0; |
|
|
625 | } |
|
|
626 | } |
|
|
627 | |
|
|
628 | void |
|
|
629 | object::add_link (maptile *map, shstr_tmp id) |
|
|
630 | { |
|
|
631 | if (!map) |
563 | } |
632 | { |
564 | } |
633 | LOG (llevError, "Tried to add button-link without map.\n"); |
|
|
634 | return; |
|
|
635 | } |
565 | |
636 | |
566 | void add_button_link(object *button, mapstruct *map, int connected) { |
637 | flag [FLAG_IS_LINKED] = true; |
567 | oblinkpt *obp; |
638 | |
568 | objectlink *ol = get_objectlink(); |
639 | objectlink *ol = get_objectlink (); |
569 | |
|
|
570 | if (!map) { |
|
|
571 | LOG(llevError, "Tried to add button-link without map.\n"); |
|
|
572 | return; |
|
|
573 | } |
|
|
574 | if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild |
|
|
575 | a connected map from a template map. */ |
|
|
576 | /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ |
|
|
577 | |
|
|
578 | SET_FLAG(button,FLAG_IS_LINKED); |
|
|
579 | |
|
|
580 | ol->ob = button; |
640 | ol->ob = this; |
581 | ol->id = button->count; |
|
|
582 | |
641 | |
583 | for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); |
642 | for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
584 | |
643 | if (obp->id == id) |
585 | if (obp) { |
644 | { |
586 | ol->next = obp->link; |
645 | ol->next = obp->link; |
587 | obp->link = ol; |
646 | obp->link = ol; |
588 | } else { |
647 | return; |
|
|
648 | } |
|
|
649 | |
589 | obp = get_objectlinkpt(); |
650 | oblinkpt *obp = get_objectlinkpt (); |
590 | obp->value = connected; |
651 | obp->id = id; |
591 | |
652 | |
592 | obp->next = map->buttons; |
653 | obp->next = map->buttons; |
593 | map->buttons = obp; |
654 | map->buttons = obp; |
594 | obp->link = ol; |
655 | obp->link = ol; |
595 | } |
|
|
596 | } |
656 | } |
597 | |
657 | |
598 | /* |
658 | /* |
599 | * Remove the object from the linked lists of buttons in the map. |
659 | * Remove the object from the linked lists of buttons in the map. |
600 | * This is only needed by editors. |
660 | * This is only needed by editors. |
601 | */ |
661 | */ |
602 | |
662 | void |
603 | void remove_button_link(object *op) { |
663 | object::remove_link () |
604 | oblinkpt *obp; |
664 | { |
605 | objectlink **olp, *ol; |
665 | if (!map) |
606 | |
666 | { |
607 | if (op->map == NULL) { |
|
|
608 | LOG(llevError, "remove_button_link() in object without map.\n"); |
667 | LOG (llevError, "remove_button_link() in object without map.\n"); |
609 | return; |
668 | return; |
610 | } |
669 | } |
611 | if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { |
670 | |
|
|
671 | if (!flag [FLAG_IS_LINKED]) |
|
|
672 | { |
612 | LOG(llevError, "remove_button_linked() in unlinked object.\n"); |
673 | LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
613 | return; |
674 | return; |
614 | } |
675 | } |
|
|
676 | |
|
|
677 | flag [FLAG_IS_LINKED] = false; |
|
|
678 | |
615 | for (obp = op->map->buttons; obp; obp = obp->next) |
679 | for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
616 | for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
680 | for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next) |
617 | if (ol->ob == op) { |
681 | if ((*olp)->ob == this) |
618 | /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
682 | { |
619 | obp->value, op->name, op->map->path); |
683 | objectlink *ol = *olp; |
620 | */ |
|
|
621 | *olp = ol->next; |
684 | *olp = ol->next; |
622 | free(ol); |
685 | delete ol; |
623 | return; |
686 | return; |
|
|
687 | } |
|
|
688 | |
|
|
689 | LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
|
|
690 | } |
|
|
691 | |
|
|
692 | /* |
|
|
693 | * Updates every button on the map (by calling update_button() for them). |
|
|
694 | */ |
|
|
695 | void |
|
|
696 | maptile::update_buttons () |
|
|
697 | { |
|
|
698 | for (oblinkpt *obp = buttons; obp; obp = obp->next) |
|
|
699 | for (objectlink *ol = obp->link; ol; ol = ol->next) |
|
|
700 | { |
|
|
701 | if (!ol->ob) |
|
|
702 | { |
|
|
703 | LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", |
|
|
704 | ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id); |
|
|
705 | continue; |
|
|
706 | } |
|
|
707 | |
|
|
708 | if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) |
|
|
709 | { |
|
|
710 | update_button (ol->ob, 0); |
|
|
711 | break; |
|
|
712 | } |
624 | } |
713 | } |
625 | LOG(llevError, "remove_button_linked(): couldn't find object.\n"); |
|
|
626 | CLEAR_FLAG(op,FLAG_IS_LINKED); |
|
|
627 | } |
714 | } |
628 | |
715 | |
629 | /* |
716 | /* |
630 | * Gets the objectlink for this connection from the map. |
717 | * Gets the objectlink for this connection from the map. |
631 | */ |
718 | */ |
632 | oblinkpt *get_connection_links (mapstruct *map, long connection) |
719 | oblinkpt * |
|
|
720 | maptile::find_link (shstr_tmp id) |
633 | { |
721 | { |
634 | for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
722 | for (oblinkpt *obp = buttons; obp; obp = obp->next) |
635 | if (obp->value == connection) |
723 | if (obp->id == id) |
636 | return obp; |
724 | return obp; |
|
|
725 | |
637 | return 0; |
726 | return 0; |
638 | } |
727 | } |
639 | |
728 | |
640 | /* |
729 | /* |
641 | * Return the first objectlink in the objects linked to this one |
730 | * Return the first objectlink in the objects linked to this one |
642 | */ |
731 | */ |
643 | |
|
|
644 | oblinkpt *get_button_links(const object *button) { |
|
|
645 | oblinkpt *obp; |
732 | oblinkpt * |
646 | objectlink *ol; |
733 | object::find_link () const |
647 | |
734 | { |
648 | if (!button->map) |
735 | if (map) |
649 | return NULL; |
|
|
650 | for (obp = button->map->buttons; obp; obp = obp->next) |
736 | for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
651 | for (ol = obp->link; ol; ol = ol->next) |
737 | for (objectlink *ol = obp->link; ol; ol = ol->next) |
652 | if (ol->ob == button && ol->id == button->count) |
738 | if (ol->ob == this) |
653 | return obp; |
739 | return obp; |
654 | return NULL; |
|
|
655 | } |
|
|
656 | |
740 | |
657 | /* |
|
|
658 | * Made as a separate function to increase efficiency |
|
|
659 | */ |
|
|
660 | |
|
|
661 | int get_button_value(const object *button) { |
|
|
662 | oblinkpt *obp; |
|
|
663 | objectlink *ol; |
|
|
664 | |
|
|
665 | if (!button->map) |
|
|
666 | return 0; |
|
|
667 | for (obp = button->map->buttons; obp; obp = obp->next) |
|
|
668 | for (ol = obp->link; ol; ol = ol->next) |
|
|
669 | if (ol->ob == button && ol->id == button->count) |
|
|
670 | return obp->value; |
|
|
671 | return 0; |
741 | return 0; |
672 | } |
742 | } |
673 | |
743 | |
674 | /* This routine makes monsters who are |
744 | /* This routine makes monsters who are |
675 | * standing on the 'mood floor' change their |
745 | * standing on the 'mood floor' change their |
… | |
… | |
677 | * If floor is to be triggered must have |
747 | * If floor is to be triggered must have |
678 | * a speed of zero (default is 1 for all |
748 | * a speed of zero (default is 1 for all |
679 | * but the charm floor type). |
749 | * but the charm floor type). |
680 | * by b.t. thomas@nomad.astro.psu.edu |
750 | * by b.t. thomas@nomad.astro.psu.edu |
681 | */ |
751 | */ |
682 | |
752 | void |
683 | void do_mood_floor(object *op, object *source) { |
753 | do_mood_floor (object *op, object *source) |
684 | object *tmp; |
754 | { |
685 | object *tmp2; |
|
|
686 | |
|
|
687 | if (!source) |
755 | if (!source) |
688 | source = op; |
756 | source = op; |
689 | |
757 | |
690 | for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) |
758 | mapspace &ms = op->ms (); |
|
|
759 | |
|
|
760 | if (!(ms.flags () & P_IS_ALIVE)) |
|
|
761 | return; |
|
|
762 | |
|
|
763 | object *tmp; |
|
|
764 | |
|
|
765 | for (tmp = ms.top; tmp; tmp = tmp->below) |
691 | if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; |
766 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
767 | break; |
692 | |
768 | |
693 | /* doesn't effect players, and if there is a player on this space, won't also |
769 | /* doesn't effect players, and if there is a player on this space, won't also |
694 | * be a monster here. |
770 | * be a monster here. |
695 | */ |
771 | */ |
|
|
772 | //TODO: have players really FLAG_MONSTER? kept it for safety |
696 | if (!tmp || tmp->type == PLAYER) return; |
773 | if (!tmp || tmp->type == PLAYER) |
|
|
774 | return; |
697 | |
775 | |
698 | switch(op->last_sp) { |
776 | switch (op->last_sp) |
|
|
777 | { |
699 | case 0: /* furious--make all monsters mad */ |
778 | case 0: /* furious--make all monsters mad */ |
700 | if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) |
|
|
701 | CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); |
|
|
702 | if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) { |
|
|
703 | CLEAR_FLAG(tmp, FLAG_FRIENDLY); |
|
|
704 | remove_friendly_object(tmp); |
|
|
705 | tmp->attack_movement = 0; |
|
|
706 | /* lots of checks here, but want to make sure we don't |
|
|
707 | * dereference a null value |
|
|
708 | */ |
|
|
709 | if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER && |
|
|
710 | tmp->owner->contr->ranges[range_golem]==tmp) { |
|
|
711 | tmp->owner->contr->ranges[range_golem]=NULL; |
|
|
712 | tmp->owner->contr->golem_count = 0; |
|
|
713 | } |
|
|
714 | tmp->owner = 0; |
|
|
715 | } |
|
|
716 | break; |
|
|
717 | case 1: /* angry -- get neutral monsters mad */ |
|
|
718 | if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&& |
|
|
719 | !QUERY_FLAG(tmp, FLAG_FRIENDLY)) |
|
|
720 | CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); |
|
|
721 | break; |
|
|
722 | case 2: /* calm -- pacify unfriendly monsters */ |
|
|
723 | if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) |
779 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
|
|
780 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
781 | |
|
|
782 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
|
|
783 | { |
|
|
784 | tmp->attack_movement = 0; |
|
|
785 | /* lots of checks here, but want to make sure we don't |
|
|
786 | * dereference a null value |
|
|
787 | */ |
|
|
788 | if (tmp->type == GOLEM |
|
|
789 | && tmp->owner |
|
|
790 | && tmp->owner->type == PLAYER |
|
|
791 | && tmp->owner->contr->golem == tmp) |
|
|
792 | tmp->owner->contr->golem = 0; |
|
|
793 | |
|
|
794 | tmp->owner = 0; |
|
|
795 | |
|
|
796 | remove_friendly_object (tmp); |
|
|
797 | } |
|
|
798 | break; |
|
|
799 | |
|
|
800 | case 1: /* angry -- get neutral monsters mad */ |
|
|
801 | if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
|
|
802 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
803 | break; |
|
|
804 | |
|
|
805 | case 2: /* calm -- pacify unfriendly monsters */ |
724 | SET_FLAG(tmp, FLAG_UNAGGRESSIVE); |
806 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
725 | break; |
807 | break; |
|
|
808 | |
726 | case 3: /* make all monsters fall asleep */ |
809 | case 3: /* make all monsters fall asleep */ |
727 | if(!QUERY_FLAG(tmp, FLAG_SLEEP)) |
|
|
728 | SET_FLAG(tmp, FLAG_SLEEP); |
810 | SET_FLAG (tmp, FLAG_SLEEP); |
729 | break; |
811 | break; |
|
|
812 | |
730 | case 4: /* charm all monsters */ |
813 | case 4: /* charm all monsters */ |
731 | if (op == source) break; /* only if 'connected' */ |
814 | if (op == source) |
|
|
815 | break; /* only if 'connected' */ |
732 | |
816 | |
733 | for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ |
817 | if (object *pl = source->ms ().player ()) |
734 | tmp2->type!=PLAYER;tmp2=tmp2->above) |
818 | { |
735 | if(tmp2->above==NULL) break; |
819 | tmp->set_owner (pl); |
736 | |
|
|
737 | if (tmp2->type != PLAYER) |
|
|
738 | break; |
|
|
739 | set_owner(tmp,tmp2); |
|
|
740 | SET_FLAG(tmp,FLAG_MONSTER); |
820 | SET_FLAG (tmp, FLAG_MONSTER); |
|
|
821 | |
741 | tmp->stats.exp = 0; |
822 | tmp->stats.exp = 0; |
742 | SET_FLAG(tmp, FLAG_FRIENDLY); |
823 | |
743 | add_friendly_object (tmp); |
824 | add_friendly_object (tmp); |
744 | tmp->attack_movement = PETMOVE; |
825 | tmp->attack_movement = PETMOVE; |
|
|
826 | } |
|
|
827 | break; |
|
|
828 | |
|
|
829 | case 6: // kill monsters |
|
|
830 | if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
745 | break; |
831 | break; |
746 | |
832 | |
|
|
833 | // FALL THROUGH |
|
|
834 | case 5: // kill all alives |
|
|
835 | if (!tmp->flag [FLAG_PRECIOUS]) |
|
|
836 | { |
|
|
837 | archetype::get (shstr_burnout)->insert_at (tmp, source); |
|
|
838 | tmp->destroy (); |
|
|
839 | } |
|
|
840 | break; |
|
|
841 | |
747 | default: |
842 | default: |
748 | break; |
843 | break; |
749 | |
|
|
750 | } |
844 | } |
751 | } |
845 | } |
752 | |
846 | |
753 | /* this function returns the object it matches, or NULL if non. |
847 | /* this function returns the object it matches, or NULL if non. |
754 | * It will descend through containers to find the object. |
848 | * It will descend through containers to find the object. |
755 | * slaying = match object slaying flag |
849 | * slaying = match object slaying flag |
756 | * race = match object archetype name flag |
850 | * race = match object archetype name flag |
757 | * hp = match object type (excpt type '0'== PLAYER) |
851 | * hp = match object type (excpt type '0'== PLAYER) |
758 | */ |
852 | */ |
759 | |
853 | object * |
760 | object * check_inv_recursive(object *op, const object *trig) |
854 | check_inv_recursive (object *op, const object *trig) |
761 | { |
855 | { |
762 | object *tmp,*ret=NULL; |
856 | object *tmp, *ret = NULL; |
763 | |
857 | |
764 | /* First check the object itself. */ |
858 | /* First check the object itself. */ |
765 | if((trig->stats.hp && (op->type == trig->stats.hp)) |
859 | if ((trig->stats.hp && (op->type == trig->stats.hp)) |
766 | || (trig->slaying && (op->slaying == trig->slaying)) |
860 | || (trig->slaying && (op->slaying == trig->slaying)) |
767 | || (trig->race && (op->arch->name == trig->race))) |
861 | || (trig->race && (op->arch->archname == trig->race))) |
768 | return op; |
862 | return op; |
769 | |
863 | |
770 | for(tmp=op->inv; tmp; tmp=tmp->below) { |
864 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
865 | { |
771 | if (tmp->inv) { |
866 | if (tmp->inv) |
|
|
867 | { |
772 | ret=check_inv_recursive(tmp, trig); |
868 | ret = check_inv_recursive (tmp, trig); |
|
|
869 | if (ret) |
773 | if (ret) return ret; |
870 | return ret; |
774 | } |
871 | } |
775 | else if((trig->stats.hp && (tmp->type == trig->stats.hp)) |
872 | else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
776 | || (trig->slaying && (tmp->slaying == trig->slaying)) |
873 | || (trig->slaying && (tmp->slaying == trig->slaying)) |
777 | || (trig->race && (tmp->arch->name == trig->race))) |
874 | || (trig->race && (tmp->arch->archname == trig->race))) |
778 | return tmp; |
875 | return tmp; |
779 | } |
876 | } |
780 | return NULL; |
877 | return NULL; |
781 | } |
878 | } |
782 | |
879 | |
783 | /* check_inv(), a function to search the inventory, |
880 | /* check_inv(), a function to search the inventory, |
784 | * of a player and then based on a set of conditions, |
881 | * of a player and then based on a set of conditions, |
785 | * the square will activate connected items. |
882 | * the square will activate connected items. |
786 | * Monsters can't trigger this square (for now) |
883 | * Monsters can't trigger this square (for now) |
787 | * Values are: last_sp = 1/0 obj/no obj triggers |
884 | * Values are: last_sp = 1/0 obj/no obj triggers |
788 | * last_heal = 1/0 remove/dont remove obj if triggered |
885 | * last_heal = 1/0 remove/dont remove obj if triggered |
789 | * -b.t. (thomas@nomad.astro.psu.edu |
886 | * -b.t. (thomas@nomad.astro.psu.edu |
790 | */ |
887 | * |
791 | |
888 | * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op |
|
|
889 | * because the check-inventory semantic essentially only applies when |
|
|
890 | * something is above the inventory checker. |
|
|
891 | * The semantic prior this change was: trigger if something has moved on or off |
|
|
892 | * and has a matching item. Imagine what happens if someone steps on the inventory |
|
|
893 | * checker with a matching item, has it, activates the connection, throws the item |
|
|
894 | * away, and then leaves the inventory checker. That would've caused an always-enabled |
|
|
895 | * state in the inventory checker. This won't happen anymore now. |
|
|
896 | * |
|
|
897 | * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
|
|
898 | * whether op is on this mapspace or not, because the value (1|0) depends |
|
|
899 | * on this information. also make sure to only push_button if op has |
|
|
900 | * a matching item (because when we do a push_button with value=0 timed gates |
|
|
901 | * will still open)! (i hope i got the semantics right this time) |
|
|
902 | * |
|
|
903 | */ |
|
|
904 | void |
792 | void check_inv (object *op, object *trig) { |
905 | check_inv (object *op, object *trig) |
793 | object *match; |
906 | { |
|
|
907 | trig->value = 0; // deactivate if none of the following conditions apply |
794 | |
908 | |
795 | if(op->type != PLAYER) return; |
909 | object *pl = trig->ms ().player (); |
796 | match = check_inv_recursive(op,trig); |
910 | object *match = check_inv_recursive (op, trig); |
797 | if (match && trig->last_sp) { |
911 | |
|
|
912 | // elmex: a note about (pl == op): |
|
|
913 | // if pl == 0 then the player has left this space |
|
|
914 | // if pl != 0 then a player is on this mapspace, but then |
|
|
915 | // we still have to check whether it's the player that triggered |
|
|
916 | // this inv-checker, because if not, then the op left this inv-checker |
|
|
917 | // and we have to set the value to 0 |
|
|
918 | |
|
|
919 | if (match && trig->last_sp) // match == having |
|
|
920 | { |
798 | if(trig->last_heal) |
921 | if (trig->last_heal) |
799 | decrease_ob(match); |
922 | match->decrease (); |
800 | use_trigger(trig); |
923 | |
|
|
924 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
|
|
925 | push_button (trig, op); |
|
|
926 | } |
|
|
927 | else if (!match && !trig->last_sp) // match == not having |
801 | } |
928 | { |
802 | else if (!match && !trig->last_sp) |
929 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
803 | use_trigger(trig); |
930 | push_button (trig, op); |
804 | } |
|
|
805 | |
|
|
806 | |
|
|
807 | /* This does a minimal check of the button link consistency for object |
|
|
808 | * map. All it really does it much sure the object id link that is set |
|
|
809 | * matches what the object has. |
|
|
810 | */ |
|
|
811 | void verify_button_links(const mapstruct *map) { |
|
|
812 | oblinkpt *obp; |
|
|
813 | objectlink *ol; |
|
|
814 | |
|
|
815 | if (!map) return; |
|
|
816 | |
|
|
817 | for (obp = map->buttons; obp; obp = obp->next) { |
|
|
818 | for (ol=obp->link; ol; ol=ol->next) { |
|
|
819 | if (ol->id!=ol->ob->count) |
|
|
820 | LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count); |
|
|
821 | } |
|
|
822 | } |
931 | } |
823 | } |
932 | } |
|
|
933 | |