1 | /* |
1 | /* |
2 | * static char *rcsid_button_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: button.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | |
|
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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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 |
13 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
14 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
15 | (at your option) any later version. |
11 | * (at your 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 GNU General Public License |
23 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
25 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
|
|
27 | */ |
22 | */ |
28 | |
23 | |
29 | #include <global.h> |
24 | #include <global.h> |
30 | #include <funcpoint.h> |
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31 | |
25 | |
32 | /* |
26 | /* |
33 | * This code is no longer highly inefficient 8) |
27 | * This code is no longer highly inefficient 8) |
34 | */ |
28 | */ |
35 | |
29 | |
36 | /* |
30 | /* |
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31 | * elmex: |
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32 | * This function takes a objectlink list with all the objects are going to be activated. |
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33 | * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
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34 | * The source argument can be 0 or the source object for this activation. |
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35 | */ |
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36 | void |
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37 | activate_connection_link (objectlink * ol, bool state, object *source = 0) |
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38 | { |
|
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39 | for (; ol; ol = ol->next) |
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40 | { |
|
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41 | if (!ol->ob) |
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42 | { |
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43 | LOG (llevError, "Internal error in activate_connection_link.\n"); |
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44 | continue; |
|
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45 | } |
|
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46 | |
|
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47 | /* a button link object can become freed when the map is saving. As |
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48 | * a map is saved, objects are removed and freed, and if an object is |
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49 | * on top of a button, this function is eventually called. If a map |
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50 | * is getting moved out of memory, the status of buttons and levers |
|
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51 | * probably isn't important - it will get sorted out when the map is |
|
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52 | * re-loaded. As such, just exit this function if that is the case. |
|
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53 | */ |
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54 | |
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55 | if (QUERY_FLAG (ol->ob, FLAG_FREED)) |
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56 | return; |
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57 | |
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58 | object *tmp = ol->ob; |
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59 | |
|
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60 | /* if the criteria isn't appropriate, don't do anything */ |
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61 | if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
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62 | continue; |
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63 | |
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64 | if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
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65 | continue; |
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66 | |
|
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67 | switch (tmp->type) |
|
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68 | { |
|
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69 | case GATE: |
|
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70 | case HOLE: |
|
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71 | if (!tmp->active) |
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72 | tmp->play_sound (tmp->sound |
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73 | ? tmp->sound |
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74 | : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); |
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75 | tmp->value = tmp->stats.maxsp ? !state : state; |
|
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76 | tmp->set_speed (0.5); |
|
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77 | break; |
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78 | |
|
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79 | case CF_HANDLE: |
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80 | SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
|
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81 | update_object (tmp, UP_OBJ_FACE); |
|
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82 | break; |
|
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83 | |
|
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84 | case SIGN: |
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85 | if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
|
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86 | { |
|
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87 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign")); |
|
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88 | new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
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89 | if (tmp->stats.food) |
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90 | tmp->last_eat++; |
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91 | } |
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92 | break; |
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93 | |
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94 | case ALTAR: |
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95 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar")); |
|
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96 | tmp->value = 1; |
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97 | SET_ANIMATION (tmp, tmp->value); |
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98 | update_object (tmp, UP_OBJ_FACE); |
|
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99 | break; |
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100 | |
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101 | case BUTTON: |
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102 | case PEDESTAL: |
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103 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button")); |
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104 | tmp->value = state; |
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105 | SET_ANIMATION (tmp, tmp->value); |
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106 | update_object (tmp, UP_OBJ_FACE); |
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107 | break; |
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108 | |
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109 | case MOOD_FLOOR: |
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110 | do_mood_floor (tmp, source); |
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111 | break; |
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112 | |
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113 | case TIMED_GATE: |
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114 | if (!tmp->active) |
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115 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); |
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116 | tmp->set_speed (tmp->arch->speed); |
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117 | tmp->value = tmp->arch->value; |
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118 | tmp->stats.sp = 1; |
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119 | tmp->stats.hp = tmp->stats.maxhp; |
|
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120 | /* Handle multipart gates. We copy the value for the other parts |
|
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121 | * from the head - this ensures that the data will consistent |
|
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122 | */ |
|
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123 | for (object *part = tmp->more; part; part = part->more) |
|
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124 | { |
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125 | part->value = tmp->value; |
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126 | part->stats.sp = tmp->stats.sp; |
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127 | part->stats.hp = tmp->stats.hp; |
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128 | part->set_speed (tmp->speed); |
|
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129 | } |
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130 | break; |
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131 | |
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132 | case DIRECTOR: |
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133 | case FIREWALL: |
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134 | if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
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135 | move_firewall (tmp); |
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136 | else |
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137 | { |
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138 | if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
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139 | tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
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140 | |
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141 | animate_turning (tmp); |
|
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142 | } |
|
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143 | break; |
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144 | |
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145 | case TELEPORTER: |
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146 | move_teleporter (tmp); |
|
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147 | break; |
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148 | |
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149 | case CREATOR: |
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150 | move_creator (tmp); |
|
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151 | break; |
|
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152 | |
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153 | case TRIGGER_MARKER: |
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154 | //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker")); |
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155 | move_marker (tmp); |
|
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156 | break; |
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157 | |
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158 | case DUPLICATOR: |
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159 | move_duplicator (tmp); |
|
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160 | break; |
|
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161 | } |
|
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162 | } |
|
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163 | } |
|
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164 | |
|
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165 | /* |
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166 | * elmex: |
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167 | * This is the new push_button function, it got split up so that |
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168 | * you can activate connections without a button now! |
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169 | * old but still valid comment: |
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170 | * |
37 | * Push the specified object. This can affect other buttons/gates/handles |
171 | * Push the specified object. This can affect other buttons/gates/handles |
38 | * altars/pedestals/holes in the whole map. |
172 | * altars/pedestals/holes in the whole map. |
39 | * Changed the routine to loop through _all_ objects. |
173 | * Changed the routine to loop through _all_ objects. |
40 | * Better hurry with that linked list... |
174 | * Better hurry with that linked list... |
41 | */ |
175 | * |
42 | |
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43 | void push_button(object *op) { |
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44 | object *tmp; |
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45 | objectlink *ol; |
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46 | |
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47 | /* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */ |
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48 | for (ol = get_button_links(op); ol; ol = ol->next) { |
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49 | if (!ol->ob || ol->ob->count != ol->id) { |
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50 | LOG(llevError, "Internal error in push_button (%s).\n", op->name); |
|
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51 | continue; |
|
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52 | } |
|
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53 | /* a button link object can become freed when the map is saving. As |
|
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54 | * a map is saved, objects are removed and freed, and if an object is |
|
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55 | * on top of a button, this function is eventually called. If a map |
|
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56 | * is getting moved out of memory, the status of buttons and levers |
|
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57 | * probably isn't important - it will get sorted out when the map is |
|
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58 | * re-loaded. As such, just exit this function if that is the case. |
|
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59 | */ |
176 | */ |
60 | |
177 | void |
61 | if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; |
178 | push_button (object *op) |
62 | tmp = ol->ob; |
179 | { |
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180 | oblinkpt *obp = get_button_links (op); |
63 | |
181 | |
64 | /* if the criteria isn't appropriate, don't do anything */ |
182 | if (!obp) |
65 | if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; |
183 | return; |
66 | if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue; |
|
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67 | |
184 | |
68 | switch(tmp->type) { |
185 | if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value))) |
|
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186 | return; |
69 | |
187 | |
70 | case GATE: |
188 | activate_connection_link (obp->link, op->value, op); |
71 | case HOLE: |
189 | } |
72 | tmp->value=tmp->stats.maxsp?!op->value:op->value; |
|
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73 | tmp->speed=0.5; |
|
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74 | update_ob_speed(tmp); |
|
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75 | break; |
|
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76 | |
190 | |
77 | case CF_HANDLE: |
191 | /* |
78 | SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value)); |
192 | * elmex: |
79 | update_object(tmp,UP_OBJ_FACE); |
193 | * This activates a connection, similar to push_button (object *op) but it takes |
80 | break; |
194 | * only a map, a connection value and a true or false flag that indicated whether |
81 | |
195 | * the connection was 'state' or 'released'. So that you can activate objects |
82 | case SIGN: |
196 | * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
83 | if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { |
197 | * |
84 | new_info_map(NDI_UNIQUE | NDI_NAVY,tmp->map,tmp->msg); |
|
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85 | if (tmp->stats.food) tmp->last_eat++; |
|
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86 | } |
|
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87 | break; |
|
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88 | |
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89 | case ALTAR: |
|
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90 | tmp->value = 1; |
|
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91 | SET_ANIMATION(tmp, tmp->value); |
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92 | update_object(tmp,UP_OBJ_FACE); |
|
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93 | break; |
|
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94 | |
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95 | case BUTTON: |
|
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96 | case PEDESTAL: |
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97 | tmp->value=op->value; |
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98 | SET_ANIMATION(tmp, tmp->value); |
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99 | update_object(tmp,UP_OBJ_FACE); |
|
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100 | break; |
|
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101 | |
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102 | case MOOD_FLOOR: |
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103 | do_mood_floor(tmp, op); |
|
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104 | break; |
|
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105 | |
|
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106 | case TIMED_GATE: |
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107 | tmp->speed = tmp->arch->clone.speed; |
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108 | update_ob_speed(tmp); /* original values */ |
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109 | tmp->value = tmp->arch->clone.value; |
|
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110 | tmp->stats.sp = 1; |
|
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111 | tmp->stats.hp = tmp->stats.maxhp; |
|
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112 | /* Handle multipart gates. We copy the value for the other parts |
|
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113 | * from the head - this ensures that the data will consistent |
|
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114 | */ |
198 | */ |
115 | for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) { |
199 | void |
116 | tmp->speed = tmp->head->speed; |
200 | activate_connection (maptile *map, long connection, bool state) |
117 | tmp->value = tmp->head->value; |
201 | { |
118 | tmp->stats.sp = tmp->head->stats.sp; |
202 | if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) |
119 | tmp->stats.hp = tmp->head->stats.hp; |
203 | return; |
120 | update_ob_speed(tmp); |
|
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121 | } |
|
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122 | break; |
|
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123 | |
204 | |
124 | case DIRECTOR: |
205 | oblinkpt *obp = get_connection_links (map, connection); |
125 | case FIREWALL: |
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126 | if(!QUERY_FLAG(tmp,FLAG_ANIMATE)&&tmp->type==FIREWALL) move_firewall(tmp); |
|
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127 | else { |
|
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128 | if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
|
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129 | tmp->stats.sp = ((tmp->stats.sp-1)%8)+1; |
|
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130 | animate_turning(tmp); |
|
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131 | } |
|
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132 | break; |
|
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133 | |
206 | |
134 | case TELEPORTER: |
207 | if (obp) |
135 | move_teleporter(tmp); |
208 | activate_connection_link (obp->link, state); |
136 | break; |
|
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137 | |
|
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138 | case CREATOR: |
|
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139 | move_creator(tmp); |
|
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140 | break; |
|
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141 | |
|
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142 | case TRIGGER_MARKER: |
|
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143 | move_marker(tmp); |
|
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144 | break; |
|
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145 | |
|
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146 | case DUPLICATOR: |
|
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147 | move_duplicator(tmp); |
|
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148 | break; |
|
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149 | } |
|
|
150 | } |
|
|
151 | } |
209 | } |
152 | |
210 | |
153 | /* |
211 | /* |
154 | * Updates everything connected with the button op. |
212 | * Updates everything connected with the button op. |
155 | * After changing the state of a button, this function must be called |
213 | * 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 |
214 | * to make sure that all gates and other buttons connected to the |
157 | * button reacts to the (eventual) change of state. |
215 | * button reacts to the (eventual) change of state. |
158 | */ |
216 | */ |
159 | |
217 | void |
160 | void update_button(object *op) { |
218 | update_button (object *op) |
161 | object *ab,*tmp,*head; |
219 | { |
162 | int tot,any_down=0, old_value=op->value; |
220 | int any_down = 0, old_value = op->value; |
163 | objectlink *ol; |
221 | oblinkpt *obp = 0; |
164 | |
|
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165 | /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
|
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166 | for (ol = get_button_links(op); ol; ol = ol->next) { |
|
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167 | if (!ol->ob || ol->ob->count != ol->id) { |
|
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168 | LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); |
|
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169 | continue; |
|
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170 | } |
|
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171 | tmp = ol->ob; |
|
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172 | if (tmp->type==BUTTON) { |
|
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173 | for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) |
|
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174 | /* Bug? The pedestal code below looks for the head of |
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175 | * the object, this bit doesn't. I'd think we should check |
|
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176 | * for head here also. Maybe it also makese sense to |
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177 | * make the for ab=tmp->above loop common, and alter |
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178 | * behaviour based on object within that loop? |
|
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179 | */ |
|
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180 | |
|
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181 | /* Basically, if the move_type matches that on what the |
|
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182 | * button wants, we count it. The second check is so that |
|
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183 | * objects don't move (swords, etc) will count. Note that |
|
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184 | * this means that more work is needed to make buttons |
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185 | * that are only triggered by flying objects. |
|
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186 | */ |
|
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187 | if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) |
|
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188 | tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; |
|
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189 | |
|
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190 | tmp->value=(tot>=tmp->weight)?1:0; |
|
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191 | if(tmp->value) |
|
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192 | any_down=1; |
|
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193 | } else if (tmp->type == PEDESTAL) { |
|
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194 | tmp->value = 0; |
|
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195 | for(ab=tmp->above; ab!=NULL; ab=ab->above) { |
|
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196 | head = ab->head ? ab->head : ab; |
|
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197 | /* Same note regarding move_type for buttons above apply here. */ |
|
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198 | if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && |
|
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199 | (head->race==tmp->slaying || |
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200 | ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || |
|
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201 | (!strcmp (tmp->slaying, "player") && |
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202 | head->type == PLAYER))) |
|
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203 | tmp->value = 1; |
|
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204 | } |
|
|
205 | if(tmp->value) |
|
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206 | any_down=1; |
|
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207 | } |
|
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208 | } |
|
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209 | if(any_down) /* If any other buttons were down, force this to remain down */ |
|
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210 | op->value=1; |
|
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211 | |
|
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212 | /* If this button hasn't changed, don't do anything */ |
|
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213 | if (op->value != old_value) { |
|
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214 | SET_ANIMATION(op, op->value); |
|
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215 | update_object(op, UP_OBJ_FACE); |
|
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216 | push_button(op); /* Make all other buttons the same */ |
|
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217 | } |
|
|
218 | } |
|
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219 | |
|
|
220 | /* |
|
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221 | * Updates every button on the map (by calling update_button() for them). |
|
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222 | */ |
|
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223 | |
|
|
224 | void update_buttons(mapstruct *m) { |
|
|
225 | objectlink *ol; |
222 | objectlink *ol; |
226 | oblinkpt *obp; |
223 | |
227 | for (obp = m->buttons; obp; obp = obp->next) |
224 | obp = get_button_links (op); |
|
|
225 | if (obp) |
228 | for (ol = obp->link; ol; ol = ol->next) { |
226 | for (ol = obp->link; ol; ol = ol->next) |
229 | if (!ol->ob || ol->ob->count != ol->id) { |
227 | { |
230 | LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", |
228 | if (!ol->ob) |
231 | ol->ob?ol->ob->name:"null", |
229 | { |
232 | ol->ob?ol->ob->x:-1, |
230 | LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
233 | ol->ob?ol->ob->y:-1, |
|
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234 | ol->id, |
|
|
235 | obp->value); |
|
|
236 | continue; |
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 | } |
237 | } |
272 | } |
238 | if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) |
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) |
239 | { |
281 | { |
240 | update_button(ol->ob); |
282 | SET_ANIMATION (op, op->value); |
241 | break; |
283 | update_object (op, UP_OBJ_FACE); |
|
|
284 | push_button (op); /* Make all other buttons the same */ |
242 | } |
285 | } |
243 | } |
|
|
244 | } |
286 | } |
245 | |
287 | |
|
|
288 | void |
246 | void use_trigger(object *op) |
289 | use_trigger (object *op) |
247 | { |
290 | { |
248 | |
|
|
249 | /* Toggle value */ |
291 | /* Toggle value */ |
250 | op->value = !op->value; |
292 | op->value = !op->value; |
251 | push_button(op); |
293 | push_button (op); |
252 | } |
294 | } |
253 | |
295 | |
254 | /* |
296 | /* |
255 | * Note: animate_object should be used instead of this, |
297 | * Note: animate_object should be used instead of this, |
256 | * but it can't handle animations in the 8 directions |
298 | * but it can't handle animations in the 8 directions |
257 | */ |
299 | */ |
258 | |
300 | void |
259 | void animate_turning(object *op) /* only one part objects */ |
301 | animate_turning (object *op) /* only one part objects */ |
260 | { |
302 | { |
261 | if (++op->state >= NUM_ANIMATIONS(op)/8) |
303 | if (++op->state >= NUM_ANIMATIONS (op) / 8) |
262 | op->state=0; |
304 | op->state = 0; |
263 | SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + |
305 | SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
264 | op->state); |
|
|
265 | update_object(op,UP_OBJ_FACE); |
306 | update_object (op, UP_OBJ_FACE); |
266 | } |
307 | } |
267 | |
308 | |
268 | #define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
309 | #define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
269 | #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
310 | #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
270 | |
311 | |
… | |
… | |
276 | * |
317 | * |
277 | * 0.93.4: Linked objects (ie, objects that are connected) can not be |
318 | * 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 |
319 | * sacrificed. This fixes a bug of trying to put multiple altars/related |
279 | * objects on the same space that take the same sacrifice. |
320 | * objects on the same space that take the same sacrifice. |
280 | */ |
321 | */ |
281 | |
322 | |
|
|
323 | int |
282 | int check_altar_sacrifice (const object *altar, const object *sacrifice) |
324 | check_altar_sacrifice (const object *altar, const object *sacrifice) |
283 | { |
325 | { |
284 | if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) |
326 | if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) |
285 | && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
327 | && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
286 | && sacrifice->type != PLAYER) |
328 | && sacrifice->type != PLAYER) |
287 | { |
329 | { |
288 | if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || |
330 | if (ARCH_SACRIFICE (altar) == shstr_money |
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 |
331 | && sacrifice->type == MONEY |
296 | && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) |
332 | && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
297 | return 1; |
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; |
298 | } |
341 | } |
|
|
342 | |
299 | return 0; |
343 | return 0; |
300 | } |
344 | } |
301 | |
|
|
302 | |
345 | |
303 | /* |
346 | /* |
304 | * operate_altar checks if sacrifice was accepted and removes sacrificed |
347 | * operate_altar checks if sacrifice was accepted and removes sacrificed |
305 | * objects. If sacrifice was succeed return 1 else 0. Might be better to |
348 | * 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, |
349 | * call check_altar_sacrifice (above) than depend on the return value, |
307 | * since operate_altar will remove the sacrifice also. |
350 | * since operate_altar will remove the sacrifice also. |
308 | * |
351 | * |
309 | * If this function returns 1, '*sacrifice' is modified to point to the |
352 | * 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. |
353 | * remaining sacrifice, or is set to NULL if the sacrifice was used up. |
311 | */ |
354 | */ |
312 | |
355 | int |
313 | int operate_altar (object *altar, object **sacrifice) |
356 | operate_altar (object *altar, object **sacrifice) |
314 | { |
357 | { |
315 | |
|
|
316 | if ( ! altar->map) { |
358 | if (!altar->map) |
|
|
359 | { |
317 | LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
360 | LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
318 | return 0; |
361 | return 0; |
319 | } |
362 | } |
320 | |
363 | |
321 | if (!altar->slaying || altar->value) |
364 | if (!altar->slaying || altar->value) |
322 | return 0; |
365 | return 0; |
323 | |
366 | |
324 | if ( ! check_altar_sacrifice (altar, *sacrifice)) |
367 | if (!check_altar_sacrifice (altar, *sacrifice)) |
325 | return 0; |
368 | return 0; |
326 | |
369 | |
327 | /* check_altar_sacrifice should have already verified that enough money |
370 | /* check_altar_sacrifice should have already verified that enough money |
328 | * has been dropped. |
371 | * has been dropped. |
329 | */ |
372 | */ |
330 | if (!strcmp(ARCH_SACRIFICE(altar), "money")) { |
373 | if (ARCH_SACRIFICE (altar) == shstr_money) |
|
|
374 | { |
331 | int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; |
375 | int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
332 | |
376 | |
333 | /* Round up any sacrifices. Altars don't make change either */ |
377 | /* Round up any sacrifices. Altars don't make change either */ |
334 | if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; |
378 | if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
335 | *sacrifice = decrease_ob_nr (*sacrifice, number); |
379 | number++; |
|
|
380 | |
|
|
381 | if (!(*sacrifice)->decrease (number)) |
|
|
382 | *sacrifice = 0; |
336 | } |
383 | } |
337 | else |
384 | else |
338 | *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); |
385 | if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar))) |
339 | |
386 | *sacrifice = 0; |
|
|
387 | |
340 | if (altar->msg) |
388 | if (altar->msg) |
341 | new_info_map(NDI_BLACK, altar->map, altar->msg); |
389 | new_info_map (NDI_BLACK, altar->map, altar->msg); |
|
|
390 | |
342 | return 1; |
391 | return 1; |
343 | } |
392 | } |
344 | |
393 | |
|
|
394 | void |
345 | void trigger_move (object *op, int state) /* 1 down and 0 up */ |
395 | trigger_move (object *op, int state) /* 1 down and 0 up */ |
346 | { |
396 | { |
347 | op->stats.wc = state; |
397 | op->stats.wc = state; |
348 | if (state) { |
398 | if (state) |
349 | use_trigger(op); |
399 | { |
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); |
400 | use_trigger (op); |
358 | op->speed = 0; |
401 | op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
359 | update_ob_speed(op); |
402 | op->speed_left = -1; |
|
|
403 | } |
|
|
404 | else |
|
|
405 | { |
|
|
406 | use_trigger (op); |
|
|
407 | op->set_speed (0); |
360 | } |
408 | } |
361 | } |
409 | } |
362 | |
410 | |
363 | |
411 | |
364 | /* |
412 | /* |
… | |
… | |
371 | * |
419 | * |
372 | * TRIGGER: Returns 1 if handle could be moved, 0 if not. |
420 | * TRIGGER: Returns 1 if handle could be moved, 0 if not. |
373 | * |
421 | * |
374 | * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
422 | * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
375 | */ |
423 | */ |
|
|
424 | int |
376 | int check_trigger (object *op, object *cause) |
425 | check_trigger (object *op, object *cause) |
377 | { |
426 | { |
378 | object *tmp; |
427 | object *tmp; |
379 | int push = 0, tot = 0; |
428 | int push = 0, tot = 0; |
380 | int in_movement = op->stats.wc || op->speed; |
429 | int in_movement = op->stats.wc || op->speed; |
381 | |
430 | |
382 | switch (op->type) { |
431 | switch (op->type) |
|
|
432 | { |
383 | case TRIGGER_BUTTON: |
433 | case TRIGGER_BUTTON: |
384 | if (op->weight > 0) { |
434 | if (op->weight > 0) |
385 | if (cause) { |
435 | { |
|
|
436 | if (cause) |
|
|
437 | { |
386 | for (tmp = op->above; tmp; tmp = tmp->above) |
438 | for (tmp = op->above; tmp; tmp = tmp->above) |
387 | /* Comment reproduced from update_buttons(): */ |
439 | /* Comment reproduced from update_buttons(): */ |
388 | /* Basically, if the move_type matches that on what the |
440 | /* Basically, if the move_type matches that on what the |
389 | * button wants, we count it. The second check is so that |
441 | * button wants, we count it. The second check is so that |
390 | * objects that don't move (swords, etc) will count. Note that |
442 | * objects that don't move (swords, etc) will count. Note that |
391 | * this means that more work is needed to make buttons |
443 | * this means that more work is needed to make buttons |
392 | * that are only triggered by flying objects. |
444 | * 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 | } |
445 | */ |
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) |
446 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
422 | && (head->race==op->slaying || |
447 | tot += tmp->head_ ()->total_weight (); |
423 | (!strcmp (op->slaying, "player") && head->type == PLAYER))) { |
448 | |
424 | push = 1; |
449 | if (tot >= op->weight) |
425 | break; |
450 | push = 1; |
426 | } |
451 | |
427 | } |
452 | if (op->stats.ac == push) |
428 | if (op->stats.ac == push) |
453 | return 0; |
429 | return 0; |
454 | |
430 | op->stats.ac = push; |
455 | op->stats.ac = push; |
431 | if (NUM_ANIMATIONS(op) > 1) { |
456 | if (NUM_ANIMATIONS (op) > 1) |
|
|
457 | { |
432 | SET_ANIMATION (op, push); |
458 | SET_ANIMATION (op, push); |
433 | update_object (op, UP_OBJ_FACE); |
459 | 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 | } |
460 | } |
451 | if (op->last_sp >= 0) { |
461 | |
452 | trigger_move (op, 1); |
462 | if (in_movement || !push) |
453 | if (op->last_sp > 0) |
463 | return 0; |
454 | op->last_sp = -op->last_sp; |
464 | } |
455 | } |
465 | trigger_move (op, push); |
456 | else { |
466 | } |
457 | /* for trigger altar with last_sp, the ON/OFF |
467 | |
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 | return 0; |
468 | } |
469 | |
469 | } else { |
470 | case TRIGGER_PEDESTAL: |
470 | if (NUM_ANIMATIONS(op) > 1) { |
471 | if (cause) |
471 | SET_ANIMATION (op, 0); |
472 | { |
472 | update_object(op, UP_OBJ_FACE); |
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; |
473 | } |
483 | } |
474 | |
484 | } |
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 | |
485 | |
491 | case TRIGGER: |
486 | if (op->stats.ac == push) |
492 | if (cause) { |
487 | return 0; |
493 | if (in_movement) |
488 | |
494 | return 0; |
489 | op->stats.ac = push; |
495 | push = 1; |
490 | |
496 | } |
|
|
497 | if (NUM_ANIMATIONS(op) > 1) { |
491 | if (NUM_ANIMATIONS (op) > 1) |
|
|
492 | { |
498 | SET_ANIMATION (op, push); |
493 | SET_ANIMATION (op, push); |
499 | update_object(op, UP_OBJ_FACE); |
494 | update_object (op, UP_OBJ_FACE); |
500 | } |
495 | } |
|
|
496 | |
|
|
497 | update_object (op, UP_OBJ_FACE); |
|
|
498 | |
|
|
499 | if (in_movement || !push) |
|
|
500 | return 0; |
|
|
501 | } |
|
|
502 | |
501 | trigger_move (op, push); |
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); |
502 | return 1; |
582 | return 1; |
503 | |
583 | |
504 | default: |
584 | default: |
505 | LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); |
585 | LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
506 | return 0; |
586 | return 0; |
507 | } |
587 | } |
508 | } |
588 | } |
509 | |
589 | |
|
|
590 | void |
510 | void add_button_link(object *button, mapstruct *map, int connected) { |
591 | add_button_link (object *button, maptile *map, int connected) |
|
|
592 | { |
511 | oblinkpt *obp; |
593 | oblinkpt *obp; |
512 | objectlink *ol = get_objectlink(); |
594 | objectlink *ol = get_objectlink (); |
513 | |
595 | |
514 | if (!map) { |
596 | if (!map) |
|
|
597 | { |
515 | LOG(llevError, "Tried to add button-link without map.\n"); |
598 | LOG (llevError, "Tried to add button-link without map.\n"); |
516 | return; |
599 | return; |
517 | } |
600 | } |
|
|
601 | |
518 | if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild |
602 | button->path_attuned = connected; /* peterm: I need this so I can rebuild |
519 | a connected map from a template map. */ |
603 | a connected map from a template map. */ |
520 | /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ |
|
|
521 | |
604 | |
522 | SET_FLAG(button,FLAG_IS_LINKED); |
605 | SET_FLAG (button, FLAG_IS_LINKED); |
523 | |
606 | |
524 | ol->ob = button; |
607 | ol->ob = button; |
525 | ol->id = button->count; |
|
|
526 | |
608 | |
527 | for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); |
609 | for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) |
|
|
610 | ; |
528 | |
611 | |
529 | if (obp) { |
612 | if (obp) |
|
|
613 | { |
530 | ol->next = obp->link; |
614 | ol->next = obp->link; |
531 | obp->link = ol; |
615 | obp->link = ol; |
|
|
616 | } |
532 | } else { |
617 | else |
|
|
618 | { |
533 | obp = get_objectlinkpt(); |
619 | obp = get_objectlinkpt (); |
534 | obp->value = connected; |
620 | obp->value = connected; |
535 | |
621 | |
536 | obp->next = map->buttons; |
622 | obp->next = map->buttons; |
537 | map->buttons = obp; |
623 | map->buttons = obp; |
538 | obp->link = ol; |
624 | obp->link = ol; |
539 | } |
625 | } |
540 | } |
626 | } |
541 | |
627 | |
542 | /* |
628 | /* |
543 | * Remove the object from the linked lists of buttons in the map. |
629 | * Remove the object from the linked lists of buttons in the map. |
544 | * This is only needed by editors. |
630 | * This is only needed by editors. |
545 | */ |
631 | */ |
546 | |
632 | |
|
|
633 | void |
547 | void remove_button_link(object *op) { |
634 | remove_button_link (object *op) |
|
|
635 | { |
548 | oblinkpt *obp; |
636 | oblinkpt *obp; |
549 | objectlink **olp, *ol; |
637 | objectlink **olp, *ol; |
550 | |
638 | |
551 | if (op->map == NULL) { |
639 | if (op->map == NULL) |
|
|
640 | { |
552 | LOG(llevError, "remove_button_link() in object without map.\n"); |
641 | LOG (llevError, "remove_button_link() in object without map.\n"); |
553 | return; |
642 | return; |
554 | } |
643 | } |
|
|
644 | |
555 | if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { |
645 | if (!QUERY_FLAG (op, FLAG_IS_LINKED)) |
|
|
646 | { |
556 | LOG(llevError, "remove_button_linked() in unlinked object.\n"); |
647 | LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
557 | return; |
648 | return; |
558 | } |
649 | } |
|
|
650 | |
559 | for (obp = op->map->buttons; obp; obp = obp->next) |
651 | for (obp = op->map->buttons; obp; obp = obp->next) |
560 | for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
652 | for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
561 | if (ol->ob == op) { |
653 | if (ol->ob == op) |
|
|
654 | { |
|
|
655 | |
562 | /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
656 | /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
563 | obp->value, op->name, op->map->path); |
657 | obp->value, op->name, op->map->path); |
564 | */ |
658 | */ |
565 | *olp = ol->next; |
659 | *olp = ol->next; |
566 | free(ol); |
660 | delete ol; |
567 | return; |
661 | return; |
568 | } |
662 | } |
|
|
663 | |
569 | LOG(llevError, "remove_button_linked(): couldn't find object.\n"); |
664 | LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
570 | CLEAR_FLAG(op,FLAG_IS_LINKED); |
665 | CLEAR_FLAG (op, FLAG_IS_LINKED); |
571 | } |
666 | } |
572 | |
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 | |
573 | /* |
681 | /* |
574 | * Return the first objectlink in the objects linked to this one |
682 | * Return the first objectlink in the objects linked to this one |
575 | */ |
683 | */ |
576 | |
684 | |
|
|
685 | oblinkpt * |
577 | objectlink *get_button_links(const object *button) { |
686 | get_button_links (const object *button) |
|
|
687 | { |
578 | oblinkpt *obp; |
688 | oblinkpt *obp; |
579 | objectlink *ol; |
689 | objectlink *ol; |
580 | |
690 | |
581 | if (!button->map) |
691 | if (!button->map) |
582 | return NULL; |
692 | return NULL; |
|
|
693 | |
583 | for (obp = button->map->buttons; obp; obp = obp->next) |
694 | for (obp = button->map->buttons; obp; obp = obp->next) |
584 | for (ol = obp->link; ol; ol = ol->next) |
695 | for (ol = obp->link; ol; ol = ol->next) |
585 | if (ol->ob == button && ol->id == button->count) |
696 | if (ol->ob == button) |
586 | return obp->link; |
697 | return obp; |
|
|
698 | |
587 | return NULL; |
699 | return NULL; |
588 | } |
700 | } |
589 | |
701 | |
590 | /* |
702 | /* |
591 | * Made as a separate function to increase efficiency |
703 | * Made as a separate function to increase efficiency |
592 | */ |
704 | */ |
593 | |
705 | |
|
|
706 | int |
594 | int get_button_value(const object *button) { |
707 | get_button_value (const object *button) |
|
|
708 | { |
595 | oblinkpt *obp; |
709 | oblinkpt *obp; |
596 | objectlink *ol; |
710 | objectlink *ol; |
597 | |
711 | |
598 | if (!button->map) |
712 | if (!button->map) |
599 | return 0; |
713 | return 0; |
600 | for (obp = button->map->buttons; obp; obp = obp->next) |
714 | for (obp = button->map->buttons; obp; obp = obp->next) |
601 | for (ol = obp->link; ol; ol = ol->next) |
715 | for (ol = obp->link; ol; ol = ol->next) |
602 | if (ol->ob == button && ol->id == button->count) |
716 | if (ol->ob == button) |
603 | return obp->value; |
717 | return obp->value; |
604 | return 0; |
718 | return 0; |
605 | } |
719 | } |
606 | |
720 | |
607 | /* This routine makes monsters who are |
721 | /* This routine makes monsters who are |
… | |
… | |
610 | * If floor is to be triggered must have |
724 | * If floor is to be triggered must have |
611 | * a speed of zero (default is 1 for all |
725 | * a speed of zero (default is 1 for all |
612 | * but the charm floor type). |
726 | * but the charm floor type). |
613 | * by b.t. thomas@nomad.astro.psu.edu |
727 | * by b.t. thomas@nomad.astro.psu.edu |
614 | */ |
728 | */ |
615 | |
729 | |
|
|
730 | void |
616 | void do_mood_floor(object *op, object *op2) { |
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 | |
617 | object *tmp; |
741 | object *tmp; |
618 | object *tmp2; |
|
|
619 | |
742 | |
620 | for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) |
743 | for (tmp = ms.top; tmp; tmp = tmp->below) |
621 | if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; |
744 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
745 | break; |
622 | |
746 | |
623 | /* doesn't effect players, and if there is a player on this space, won't also |
747 | /* doesn't effect players, and if there is a player on this space, won't also |
624 | * be a monster here. |
748 | * be a monster here. |
625 | */ |
749 | */ |
|
|
750 | //TODO: have players really FLAG_MONSTER? kept it for safety |
626 | if (!tmp || tmp->type == PLAYER) return; |
751 | if (!tmp || tmp->type == PLAYER) |
|
|
752 | return; |
627 | |
753 | |
628 | switch(op->last_sp) { |
754 | switch (op->last_sp) |
|
|
755 | { |
629 | case 0: /* furious--make all monsters mad */ |
756 | 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)) |
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 */ |
654 | SET_FLAG(tmp, FLAG_UNAGGRESSIVE); |
784 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
655 | break; |
785 | break; |
|
|
786 | |
656 | case 3: /* make all monsters fall asleep */ |
787 | case 3: /* make all monsters fall asleep */ |
657 | if(!QUERY_FLAG(tmp, FLAG_SLEEP)) |
|
|
658 | SET_FLAG(tmp, FLAG_SLEEP); |
788 | SET_FLAG (tmp, FLAG_SLEEP); |
659 | break; |
789 | break; |
660 | case 4: /* charm all monsters */ |
|
|
661 | |
790 | |
662 | if(op == op2) break; /* only if 'connected' */ |
791 | case 4: /* charm all monsters */ |
663 | |
792 | if (op == source) |
664 | for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */ |
793 | break; /* only if 'connected' */ |
665 | tmp2->type!=PLAYER;tmp2=tmp2->above) |
|
|
666 | if(tmp2->above==NULL) break; |
|
|
667 | |
794 | |
668 | if (tmp2->type != PLAYER) |
795 | if (object *pl = source->ms ().player ()) |
669 | break; |
796 | { |
670 | set_owner(tmp,tmp2); |
797 | tmp->set_owner (pl); |
671 | SET_FLAG(tmp,FLAG_MONSTER); |
798 | SET_FLAG (tmp, FLAG_MONSTER); |
672 | tmp->stats.exp = 0; |
799 | |
673 | SET_FLAG(tmp, FLAG_FRIENDLY); |
800 | tmp->stats.exp = 0; |
|
|
801 | |
674 | add_friendly_object (tmp); |
802 | add_friendly_object (tmp); |
675 | tmp->attack_movement = PETMOVE; |
803 | tmp->attack_movement = PETMOVE; |
676 | break; |
804 | } |
|
|
805 | break; |
677 | |
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 | archetype::get (shstr_burnout)->insert_at (tmp, source); |
|
|
816 | tmp->destroy (); |
|
|
817 | } |
|
|
818 | break; |
|
|
819 | |
678 | default: |
820 | default: |
679 | break; |
821 | break; |
680 | |
|
|
681 | } |
822 | } |
682 | } |
823 | } |
683 | |
824 | |
684 | /* this function returns the object it matches, or NULL if non. |
825 | /* this function returns the object it matches, or NULL if non. |
685 | * It will descend through containers to find the object. |
826 | * It will descend through containers to find the object. |
686 | * slaying = match object slaying flag |
827 | * slaying = match object slaying flag |
687 | * race = match object archetype name flag |
828 | * race = match object archetype name flag |
688 | * hp = match object type (excpt type '0'== PLAYER) |
829 | * hp = match object type (excpt type '0'== PLAYER) |
689 | */ |
830 | */ |
690 | |
831 | object * |
691 | object * check_inv_recursive(object *op, const object *trig) |
832 | check_inv_recursive (object *op, const object *trig) |
692 | { |
833 | { |
693 | object *tmp,*ret=NULL; |
834 | object *tmp, *ret = NULL; |
694 | |
835 | |
695 | /* First check the object itself. */ |
836 | /* First check the object itself. */ |
696 | if((trig->stats.hp && (op->type == trig->stats.hp)) |
837 | if ((trig->stats.hp && (op->type == trig->stats.hp)) |
697 | || (trig->slaying && (op->slaying == trig->slaying)) |
838 | || (trig->slaying && (op->slaying == trig->slaying)) |
698 | || (trig->race && (op->arch->name == trig->race))) |
839 | || (trig->race && (op->arch->archname == trig->race))) |
699 | return op; |
840 | return op; |
700 | |
841 | |
701 | for(tmp=op->inv; tmp; tmp=tmp->below) { |
842 | for (tmp = op->inv; tmp; tmp = tmp->below) |
702 | if (tmp->inv) { |
843 | { |
|
|
844 | if (tmp->inv) |
|
|
845 | { |
703 | ret=check_inv_recursive(tmp, trig); |
846 | ret = check_inv_recursive (tmp, trig); |
704 | if (ret) return ret; |
847 | if (ret) |
705 | } |
848 | return ret; |
|
|
849 | } |
706 | else if((trig->stats.hp && (tmp->type == trig->stats.hp)) |
850 | else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
707 | || (trig->slaying && (tmp->slaying == trig->slaying)) |
851 | || (trig->slaying && (tmp->slaying == trig->slaying)) |
708 | || (trig->race && (tmp->arch->name == trig->race))) |
852 | || (trig->race && (tmp->arch->archname == trig->race))) |
709 | return tmp; |
853 | return tmp; |
710 | } |
854 | } |
711 | return NULL; |
855 | return NULL; |
712 | } |
856 | } |
713 | |
857 | |
714 | /* check_inv(), a function to search the inventory, |
858 | /* check_inv(), a function to search the inventory, |
715 | * of a player and then based on a set of conditions, |
859 | * of a player and then based on a set of conditions, |
716 | * the square will activate connected items. |
860 | * the square will activate connected items. |
717 | * Monsters can't trigger this square (for now) |
861 | * Monsters can't trigger this square (for now) |
718 | * Values are: last_sp = 1/0 obj/no obj triggers |
862 | * Values are: last_sp = 1/0 obj/no obj triggers |
719 | * last_heal = 1/0 remove/dont remove obj if triggered |
863 | * last_heal = 1/0 remove/dont remove obj if triggered |
720 | * -b.t. (thomas@nomad.astro.psu.edu |
864 | * -b.t. (thomas@nomad.astro.psu.edu |
721 | */ |
865 | * |
722 | |
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 |
723 | void check_inv (object *op, object *trig) { |
883 | check_inv (object *op, object *trig) |
724 | object *match; |
884 | { |
|
|
885 | trig->value = 0; // deactivate if none of the following conditions apply |
725 | |
886 | |
726 | if(op->type != PLAYER) return; |
887 | object *pl = trig->ms ().player (); |
727 | match = check_inv_recursive(op,trig); |
888 | object *match = check_inv_recursive (op, trig); |
728 | if (match && trig->last_sp) { |
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 | { |
729 | if(trig->last_heal) |
899 | if (trig->last_heal) |
730 | decrease_ob(match); |
900 | match->decrease (); |
731 | use_trigger(trig); |
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 |
732 | } |
906 | { |
733 | else if (!match && !trig->last_sp) |
907 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
734 | use_trigger(trig); |
908 | push_button (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 | } |
909 | } |
754 | } |
910 | } |
|
|
911 | |