1 | /* |
1 | /* |
2 | * static char *rcsid_button_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: button.C,v 1.2 2006/08/29 08:01:35 root Exp $"; |
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4 | */ |
3 | * |
5 | |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
11 | |
7 | * |
12 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
13 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
14 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
15 | (at your option) any later version. |
11 | * option) any later version. |
16 | |
12 | * |
17 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
20 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
21 | |
17 | * |
22 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
23 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
25 | |
21 | * |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
27 | */ |
23 | */ |
28 | |
24 | |
29 | #include <global.h> |
25 | #include <global.h> |
30 | #include <funcpoint.h> |
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31 | |
26 | |
32 | /* |
27 | /* |
33 | * This code is no longer highly inefficient 8) |
28 | * This code is no longer highly inefficient 8) |
34 | */ |
29 | */ |
35 | |
30 | |
36 | /* |
31 | /* |
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32 | * elmex: |
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33 | * This function takes a objectlink list with all the objects are going to be activated. |
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34 | * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
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35 | * The activator argument can be 0 or the source object for this activation. |
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36 | * the originator is the player or monster who did something. |
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37 | */ |
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38 | static void |
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39 | activate_connection_link (objectlink *ol, int state, object *activator, object *originator) |
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40 | { |
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41 | for (; ol; ol = ol->next) |
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42 | { |
|
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43 | if (!ol->ob) |
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44 | { |
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45 | LOG (llevError, "Internal error in activate_connection_link.\n"); |
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46 | continue; |
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47 | } |
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48 | |
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49 | /* a button link object can become freed when the map is saving. As |
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50 | * a map is saved, objects are removed and freed, and if an object is |
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51 | * on top of a button, this function is eventually called. If a map |
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52 | * is getting moved out of memory, the status of buttons and levers |
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53 | * probably isn't important - it will get sorted out when the map is |
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54 | * re-loaded. As such, just exit this function if that is the case. |
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55 | */ |
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56 | |
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57 | if (ol->ob->flag [FLAG_FREED]) |
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58 | return; |
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59 | |
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60 | object *tmp = ol->ob; |
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61 | |
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62 | /* if the criteria isn't appropriate, don't do anything */ |
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63 | if (state && !tmp->flag [FLAG_ACTIVATE_ON_PUSH]) |
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64 | continue; |
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65 | |
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66 | if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE]) |
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67 | continue; |
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68 | |
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69 | switch (tmp->type) |
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70 | { |
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71 | case GATE: |
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72 | case HOLE: |
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73 | if (!tmp->active) |
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74 | tmp->play_sound (tmp->sound |
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75 | ? tmp->sound |
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76 | : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); |
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77 | tmp->value = tmp->stats.maxsp ? !state : state; |
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78 | tmp->set_speed (0.5); |
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79 | break; |
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80 | |
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81 | case T_HANDLE: |
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82 | SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
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83 | update_object (tmp, UP_OBJ_FACE); |
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84 | break; |
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85 | |
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86 | case SIGN: |
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87 | if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
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88 | { |
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89 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice")); |
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90 | |
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91 | if (originator && originator->contr) |
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92 | originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg)); |
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93 | |
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94 | new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg); |
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95 | |
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96 | if (tmp->stats.food) |
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97 | tmp->last_eat++; |
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98 | } |
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99 | break; |
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100 | |
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101 | case ALTAR: |
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102 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar")); |
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103 | tmp->value = 1; |
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104 | SET_ANIMATION (tmp, tmp->value); |
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105 | update_object (tmp, UP_OBJ_FACE); |
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106 | break; |
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107 | |
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108 | case BUTTON: |
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109 | case PEDESTAL: |
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110 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button")); |
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111 | tmp->value = state; |
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112 | SET_ANIMATION (tmp, tmp->value); |
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113 | update_object (tmp, UP_OBJ_FACE); |
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114 | break; |
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115 | |
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116 | case MOOD_FLOOR: |
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117 | do_mood_floor (tmp, activator); |
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118 | break; |
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119 | |
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120 | case TIMED_GATE: |
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121 | if (!tmp->active) |
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122 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); |
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123 | |
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124 | tmp->set_speed (tmp->arch->speed); |
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125 | tmp->value = tmp->arch->value; |
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126 | tmp->stats.sp = 1; |
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127 | tmp->stats.hp = tmp->stats.maxhp; |
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128 | /* Handle multipart gates. We copy the value for the other parts |
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129 | * from the head - this ensures that the data will consistent |
|
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130 | */ |
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131 | for (object *part = tmp->more; part; part = part->more) |
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132 | { |
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133 | part->value = tmp->value; |
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134 | part->stats.sp = tmp->stats.sp; |
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135 | part->stats.hp = tmp->stats.hp; |
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136 | part->set_speed (tmp->speed); |
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137 | } |
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138 | break; |
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139 | |
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140 | case DIRECTOR: |
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141 | case FIREWALL: |
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142 | if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL) |
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143 | move_firewall (tmp); |
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144 | else |
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145 | { |
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146 | tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */ |
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147 | animate_turning (tmp); |
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148 | } |
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149 | break; |
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150 | |
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151 | case TELEPORTER: |
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152 | move_teleporter (tmp); |
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153 | break; |
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154 | |
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155 | case CREATOR: |
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156 | move_creator (tmp); |
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157 | break; |
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158 | |
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159 | case TRIGGER_MARKER: |
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160 | //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker")); |
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161 | move_marker (tmp); |
|
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162 | break; |
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163 | |
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164 | case DUPLICATOR: |
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165 | move_duplicator (tmp); |
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166 | break; |
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167 | |
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168 | case MAPSCRIPT: |
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169 | cfperl_mapscript_activate (tmp, state, activator, originator); |
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170 | break; |
|
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171 | } |
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172 | } |
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173 | } |
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174 | |
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175 | /* |
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176 | * elmex: |
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177 | * This is the new push_button function, it got split up so that |
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178 | * you can activate connections without a button now! |
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179 | * old but still valid comment: |
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180 | * |
37 | * Push the specified object. This can affect other buttons/gates/handles |
181 | * Push the specified object. This can affect other buttons/gates/handles |
38 | * altars/pedestals/holes in the whole map. |
182 | * altars/pedestals/holes in the whole map. |
39 | * Changed the routine to loop through _all_ objects. |
183 | * Changed the routine to loop through _all_ objects. |
40 | * Better hurry with that linked list... |
184 | * Better hurry with that linked list... |
41 | */ |
185 | * |
42 | |
186 | */ |
43 | void push_button(object *op) { |
187 | void |
44 | object *tmp; |
188 | push_button (object *op, object *originator) |
45 | objectlink *ol; |
189 | { |
46 | |
190 | if (oblinkpt *obp = op->find_link ()) |
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 | */ |
|
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60 | |
191 | { |
61 | if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; |
192 | if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator))) |
62 | tmp = ol->ob; |
193 | return; |
63 | |
194 | |
64 | /* if the criteria isn't appropriate, don't do anything */ |
195 | activate_connection_link (obp->link, op->value, op, originator); |
65 | if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; |
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66 | if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue; |
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67 | |
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68 | switch(tmp->type) { |
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69 | |
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70 | case GATE: |
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71 | case HOLE: |
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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 | |
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77 | case CF_HANDLE: |
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78 | SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value)); |
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79 | update_object(tmp,UP_OBJ_FACE); |
|
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80 | break; |
|
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81 | |
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82 | case SIGN: |
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83 | if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { |
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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 | */ |
|
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115 | for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) { |
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116 | tmp->speed = tmp->head->speed; |
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117 | tmp->value = tmp->head->value; |
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118 | tmp->stats.sp = tmp->head->stats.sp; |
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119 | tmp->stats.hp = tmp->head->stats.hp; |
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120 | update_ob_speed(tmp); |
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121 | } |
|
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122 | break; |
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123 | |
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124 | case DIRECTOR: |
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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 | |
|
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134 | case TELEPORTER: |
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135 | move_teleporter(tmp); |
|
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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; |
|
|
149 | } |
|
|
150 | } |
196 | } |
|
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197 | } |
|
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198 | |
|
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199 | /* |
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200 | * elmex: |
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201 | * This activates a connection, similar to push_button (object *op) but it takes |
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202 | * only a map, a connection value and a true or false flag that indicated whether |
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203 | * the connection was 'state' or 'released'. So that you can activate objects |
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204 | * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
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205 | * |
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206 | */ |
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207 | void |
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208 | maptile::trigger (shstr_tmp id, int state, object *activator, object *originator) |
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209 | { |
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210 | if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator))) |
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211 | return; |
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212 | |
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213 | if (oblinkpt *obp = find_link (id)) |
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214 | activate_connection_link (obp->link, state, activator, originator); |
151 | } |
215 | } |
152 | |
216 | |
153 | /* |
217 | /* |
154 | * Updates everything connected with the button op. |
218 | * Updates everything connected with the button op. |
155 | * After changing the state of a button, this function must be called |
219 | * After changing the state of a button, this function must be called |
156 | * to make sure that all gates and other buttons connected to the |
220 | * to make sure that all gates and other buttons connected to the |
157 | * button reacts to the (eventual) change of state. |
221 | * button reacts to the (eventual) change of state. |
158 | */ |
222 | */ |
159 | |
223 | void |
160 | void update_button(object *op) { |
224 | update_button (object *op, object *originator) |
161 | object *ab,*tmp,*head; |
225 | { |
162 | int tot,any_down=0, old_value=op->value; |
226 | int any_down = 0, old_value = op->value; |
163 | objectlink *ol; |
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164 | |
227 | |
165 | /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
228 | if (oblinkpt *obp = op->find_link ()) |
166 | for (ol = get_button_links(op); ol; ol = ol->next) { |
229 | for (objectlink *ol = obp->link; ol; ol = ol->next) |
167 | if (!ol->ob || ol->ob->count != ol->id) { |
230 | { |
|
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231 | if (!ol->ob) |
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232 | { |
168 | LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); |
233 | LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
169 | continue; |
234 | continue; |
170 | } |
235 | } |
|
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236 | |
171 | tmp = ol->ob; |
237 | object *tmp = ol->ob; |
|
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238 | |
172 | if (tmp->type==BUTTON) { |
239 | if (tmp->type == BUTTON) |
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240 | { |
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241 | weight_t total = 0; |
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242 | |
173 | for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) |
243 | for (object *ab = tmp->above; ab; ab = ab->above) |
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 | |
|
|
181 | /* Basically, if the move_type matches that on what the |
244 | /* Basically, if the move_type matches that on what the |
182 | * button wants, we count it. The second check is so that |
245 | * button wants, we count it. The second check is so that |
183 | * objects don't move (swords, etc) will count. Note that |
246 | * objects who don't move (swords, etc) will count. Note that |
184 | * this means that more work is needed to make buttons |
247 | * this means that more work is needed to make buttons |
185 | * that are only triggered by flying objects. |
248 | * that are only triggered by flying objects. |
186 | */ |
249 | */ |
187 | if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) |
250 | if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
188 | tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; |
251 | total += ab->head_ ()->total_weight (); |
189 | |
252 | |
190 | tmp->value=(tot>=tmp->weight)?1:0; |
253 | tmp->value = total >= tmp->weight; |
191 | if(tmp->value) |
254 | |
192 | any_down=1; |
255 | any_down = any_down || tmp->value; |
|
|
256 | } |
193 | } else if (tmp->type == PEDESTAL) { |
257 | else if (tmp->type == PEDESTAL) |
|
|
258 | { |
|
|
259 | bool is_match = is_match_expr (tmp->slaying); |
194 | tmp->value = 0; |
260 | tmp->value = 0; |
|
|
261 | |
195 | for(ab=tmp->above; ab!=NULL; ab=ab->above) { |
262 | for (object *ab = tmp->above; ab; ab = ab->above) |
196 | head = ab->head ? ab->head : ab; |
263 | { |
|
|
264 | object *head = ab->head_ (); |
|
|
265 | |
197 | /* Same note regarding move_type for buttons above apply here. */ |
266 | /* Same note regarding move_type for buttons above apply here. */ |
198 | if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && |
267 | if (((ab->move_type & tmp->move_on) || ab->move_type == 0)) |
|
|
268 | if (is_match |
|
|
269 | ? match (tmp->slaying, head, tmp, originator) |
199 | (head->race==tmp->slaying || |
270 | : (head->race == tmp->slaying |
200 | ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || |
271 | || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying) |
201 | (!strcmp (tmp->slaying, "player") && |
272 | || (tmp->slaying == shstr_player && head->type == PLAYER))) |
202 | head->type == PLAYER))) |
273 | { |
203 | tmp->value = 1; |
274 | tmp->value = 1; |
|
|
275 | break; |
|
|
276 | } |
204 | } |
277 | } |
205 | if(tmp->value) |
278 | |
206 | any_down=1; |
279 | any_down = any_down || tmp->value; |
207 | } |
280 | } |
208 | } |
281 | else if (tmp->type == T_MATCH) |
209 | if(any_down) /* If any other buttons were down, force this to remain down */ |
282 | { |
210 | op->value=1; |
|
|
211 | |
|
|
212 | /* If this button hasn't changed, don't do anything */ |
|
|
213 | if (op->value != old_value) { |
|
|
214 | SET_ANIMATION(op, op->value); |
|
|
215 | update_object(op, UP_OBJ_FACE); |
|
|
216 | push_button(op); /* Make all other buttons the same */ |
|
|
217 | } |
|
|
218 | } |
|
|
219 | |
|
|
220 | /* |
|
|
221 | * Updates every button on the map (by calling update_button() for them). |
|
|
222 | */ |
|
|
223 | |
|
|
224 | void update_buttons(mapstruct *m) { |
|
|
225 | objectlink *ol; |
|
|
226 | oblinkpt *obp; |
|
|
227 | for (obp = m->buttons; obp; obp = obp->next) |
|
|
228 | for (ol = obp->link; ol; ol = ol->next) { |
|
|
229 | if (!ol->ob || ol->ob->count != ol->id) { |
|
|
230 | LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", |
|
|
231 | ol->ob?ol->ob->name:"null", |
|
|
232 | ol->ob?ol->ob->x:-1, |
|
|
233 | ol->ob?ol->ob->y:-1, |
|
|
234 | ol->id, |
|
|
235 | obp->value); |
283 | tmp->value = 0; |
236 | continue; |
284 | |
|
|
285 | for (object *ab = tmp->above; ab; ab = ab->above) |
|
|
286 | { |
|
|
287 | object *head = ab->head_ (); |
|
|
288 | |
|
|
289 | /* Same note regarding move_type for buttons above apply here. */ |
|
|
290 | if (((ab->move_type & tmp->move_on) || ab->move_type == 0)) |
|
|
291 | if (match (tmp->slaying, head, tmp, originator)) |
|
|
292 | { |
|
|
293 | tmp->value = 1; |
|
|
294 | break; |
|
|
295 | } |
|
|
296 | } |
|
|
297 | |
|
|
298 | any_down = any_down || tmp->value; |
|
|
299 | } |
237 | } |
300 | } |
238 | if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) |
301 | |
|
|
302 | if (any_down) /* If any other buttons were down, force this to remain down */ |
|
|
303 | op->value = 1; |
|
|
304 | |
|
|
305 | //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value); |
|
|
306 | |
|
|
307 | /* If this button hasn't changed, don't do anything */ |
|
|
308 | if (op->value != old_value) |
239 | { |
309 | { |
240 | update_button(ol->ob); |
310 | SET_ANIMATION (op, op->value); |
241 | break; |
311 | update_object (op, UP_OBJ_FACE); |
|
|
312 | push_button (op, originator); /* Make all other buttons the same */ |
242 | } |
313 | } |
243 | } |
|
|
244 | } |
314 | } |
245 | |
315 | |
246 | void use_trigger(object *op) |
316 | void |
|
|
317 | use_trigger (object *op, object *originator) |
247 | { |
318 | { |
248 | |
|
|
249 | /* Toggle value */ |
319 | /* Toggle value */ |
250 | op->value = !op->value; |
320 | op->value = !op->value; |
251 | push_button(op); |
321 | |
|
|
322 | push_button (op, originator); |
252 | } |
323 | } |
253 | |
324 | |
254 | /* |
325 | /* |
255 | * Note: animate_object should be used instead of this, |
326 | * Note: animate_object should be used instead of this, |
256 | * but it can't handle animations in the 8 directions |
327 | * but it can't handle animations in the 8 directions |
257 | */ |
328 | */ |
258 | |
329 | void |
259 | void animate_turning(object *op) /* only one part objects */ |
330 | animate_turning (object *op) /* only one part objects */ |
260 | { |
331 | { |
261 | if (++op->state >= NUM_ANIMATIONS(op)/8) |
332 | if (++op->state >= NUM_ANIMATIONS (op) / 8) |
262 | op->state=0; |
333 | op->state = 0; |
263 | SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + |
334 | SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
264 | op->state); |
|
|
265 | update_object(op,UP_OBJ_FACE); |
335 | update_object (op, UP_OBJ_FACE); |
266 | } |
336 | } |
267 | |
337 | |
268 | #define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
338 | #define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
269 | #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
339 | #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
270 | |
340 | |
… | |
… | |
276 | * |
346 | * |
277 | * 0.93.4: Linked objects (ie, objects that are connected) can not be |
347 | * 0.93.4: Linked objects (ie, objects that are connected) can not be |
278 | * sacrificed. This fixes a bug of trying to put multiple altars/related |
348 | * sacrificed. This fixes a bug of trying to put multiple altars/related |
279 | * objects on the same space that take the same sacrifice. |
349 | * objects on the same space that take the same sacrifice. |
280 | */ |
350 | */ |
281 | |
351 | int |
282 | int check_altar_sacrifice (const object *altar, const object *sacrifice) |
352 | check_altar_sacrifice (object *altar, object *sacrifice, object *originator) |
283 | { |
353 | { |
284 | if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) |
354 | if (sacrifice->flag [FLAG_UNPAID] |
285 | && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
355 | || sacrifice->flag [FLAG_IS_LINKED] |
286 | && sacrifice->type != PLAYER) |
356 | || sacrifice->is_player ()) |
|
|
357 | return 0; |
|
|
358 | |
|
|
359 | if (is_match_expr (ARCH_SACRIFICE (altar))) |
|
|
360 | return match (ARCH_SACRIFICE (altar), sacrifice, altar, originator); |
|
|
361 | |
|
|
362 | if (!sacrifice->flag [FLAG_ALIVE]) |
287 | { |
363 | { |
288 | if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || |
364 | 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 |
365 | && sacrifice->type == MONEY |
296 | && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) |
366 | && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
297 | return 1; |
367 | return 1; |
|
|
368 | |
|
|
369 | if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
|
|
370 | || ARCH_SACRIFICE (altar) == sacrifice->name |
|
|
371 | || ARCH_SACRIFICE (altar) == sacrifice->slaying |
|
|
372 | || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) |
|
|
373 | && NROF_SACRIFICE (altar) <= sacrifice->number_of ()) |
|
|
374 | return 1; |
298 | } |
375 | } |
|
|
376 | |
299 | return 0; |
377 | return 0; |
300 | } |
378 | } |
301 | |
|
|
302 | |
379 | |
303 | /* |
380 | /* |
304 | * operate_altar checks if sacrifice was accepted and removes sacrificed |
381 | * operate_altar checks if sacrifice was accepted and removes sacrificed |
305 | * objects. If sacrifice was succeed return 1 else 0. Might be better to |
382 | * 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, |
383 | * call check_altar_sacrifice (above) than depend on the return value, |
307 | * since operate_altar will remove the sacrifice also. |
384 | * since operate_altar will remove the sacrifice also. |
308 | * |
385 | * |
309 | * If this function returns 1, '*sacrifice' is modified to point to the |
386 | * 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. |
387 | * remaining sacrifice, or is set to NULL if the sacrifice was used up. |
311 | */ |
388 | */ |
312 | |
389 | int |
313 | int operate_altar (object *altar, object **sacrifice) |
390 | operate_altar (object *altar, object **sacrifice, object *originator) |
314 | { |
391 | { |
315 | |
|
|
316 | if ( ! altar->map) { |
392 | if (!altar->map) |
|
|
393 | { |
317 | LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
394 | LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
318 | return 0; |
395 | return 0; |
319 | } |
396 | } |
320 | |
397 | |
321 | if (!altar->slaying || altar->value) |
398 | if (!altar->slaying || altar->value) |
322 | return 0; |
399 | return 0; |
323 | |
400 | |
324 | if ( ! check_altar_sacrifice (altar, *sacrifice)) |
401 | if (!check_altar_sacrifice (altar, *sacrifice, originator)) |
325 | return 0; |
402 | return 0; |
326 | |
403 | |
327 | /* check_altar_sacrifice should have already verified that enough money |
404 | /* check_altar_sacrifice should have already verified that enough money |
328 | * has been dropped. |
405 | * has been dropped. |
329 | */ |
406 | */ |
330 | if (!strcmp(ARCH_SACRIFICE(altar), "money")) { |
407 | if (ARCH_SACRIFICE (altar) == shstr_money) |
|
|
408 | { |
331 | int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; |
409 | int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
332 | |
410 | |
333 | /* Round up any sacrifices. Altars don't make change either */ |
411 | /* Round up any sacrifices. Altars don't make change either */ |
334 | if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; |
412 | if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
335 | *sacrifice = decrease_ob_nr (*sacrifice, number); |
413 | number++; |
|
|
414 | |
|
|
415 | if (!(*sacrifice)->decrease (number)) |
|
|
416 | *sacrifice = 0; |
336 | } |
417 | } |
337 | else |
418 | else |
338 | *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); |
419 | if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar))) |
339 | |
420 | *sacrifice = 0; |
|
|
421 | |
340 | if (altar->msg) |
422 | if (altar->msg) |
341 | new_info_map(NDI_BLACK, altar->map, altar->msg); |
423 | new_info_map (NDI_BLACK, altar->map, altar->msg); |
|
|
424 | |
342 | return 1; |
425 | return 1; |
343 | } |
426 | } |
344 | |
427 | |
|
|
428 | static void |
345 | void trigger_move (object *op, int state) /* 1 down and 0 up */ |
429 | trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */ |
346 | { |
430 | { |
347 | op->stats.wc = state; |
431 | op->stats.wc = state; |
|
|
432 | |
348 | if (state) { |
433 | if (state) |
349 | use_trigger(op); |
434 | { |
350 | if (op->stats.exp > 0) /* check sanity */ |
435 | use_trigger (op, originator); |
351 | op->speed = 1.0 / op->stats.exp; |
436 | op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
352 | else |
|
|
353 | op->speed = 1.0; |
|
|
354 | update_ob_speed(op); |
|
|
355 | op->speed_left = -1; |
437 | op->speed_left = -1; |
356 | } else { |
438 | } |
357 | use_trigger(op); |
439 | else |
|
|
440 | { |
|
|
441 | use_trigger (op, originator); |
358 | op->speed = 0; |
442 | op->set_speed (0); |
359 | update_ob_speed(op); |
|
|
360 | } |
443 | } |
361 | } |
444 | } |
362 | |
445 | |
363 | |
446 | |
364 | /* |
447 | /* |
… | |
… | |
371 | * |
454 | * |
372 | * TRIGGER: Returns 1 if handle could be moved, 0 if not. |
455 | * TRIGGER: Returns 1 if handle could be moved, 0 if not. |
373 | * |
456 | * |
374 | * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
457 | * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
375 | */ |
458 | */ |
|
|
459 | int |
376 | int check_trigger (object *op, object *cause) |
460 | check_trigger (object *op, object *cause, object *originator) |
377 | { |
461 | { |
378 | object *tmp; |
462 | object *tmp; |
379 | int push = 0, tot = 0; |
463 | int push = 0, tot = 0; |
380 | int in_movement = op->stats.wc || op->speed; |
464 | int in_movement = op->stats.wc || op->has_active_speed (); |
381 | |
465 | |
382 | switch (op->type) { |
466 | switch (op->type) |
|
|
467 | { |
383 | case TRIGGER_BUTTON: |
468 | case TRIGGER_BUTTON: |
384 | if (op->weight > 0) { |
469 | if (op->weight > 0) |
385 | if (cause) { |
|
|
386 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
387 | /* Comment reproduced from update_buttons(): */ |
|
|
388 | /* Basically, if the move_type matches that on what the |
|
|
389 | * button wants, we count it. The second check is so that |
|
|
390 | * objects that don't move (swords, etc) will count. Note that |
|
|
391 | * this means that more work is needed to make buttons |
|
|
392 | * that are only triggered by flying objects. |
|
|
393 | */ |
|
|
394 | |
|
|
395 | if ((tmp->move_type & op->move_on) || tmp->move_type==0) { |
|
|
396 | tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) |
|
|
397 | + tmp->carrying; |
|
|
398 | } |
|
|
399 | if (tot >= op->weight) |
|
|
400 | push = 1; |
|
|
401 | if (op->stats.ac == push) |
|
|
402 | return 0; |
|
|
403 | op->stats.ac = push; |
|
|
404 | if (NUM_ANIMATIONS(op) > 1) { |
|
|
405 | SET_ANIMATION (op, push); |
|
|
406 | update_object (op, UP_OBJ_FACE); |
|
|
407 | } |
|
|
408 | if (in_movement || ! push) |
|
|
409 | return 0; |
|
|
410 | } |
|
|
411 | trigger_move (op, push); |
|
|
412 | } |
470 | { |
413 | return 0; |
|
|
414 | |
|
|
415 | case TRIGGER_PEDESTAL: |
|
|
416 | if (cause) { |
471 | if (cause) |
|
|
472 | { |
417 | for (tmp = op->above; tmp; tmp = tmp->above) { |
473 | for (tmp = op->above; tmp; tmp = tmp->above) |
418 | object *head = tmp->head ? tmp->head : tmp; |
474 | /* Comment reproduced from update_buttons(): */ |
419 | |
475 | /* Basically, if the move_type matches that on what the |
420 | /* See comment in TRIGGER_BUTTON about move_types */ |
476 | * button wants, we count it. The second check is so that |
421 | if (((head->move_type & op->move_on) || head->move_type==0) |
477 | * objects that don't move (swords, etc) will count. Note that |
422 | && (head->race==op->slaying || |
478 | * this means that more work is needed to make buttons |
423 | (!strcmp (op->slaying, "player") && head->type == PLAYER))) { |
479 | * that are only triggered by flying objects. |
424 | push = 1; |
|
|
425 | break; |
|
|
426 | } |
480 | */ |
427 | } |
481 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
|
|
482 | tot += tmp->head_ ()->total_weight (); |
|
|
483 | |
|
|
484 | if (tot >= op->weight) |
|
|
485 | push = 1; |
|
|
486 | |
428 | if (op->stats.ac == push) |
487 | if (op->stats.ac == push) |
429 | return 0; |
488 | return 0; |
|
|
489 | |
430 | op->stats.ac = push; |
490 | op->stats.ac = push; |
431 | if (NUM_ANIMATIONS(op) > 1) { |
491 | if (NUM_ANIMATIONS (op) > 1) |
|
|
492 | { |
432 | SET_ANIMATION (op, push); |
493 | SET_ANIMATION (op, push); |
433 | update_object (op, UP_OBJ_FACE); |
494 | update_object (op, UP_OBJ_FACE); |
434 | } |
495 | } |
435 | update_object(op,UP_OBJ_FACE); |
496 | |
436 | if (in_movement || ! push) |
497 | if (in_movement || !push) |
437 | return 0; |
498 | return 0; |
438 | } |
499 | } |
|
|
500 | |
439 | trigger_move (op, push); |
501 | trigger_move (op, push, cause); |
|
|
502 | } |
|
|
503 | |
|
|
504 | return 0; |
|
|
505 | |
|
|
506 | case TRIGGER_PEDESTAL: |
|
|
507 | if (cause) |
|
|
508 | { |
|
|
509 | for (tmp = op->above; tmp; tmp = tmp->above) |
|
|
510 | { |
|
|
511 | object *head = tmp->head_ (); |
|
|
512 | |
|
|
513 | /* See comment in TRIGGER_BUTTON about move_types */ |
|
|
514 | if (((head->move_type & op->move_on) || head->move_type == 0) |
|
|
515 | && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER))) |
|
|
516 | { |
|
|
517 | push = 1; |
|
|
518 | break; |
|
|
519 | } |
|
|
520 | } |
|
|
521 | |
|
|
522 | if (op->stats.ac == push) |
440 | return 0; |
523 | return 0; |
441 | |
524 | |
|
|
525 | op->stats.ac = push; |
|
|
526 | |
|
|
527 | if (NUM_ANIMATIONS (op) > 1) |
|
|
528 | { |
|
|
529 | SET_ANIMATION (op, push); |
|
|
530 | update_object (op, UP_OBJ_FACE); |
|
|
531 | } |
|
|
532 | |
|
|
533 | update_object (op, UP_OBJ_FACE); |
|
|
534 | |
|
|
535 | if (in_movement || !push) |
|
|
536 | return 0; |
|
|
537 | } |
|
|
538 | |
|
|
539 | trigger_move (op, push, cause); |
|
|
540 | return 0; |
|
|
541 | |
442 | case TRIGGER_ALTAR: |
542 | case TRIGGER_ALTAR: |
443 | if (cause) { |
543 | if (cause) |
|
|
544 | { |
444 | if (in_movement) |
545 | if (in_movement) |
445 | return 0; |
546 | return 0; |
|
|
547 | |
446 | if (operate_altar (op, &cause)) { |
548 | if (operate_altar (op, &cause)) /* TODO: originator? */ |
447 | if (NUM_ANIMATIONS(op) > 1) { |
|
|
448 | SET_ANIMATION (op, 1); |
|
|
449 | update_object(op, UP_OBJ_FACE); |
|
|
450 | } |
|
|
451 | if (op->last_sp >= 0) { |
|
|
452 | trigger_move (op, 1); |
|
|
453 | if (op->last_sp > 0) |
|
|
454 | op->last_sp = -op->last_sp; |
|
|
455 | } |
|
|
456 | else { |
|
|
457 | /* for trigger altar with last_sp, the ON/OFF |
|
|
458 | * status (-> +/- value) is "simulated": |
|
|
459 | */ |
|
|
460 | op->value = !op->value; |
|
|
461 | trigger_move (op, 1); |
|
|
462 | op->last_sp = -op->last_sp; |
|
|
463 | op->value = !op->value; |
|
|
464 | } |
|
|
465 | return cause == NULL; |
|
|
466 | } else { |
|
|
467 | return 0; |
|
|
468 | } |
549 | { |
469 | } else { |
|
|
470 | if (NUM_ANIMATIONS(op) > 1) { |
550 | if (NUM_ANIMATIONS (op) > 1) |
|
|
551 | { |
471 | SET_ANIMATION (op, 0); |
552 | SET_ANIMATION (op, 1); |
472 | update_object(op, UP_OBJ_FACE); |
553 | update_object (op, UP_OBJ_FACE); |
473 | } |
554 | } |
474 | |
555 | |
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) |
556 | if (op->last_sp >= 0) |
|
|
557 | { |
481 | trigger_move (op, 0); |
558 | trigger_move (op, 1, cause); |
|
|
559 | |
|
|
560 | if (op->last_sp > 0) |
|
|
561 | op->last_sp = -op->last_sp; |
|
|
562 | } |
482 | else { |
563 | else |
483 | op->stats.wc = 0; |
564 | { |
|
|
565 | /* for trigger altar with last_sp, the ON/OFF |
|
|
566 | * status (-> +/- value) is "simulated": |
|
|
567 | */ |
484 | op->value = !op->value; |
568 | op->value = !op->value; |
485 | op->speed = 0; |
569 | trigger_move (op, 1, cause); |
486 | update_ob_speed(op); |
570 | op->last_sp = -op->last_sp; |
|
|
571 | op->value = !op->value; |
487 | } |
572 | } |
|
|
573 | |
|
|
574 | return cause == NULL; |
488 | } |
575 | } |
|
|
576 | else |
489 | return 0; |
577 | return 0; |
490 | |
|
|
491 | case TRIGGER: |
|
|
492 | if (cause) { |
|
|
493 | if (in_movement) |
|
|
494 | return 0; |
|
|
495 | push = 1; |
|
|
496 | } |
578 | } |
|
|
579 | else |
|
|
580 | { |
497 | if (NUM_ANIMATIONS(op) > 1) { |
581 | if (NUM_ANIMATIONS (op) > 1) |
|
|
582 | { |
498 | SET_ANIMATION (op, push); |
583 | SET_ANIMATION (op, 0); |
499 | update_object(op, UP_OBJ_FACE); |
584 | update_object (op, UP_OBJ_FACE); |
500 | } |
585 | } |
|
|
586 | |
|
|
587 | /* If trigger_altar has "last_sp > 0" set on the map, |
|
|
588 | * it will push the connected value only once per sacrifice. |
|
|
589 | * Otherwise (default), the connected value will be |
|
|
590 | * pushed twice: First by sacrifice, second by reset! -AV |
|
|
591 | */ |
|
|
592 | if (!op->last_sp) |
501 | trigger_move (op, push); |
593 | trigger_move (op, 0, cause); |
|
|
594 | else |
|
|
595 | { |
|
|
596 | op->stats.wc = 0; |
|
|
597 | op->value = !op->value; |
|
|
598 | op->set_speed (0); |
|
|
599 | } |
|
|
600 | } |
|
|
601 | return 0; |
|
|
602 | |
|
|
603 | case TRIGGER: |
|
|
604 | if (cause) |
|
|
605 | { |
|
|
606 | if (in_movement) |
502 | return 1; |
607 | return 0; |
503 | |
608 | |
|
|
609 | push = 1; |
|
|
610 | } |
|
|
611 | |
|
|
612 | if (NUM_ANIMATIONS (op) > 1) |
|
|
613 | { |
|
|
614 | SET_ANIMATION (op, push); |
|
|
615 | update_object (op, UP_OBJ_FACE); |
|
|
616 | } |
|
|
617 | |
|
|
618 | trigger_move (op, push, cause); |
|
|
619 | return 1; |
|
|
620 | |
504 | default: |
621 | default: |
505 | LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); |
622 | LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
506 | return 0; |
623 | return 0; |
|
|
624 | } |
|
|
625 | } |
|
|
626 | |
|
|
627 | void |
|
|
628 | object::add_link (maptile *map, shstr_tmp id) |
|
|
629 | { |
|
|
630 | if (!map) |
507 | } |
631 | { |
508 | } |
632 | LOG (llevError, "Tried to add button-link without map.\n"); |
|
|
633 | return; |
|
|
634 | } |
509 | |
635 | |
510 | void add_button_link(object *button, mapstruct *map, int connected) { |
636 | flag [FLAG_IS_LINKED] = true; |
511 | oblinkpt *obp; |
637 | |
512 | objectlink *ol = get_objectlink(); |
638 | objectlink *ol = get_objectlink (); |
513 | |
|
|
514 | if (!map) { |
|
|
515 | LOG(llevError, "Tried to add button-link without map.\n"); |
|
|
516 | return; |
|
|
517 | } |
|
|
518 | if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild |
|
|
519 | a connected map from a template map. */ |
|
|
520 | /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ |
|
|
521 | |
|
|
522 | SET_FLAG(button,FLAG_IS_LINKED); |
|
|
523 | |
|
|
524 | ol->ob = button; |
639 | ol->ob = this; |
525 | ol->id = button->count; |
|
|
526 | |
640 | |
527 | for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); |
641 | for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
528 | |
642 | if (obp->id == id) |
529 | if (obp) { |
643 | { |
530 | ol->next = obp->link; |
644 | ol->next = obp->link; |
531 | obp->link = ol; |
645 | obp->link = ol; |
532 | } else { |
646 | return; |
|
|
647 | } |
|
|
648 | |
533 | obp = get_objectlinkpt(); |
649 | oblinkpt *obp = get_objectlinkpt (); |
534 | obp->value = connected; |
650 | obp->id = id; |
535 | |
651 | |
536 | obp->next = map->buttons; |
652 | obp->next = map->buttons; |
537 | map->buttons = obp; |
653 | map->buttons = obp; |
538 | obp->link = ol; |
654 | obp->link = ol; |
539 | } |
|
|
540 | } |
655 | } |
541 | |
656 | |
542 | /* |
657 | /* |
543 | * Remove the object from the linked lists of buttons in the map. |
658 | * Remove the object from the linked lists of buttons in the map. |
544 | * This is only needed by editors. |
659 | * This is only needed by editors. |
545 | */ |
660 | */ |
546 | |
661 | void |
547 | void remove_button_link(object *op) { |
662 | object::remove_link () |
548 | oblinkpt *obp; |
663 | { |
549 | objectlink **olp, *ol; |
664 | if (!map) |
550 | |
665 | { |
551 | if (op->map == NULL) { |
|
|
552 | LOG(llevError, "remove_button_link() in object without map.\n"); |
666 | LOG (llevError, "remove_button_link() in object without map.\n"); |
553 | return; |
667 | return; |
554 | } |
668 | } |
555 | if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { |
669 | |
|
|
670 | if (!flag [FLAG_IS_LINKED]) |
|
|
671 | { |
556 | LOG(llevError, "remove_button_linked() in unlinked object.\n"); |
672 | LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
557 | return; |
673 | return; |
558 | } |
674 | } |
|
|
675 | |
|
|
676 | flag [FLAG_IS_LINKED] = false; |
|
|
677 | |
559 | for (obp = op->map->buttons; obp; obp = obp->next) |
678 | for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
560 | for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
679 | for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next) |
561 | if (ol->ob == op) { |
680 | if ((*olp)->ob == this) |
562 | /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
681 | { |
563 | obp->value, op->name, op->map->path); |
682 | objectlink *ol = *olp; |
564 | */ |
|
|
565 | *olp = ol->next; |
683 | *olp = ol->next; |
566 | free(ol); |
684 | delete ol; |
567 | return; |
685 | return; |
|
|
686 | } |
|
|
687 | |
|
|
688 | LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
|
|
689 | } |
|
|
690 | |
|
|
691 | /* |
|
|
692 | * Updates every button on the map (by calling update_button() for them). |
|
|
693 | */ |
|
|
694 | void |
|
|
695 | maptile::update_buttons () |
|
|
696 | { |
|
|
697 | for (oblinkpt *obp = buttons; obp; obp = obp->next) |
|
|
698 | for (objectlink *ol = obp->link; ol; ol = ol->next) |
|
|
699 | { |
|
|
700 | if (!ol->ob) |
|
|
701 | { |
|
|
702 | LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", |
|
|
703 | ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id); |
|
|
704 | continue; |
|
|
705 | } |
|
|
706 | |
|
|
707 | if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) |
|
|
708 | { |
|
|
709 | update_button (ol->ob, 0); |
|
|
710 | break; |
|
|
711 | } |
568 | } |
712 | } |
569 | LOG(llevError, "remove_button_linked(): couldn't find object.\n"); |
|
|
570 | CLEAR_FLAG(op,FLAG_IS_LINKED); |
|
|
571 | } |
713 | } |
572 | |
714 | |
|
|
715 | /* |
|
|
716 | * Gets the objectlink for this connection from the map. |
|
|
717 | */ |
|
|
718 | oblinkpt * |
|
|
719 | maptile::find_link (shstr_tmp id) |
|
|
720 | { |
|
|
721 | for (oblinkpt *obp = buttons; obp; obp = obp->next) |
|
|
722 | if (obp->id == id) |
|
|
723 | return obp; |
|
|
724 | |
|
|
725 | return 0; |
|
|
726 | } |
|
|
727 | |
573 | /* |
728 | /* |
574 | * Return the first objectlink in the objects linked to this one |
729 | * Return the first objectlink in the objects linked to this one |
575 | */ |
730 | */ |
576 | |
|
|
577 | objectlink *get_button_links(const object *button) { |
|
|
578 | oblinkpt *obp; |
731 | oblinkpt * |
579 | objectlink *ol; |
732 | object::find_link () const |
580 | |
733 | { |
581 | if (!button->map) |
734 | if (map) |
582 | return NULL; |
|
|
583 | for (obp = button->map->buttons; obp; obp = obp->next) |
735 | for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
584 | for (ol = obp->link; ol; ol = ol->next) |
736 | for (objectlink *ol = obp->link; ol; ol = ol->next) |
585 | if (ol->ob == button && ol->id == button->count) |
737 | if (ol->ob == this) |
586 | return obp->link; |
738 | return obp; |
587 | return NULL; |
|
|
588 | } |
|
|
589 | |
739 | |
590 | /* |
|
|
591 | * Made as a separate function to increase efficiency |
|
|
592 | */ |
|
|
593 | |
|
|
594 | int get_button_value(const object *button) { |
|
|
595 | oblinkpt *obp; |
|
|
596 | objectlink *ol; |
|
|
597 | |
|
|
598 | if (!button->map) |
|
|
599 | return 0; |
|
|
600 | for (obp = button->map->buttons; obp; obp = obp->next) |
|
|
601 | for (ol = obp->link; ol; ol = ol->next) |
|
|
602 | if (ol->ob == button && ol->id == button->count) |
|
|
603 | return obp->value; |
|
|
604 | return 0; |
740 | return 0; |
605 | } |
741 | } |
606 | |
742 | |
607 | /* This routine makes monsters who are |
743 | /* This routine makes monsters who are |
608 | * standing on the 'mood floor' change their |
744 | * standing on the 'mood floor' change their |
609 | * disposition if it is different. |
745 | * disposition if it is different. |
610 | * If floor is to be triggered must have |
746 | * If floor is to be triggered must have |
611 | * a speed of zero (default is 1 for all |
747 | * a speed of zero (default is 1 for all |
612 | * but the charm floor type). |
748 | * but the charm floor type). |
613 | * by b.t. thomas@nomad.astro.psu.edu |
749 | * by b.t. thomas@nomad.astro.psu.edu |
614 | */ |
750 | */ |
615 | |
751 | void |
616 | void do_mood_floor(object *op, object *op2) { |
752 | do_mood_floor (object *op, object *source) |
|
|
753 | { |
|
|
754 | if (!source) |
|
|
755 | source = op; |
|
|
756 | |
|
|
757 | mapspace &ms = op->ms (); |
|
|
758 | |
|
|
759 | if (!(ms.flags () & P_IS_ALIVE)) |
|
|
760 | return; |
|
|
761 | |
617 | object *tmp; |
762 | object *tmp; |
618 | object *tmp2; |
|
|
619 | |
763 | |
620 | for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) |
764 | for (tmp = ms.top; tmp; tmp = tmp->below) |
621 | if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; |
765 | if (tmp->flag [FLAG_MONSTER]) |
|
|
766 | break; |
622 | |
767 | |
623 | /* doesn't effect players, and if there is a player on this space, won't also |
768 | /* doesn't effect players, and if there is a player on this space, won't also |
624 | * be a monster here. |
769 | * be a monster here. |
625 | */ |
770 | */ |
|
|
771 | //TODO: have players really FLAG_MONSTER? kept it for safety |
626 | if (!tmp || tmp->type == PLAYER) return; |
772 | if (!tmp || tmp->type == PLAYER) |
|
|
773 | return; |
627 | |
774 | |
628 | switch(op->last_sp) { |
775 | switch (op->last_sp) |
|
|
776 | { |
629 | case 0: /* furious--make all monsters mad */ |
777 | case 0: /* furious--make all monsters mad */ |
630 | if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) |
778 | if (tmp->flag [FLAG_UNAGGRESSIVE]) |
631 | CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); |
779 | tmp->clr_flag (FLAG_UNAGGRESSIVE); |
632 | if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) { |
780 | |
633 | CLEAR_FLAG(tmp, FLAG_FRIENDLY); |
781 | if (tmp->flag [FLAG_FRIENDLY]) |
634 | remove_friendly_object(tmp); |
782 | { |
635 | tmp->attack_movement = 0; |
783 | tmp->attack_movement = 0; |
636 | /* lots of checks here, but want to make sure we don't |
784 | /* lots of checks here, but want to make sure we don't |
637 | * dereference a null value |
785 | * dereference a null value |
638 | */ |
|
|
639 | if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER && |
|
|
640 | tmp->owner->contr->ranges[range_golem]==tmp) { |
|
|
641 | tmp->owner->contr->ranges[range_golem]=NULL; |
|
|
642 | tmp->owner->contr->golem_count = 0; |
|
|
643 | } |
|
|
644 | tmp->owner = 0; |
|
|
645 | } |
|
|
646 | break; |
|
|
647 | case 1: /* angry -- get neutral monsters mad */ |
|
|
648 | if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&& |
|
|
649 | !QUERY_FLAG(tmp, FLAG_FRIENDLY)) |
|
|
650 | CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); |
|
|
651 | break; |
|
|
652 | case 2: /* calm -- pacify unfriendly monsters */ |
|
|
653 | if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) |
|
|
654 | SET_FLAG(tmp, FLAG_UNAGGRESSIVE); |
|
|
655 | break; |
|
|
656 | case 3: /* make all monsters fall asleep */ |
|
|
657 | if(!QUERY_FLAG(tmp, FLAG_SLEEP)) |
|
|
658 | SET_FLAG(tmp, FLAG_SLEEP); |
|
|
659 | break; |
|
|
660 | case 4: /* charm all monsters */ |
|
|
661 | |
|
|
662 | if(op == op2) break; /* only if 'connected' */ |
|
|
663 | |
786 | */ |
664 | for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */ |
787 | if (tmp->type == GOLEM |
665 | tmp2->type!=PLAYER;tmp2=tmp2->above) |
788 | && tmp->owner |
666 | if(tmp2->above==NULL) break; |
|
|
667 | |
|
|
668 | if (tmp2->type != PLAYER) |
789 | && tmp->owner->type == PLAYER |
669 | break; |
790 | && tmp->owner->contr->golem == tmp) |
670 | set_owner(tmp,tmp2); |
791 | tmp->owner->contr->golem = 0; |
671 | SET_FLAG(tmp,FLAG_MONSTER); |
792 | |
|
|
793 | tmp->owner = 0; |
|
|
794 | |
|
|
795 | remove_friendly_object (tmp); |
|
|
796 | } |
|
|
797 | break; |
|
|
798 | |
|
|
799 | case 1: /* angry -- get neutral monsters mad */ |
|
|
800 | if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY]) |
|
|
801 | tmp->clr_flag (FLAG_UNAGGRESSIVE); |
|
|
802 | break; |
|
|
803 | |
|
|
804 | case 2: /* calm -- pacify unfriendly monsters */ |
|
|
805 | tmp->set_flag (FLAG_UNAGGRESSIVE); |
|
|
806 | break; |
|
|
807 | |
|
|
808 | case 3: /* make all monsters fall asleep */ |
|
|
809 | tmp->set_flag (FLAG_SLEEP); |
|
|
810 | break; |
|
|
811 | |
|
|
812 | case 4: /* charm all monsters */ |
|
|
813 | if (op == source) |
|
|
814 | break; /* only if 'connected' */ |
|
|
815 | |
|
|
816 | if (object *pl = source->ms ().player ()) |
|
|
817 | { |
|
|
818 | tmp->set_owner (pl); |
|
|
819 | tmp->set_flag (FLAG_MONSTER); |
|
|
820 | |
672 | tmp->stats.exp = 0; |
821 | tmp->stats.exp = 0; |
673 | SET_FLAG(tmp, FLAG_FRIENDLY); |
822 | |
674 | add_friendly_object (tmp); |
823 | add_friendly_object (tmp); |
675 | tmp->attack_movement = PETMOVE; |
824 | tmp->attack_movement = PETMOVE; |
|
|
825 | } |
|
|
826 | break; |
|
|
827 | |
|
|
828 | case 6: // kill monsters |
|
|
829 | if (!tmp->flag [FLAG_FRIENDLY]) |
676 | break; |
830 | break; |
677 | |
831 | |
|
|
832 | // FALL THROUGH |
|
|
833 | case 5: // kill all alives |
|
|
834 | if (!tmp->flag [FLAG_PRECIOUS]) |
|
|
835 | { |
|
|
836 | archetype::get (shstr_burnout)->insert_at (tmp, source); |
|
|
837 | tmp->destroy (); |
|
|
838 | } |
|
|
839 | break; |
|
|
840 | |
678 | default: |
841 | default: |
679 | break; |
842 | break; |
680 | |
|
|
681 | } |
843 | } |
682 | } |
844 | } |
683 | |
845 | |
684 | /* this function returns the object it matches, or NULL if non. |
846 | /* this function returns the object it matches, or NULL if non. |
685 | * It will descend through containers to find the object. |
847 | * It will descend through containers to find the object. |
686 | * slaying = match object slaying flag |
848 | * slaying = match object slaying flag |
687 | * race = match object archetype name flag |
849 | * race = match object archetype name flag |
688 | * hp = match object type (excpt type '0'== PLAYER) |
850 | * hp = match object type (excpt type '0'== PLAYER) |
689 | */ |
851 | */ |
690 | |
852 | object * |
691 | object * check_inv_recursive(object *op, const object *trig) |
853 | check_inv_recursive (object *op, const object *trig) |
692 | { |
854 | { |
693 | object *tmp,*ret=NULL; |
855 | object *tmp, *ret = NULL; |
694 | |
856 | |
695 | /* First check the object itself. */ |
857 | /* First check the object itself. */ |
696 | if((trig->stats.hp && (op->type == trig->stats.hp)) |
858 | if ((trig->stats.hp && (op->type == trig->stats.hp)) |
697 | || (trig->slaying && (op->slaying == trig->slaying)) |
859 | || (trig->slaying && (op->slaying == trig->slaying)) |
698 | || (trig->race && (op->arch->name == trig->race))) |
860 | || (trig->race && (op->arch->archname == trig->race))) |
699 | return op; |
861 | return op; |
700 | |
862 | |
701 | for(tmp=op->inv; tmp; tmp=tmp->below) { |
863 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
864 | { |
702 | if (tmp->inv) { |
865 | if (tmp->inv) |
|
|
866 | { |
703 | ret=check_inv_recursive(tmp, trig); |
867 | ret = check_inv_recursive (tmp, trig); |
|
|
868 | if (ret) |
704 | if (ret) return ret; |
869 | return ret; |
705 | } |
870 | } |
706 | else if((trig->stats.hp && (tmp->type == trig->stats.hp)) |
871 | else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
707 | || (trig->slaying && (tmp->slaying == trig->slaying)) |
872 | || (trig->slaying && (tmp->slaying == trig->slaying)) |
708 | || (trig->race && (tmp->arch->name == trig->race))) |
873 | || (trig->race && (tmp->arch->archname == trig->race))) |
709 | return tmp; |
874 | return tmp; |
710 | } |
875 | } |
711 | return NULL; |
876 | return NULL; |
712 | } |
877 | } |
713 | |
878 | |
714 | /* check_inv(), a function to search the inventory, |
879 | /* check_inv(), a function to search the inventory, |
715 | * of a player and then based on a set of conditions, |
880 | * of a player and then based on a set of conditions, |
716 | * the square will activate connected items. |
881 | * the square will activate connected items. |
717 | * Monsters can't trigger this square (for now) |
882 | * Monsters can't trigger this square (for now) |
718 | * Values are: last_sp = 1/0 obj/no obj triggers |
883 | * Values are: last_sp = 1/0 obj/no obj triggers |
719 | * last_heal = 1/0 remove/dont remove obj if triggered |
884 | * last_heal = 1/0 remove/dont remove obj if triggered |
720 | * -b.t. (thomas@nomad.astro.psu.edu |
885 | * -b.t. (thomas@nomad.astro.psu.edu |
721 | */ |
886 | * |
722 | |
887 | * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op |
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888 | * because the check-inventory semantic essentially only applies when |
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889 | * something is above the inventory checker. |
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890 | * The semantic prior this change was: trigger if something has moved on or off |
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891 | * and has a matching item. Imagine what happens if someone steps on the inventory |
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892 | * checker with a matching item, has it, activates the connection, throws the item |
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893 | * away, and then leaves the inventory checker. That would've caused an always-enabled |
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894 | * state in the inventory checker. This won't happen anymore now. |
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895 | * |
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896 | * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
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897 | * whether op is on this mapspace or not, because the value (1|0) depends |
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898 | * on this information. also make sure to only push_button if op has |
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899 | * a matching item (because when we do a push_button with value=0 timed gates |
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900 | * will still open)! (i hope i got the semantics right this time) |
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901 | * |
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902 | */ |
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903 | void |
723 | void check_inv (object *op, object *trig) { |
904 | check_inv (object *op, object *trig) |
724 | object *match; |
905 | { |
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906 | trig->value = 0; // deactivate if none of the following conditions apply |
725 | |
907 | |
726 | if(op->type != PLAYER) return; |
908 | object *pl = trig->ms ().player (); |
727 | match = check_inv_recursive(op,trig); |
909 | object *match = check_inv_recursive (op, trig); |
728 | if (match && trig->last_sp) { |
910 | |
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911 | // elmex: a note about (pl == op): |
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912 | // if pl == 0 then the player has left this space |
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913 | // if pl != 0 then a player is on this mapspace, but then |
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914 | // we still have to check whether it's the player that triggered |
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915 | // this inv-checker, because if not, then the op left this inv-checker |
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916 | // and we have to set the value to 0 |
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917 | |
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918 | if (match && trig->last_sp) // match == having |
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919 | { |
729 | if(trig->last_heal) |
920 | if (trig->last_heal) |
730 | decrease_ob(match); |
921 | match->decrease (); |
731 | use_trigger(trig); |
922 | |
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923 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
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924 | push_button (trig, op); |
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925 | } |
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926 | else if (!match && !trig->last_sp) // match == not having |
732 | } |
927 | { |
733 | else if (!match && !trig->last_sp) |
928 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
734 | use_trigger(trig); |
929 | push_button (trig, op); |
735 | } |
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736 | |
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737 | |
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738 | /* This does a minimal check of the button link consistency for object |
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739 | * map. All it really does it much sure the object id link that is set |
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740 | * matches what the object has. |
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741 | */ |
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742 | void verify_button_links(const mapstruct *map) { |
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743 | oblinkpt *obp; |
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744 | objectlink *ol; |
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745 | |
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746 | if (!map) return; |
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747 | |
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748 | for (obp = map->buttons; obp; obp = obp->next) { |
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749 | for (ol=obp->link; ol; ol=ol->next) { |
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750 | if (ol->id!=ol->ob->count) |
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751 | LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count); |
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752 | } |
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753 | } |
930 | } |
754 | } |
931 | } |
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932 | |