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