1 |
/* |
2 |
CrossFire, A Multiplayer game for X-windows |
3 |
|
4 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 |
Copyright (C) 1992 Frank Tore Johansen |
6 |
|
7 |
This program 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 |
the Free Software Foundation; either version 2 of the License, or |
10 |
(at your option) any later version. |
11 |
|
12 |
This program is distributed in the hope that it will be useful, |
13 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
16 |
|
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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 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 |
|
21 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 |
*/ |
23 |
|
24 |
#include <global.h> |
25 |
#include <funcpoint.h> |
26 |
|
27 |
/* |
28 |
* This code is no longer highly inefficient 8) |
29 |
*/ |
30 |
|
31 |
/* |
32 |
* elmex: |
33 |
* This function takes a objectlink list with all the objects are going to be activated. |
34 |
* state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
35 |
* The source argument can be 0 or the source object for this activation. |
36 |
*/ |
37 |
void |
38 |
activate_connection_link (objectlink * ol, bool state, object *source = 0) |
39 |
{ |
40 |
object *tmp = 0; |
41 |
|
42 |
for (; ol; ol = ol->next) |
43 |
{ |
44 |
if (!ol->ob) |
45 |
{ |
46 |
LOG (llevError, "Internal error in activate_connection_link.\n"); |
47 |
continue; |
48 |
} |
49 |
|
50 |
/* a button link object can become freed when the map is saving. As |
51 |
* a map is saved, objects are removed and freed, and if an object is |
52 |
* on top of a button, this function is eventually called. If a map |
53 |
* is getting moved out of memory, the status of buttons and levers |
54 |
* probably isn't important - it will get sorted out when the map is |
55 |
* re-loaded. As such, just exit this function if that is the case. |
56 |
*/ |
57 |
|
58 |
if (QUERY_FLAG (ol->ob, FLAG_FREED)) |
59 |
return; |
60 |
tmp = ol->ob; |
61 |
|
62 |
/* if the criteria isn't appropriate, don't do anything */ |
63 |
if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
64 |
continue; |
65 |
if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
66 |
continue; |
67 |
|
68 |
switch (tmp->type) |
69 |
{ |
70 |
case GATE: |
71 |
case HOLE: |
72 |
tmp->value = tmp->stats.maxsp ? !state : state; |
73 |
tmp->speed = 0.5; |
74 |
update_ob_speed (tmp); |
75 |
break; |
76 |
|
77 |
case CF_HANDLE: |
78 |
SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
79 |
update_object (tmp, UP_OBJ_FACE); |
80 |
break; |
81 |
|
82 |
case SIGN: |
83 |
if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
84 |
{ |
85 |
new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
86 |
if (tmp->stats.food) |
87 |
tmp->last_eat++; |
88 |
} |
89 |
break; |
90 |
|
91 |
case ALTAR: |
92 |
tmp->value = 1; |
93 |
SET_ANIMATION (tmp, tmp->value); |
94 |
update_object (tmp, UP_OBJ_FACE); |
95 |
break; |
96 |
|
97 |
case BUTTON: |
98 |
case PEDESTAL: |
99 |
tmp->value = state; |
100 |
SET_ANIMATION (tmp, tmp->value); |
101 |
update_object (tmp, UP_OBJ_FACE); |
102 |
break; |
103 |
|
104 |
case MOOD_FLOOR: |
105 |
do_mood_floor (tmp, source); |
106 |
break; |
107 |
|
108 |
case TIMED_GATE: |
109 |
tmp->speed = tmp->arch->clone.speed; |
110 |
update_ob_speed (tmp); /* original values */ |
111 |
tmp->value = tmp->arch->clone.value; |
112 |
tmp->stats.sp = 1; |
113 |
tmp->stats.hp = tmp->stats.maxhp; |
114 |
/* Handle multipart gates. We copy the value for the other parts |
115 |
* from the head - this ensures that the data will consistent |
116 |
*/ |
117 |
for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) |
118 |
{ |
119 |
tmp->speed = tmp->head->speed; |
120 |
tmp->value = tmp->head->value; |
121 |
tmp->stats.sp = tmp->head->stats.sp; |
122 |
tmp->stats.hp = tmp->head->stats.hp; |
123 |
update_ob_speed (tmp); |
124 |
} |
125 |
break; |
126 |
|
127 |
case DIRECTOR: |
128 |
case FIREWALL: |
129 |
if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
130 |
move_firewall (tmp); |
131 |
else |
132 |
{ |
133 |
if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
134 |
tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
135 |
animate_turning (tmp); |
136 |
} |
137 |
break; |
138 |
|
139 |
case TELEPORTER: |
140 |
move_teleporter (tmp); |
141 |
break; |
142 |
|
143 |
case CREATOR: |
144 |
move_creator (tmp); |
145 |
break; |
146 |
|
147 |
case TRIGGER_MARKER: |
148 |
move_marker (tmp); |
149 |
break; |
150 |
|
151 |
case DUPLICATOR: |
152 |
move_duplicator (tmp); |
153 |
break; |
154 |
} |
155 |
} |
156 |
} |
157 |
|
158 |
/* |
159 |
* elmex: |
160 |
* This is the new push_button function, it got split up so that |
161 |
* you can activate connections without a button now! |
162 |
* old but still valid comment: |
163 |
* |
164 |
* Push the specified object. This can affect other buttons/gates/handles |
165 |
* altars/pedestals/holes in the whole map. |
166 |
* Changed the routine to loop through _all_ objects. |
167 |
* Better hurry with that linked list... |
168 |
* |
169 |
*/ |
170 |
void |
171 |
push_button (object *op) |
172 |
{ |
173 |
oblinkpt *obp = get_button_links (op); |
174 |
|
175 |
if (!obp) |
176 |
return; |
177 |
|
178 |
if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value))) |
179 |
return; |
180 |
|
181 |
activate_connection_link (obp->link, op->value, op); |
182 |
} |
183 |
|
184 |
/* |
185 |
* elmex: |
186 |
* This activates a connection, similar to push_button (object *op) but it takes |
187 |
* only a map, a connection value and a true or false flag that indicated whether |
188 |
* the connection was 'state' or 'released'. So that you can activate objects |
189 |
* who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
190 |
* |
191 |
*/ |
192 |
void |
193 |
activate_connection (maptile *map, long connection, bool state) |
194 |
{ |
195 |
if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) |
196 |
return; |
197 |
|
198 |
oblinkpt *obp = get_connection_links (map, connection); |
199 |
|
200 |
if (obp) |
201 |
activate_connection_link (obp->link, state); |
202 |
} |
203 |
|
204 |
/* |
205 |
* Updates everything connected with the button op. |
206 |
* After changing the state of a button, this function must be called |
207 |
* to make sure that all gates and other buttons connected to the |
208 |
* button reacts to the (eventual) change of state. |
209 |
*/ |
210 |
void |
211 |
update_button (object *op) |
212 |
{ |
213 |
object *ab, *tmp, *head; |
214 |
int tot, any_down = 0, old_value = op->value; |
215 |
oblinkpt *obp = 0; |
216 |
objectlink *ol; |
217 |
|
218 |
obp = get_button_links (op); |
219 |
/* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
220 |
if (obp) |
221 |
for (ol = obp->link; ol; ol = ol->next) |
222 |
{ |
223 |
if (!ol->ob) |
224 |
{ |
225 |
LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
226 |
continue; |
227 |
} |
228 |
|
229 |
tmp = ol->ob; |
230 |
if (tmp->type == BUTTON) |
231 |
{ |
232 |
for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) |
233 |
/* Bug? The pedestal code below looks for the head of |
234 |
* the object, this bit doesn't. I'd think we should check |
235 |
* for head here also. Maybe it also makese sense to |
236 |
* make the for ab=tmp->above loop common, and alter |
237 |
* behaviour based on object within that loop? |
238 |
*/ |
239 |
|
240 |
/* Basically, if the move_type matches that on what the |
241 |
* button wants, we count it. The second check is so that |
242 |
* objects don't move (swords, etc) will count. Note that |
243 |
* this means that more work is needed to make buttons |
244 |
* that are only triggered by flying objects. |
245 |
*/ |
246 |
if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
247 |
tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; |
248 |
|
249 |
tmp->value = (tot >= tmp->weight) ? 1 : 0; |
250 |
if (tmp->value) |
251 |
any_down = 1; |
252 |
} |
253 |
else if (tmp->type == PEDESTAL) |
254 |
{ |
255 |
tmp->value = 0; |
256 |
for (ab = tmp->above; ab != NULL; ab = ab->above) |
257 |
{ |
258 |
head = ab->head ? ab->head : ab; |
259 |
/* Same note regarding move_type for buttons above apply here. */ |
260 |
if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
261 |
(head->race == tmp->slaying || |
262 |
((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
263 |
(!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
264 |
tmp->value = 1; |
265 |
} |
266 |
if (tmp->value) |
267 |
any_down = 1; |
268 |
} |
269 |
} |
270 |
if (any_down) /* If any other buttons were down, force this to remain down */ |
271 |
op->value = 1; |
272 |
|
273 |
/* If this button hasn't changed, don't do anything */ |
274 |
if (op->value != old_value) |
275 |
{ |
276 |
SET_ANIMATION (op, op->value); |
277 |
update_object (op, UP_OBJ_FACE); |
278 |
push_button (op); /* Make all other buttons the same */ |
279 |
} |
280 |
} |
281 |
|
282 |
/* |
283 |
* Updates every button on the map (by calling update_button() for them). |
284 |
*/ |
285 |
|
286 |
void |
287 |
update_buttons (maptile *m) |
288 |
{ |
289 |
objectlink *ol; |
290 |
oblinkpt *obp; |
291 |
|
292 |
for (obp = m->buttons; obp; obp = obp->next) |
293 |
for (ol = obp->link; ol; ol = ol->next) |
294 |
{ |
295 |
if (!ol->ob) |
296 |
{ |
297 |
LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", |
298 |
ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); |
299 |
continue; |
300 |
} |
301 |
|
302 |
if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) |
303 |
{ |
304 |
update_button (ol->ob); |
305 |
break; |
306 |
} |
307 |
} |
308 |
} |
309 |
|
310 |
void |
311 |
use_trigger (object *op) |
312 |
{ |
313 |
|
314 |
/* Toggle value */ |
315 |
op->value = !op->value; |
316 |
push_button (op); |
317 |
} |
318 |
|
319 |
/* |
320 |
* Note: animate_object should be used instead of this, |
321 |
* but it can't handle animations in the 8 directions |
322 |
*/ |
323 |
|
324 |
void |
325 |
animate_turning (object *op) /* only one part objects */ |
326 |
{ |
327 |
if (++op->state >= NUM_ANIMATIONS (op) / 8) |
328 |
op->state = 0; |
329 |
SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
330 |
update_object (op, UP_OBJ_FACE); |
331 |
} |
332 |
|
333 |
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
334 |
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
335 |
|
336 |
/* Returns true if the sacrifice meets the needs of the altar. |
337 |
* |
338 |
* Function put in (0.92.1) so that identify altars won't grab money |
339 |
* unnecessarily - we can see if there is sufficient money, see if something |
340 |
* needs to be identified, and then remove money if needed. |
341 |
* |
342 |
* 0.93.4: Linked objects (ie, objects that are connected) can not be |
343 |
* sacrificed. This fixes a bug of trying to put multiple altars/related |
344 |
* objects on the same space that take the same sacrifice. |
345 |
*/ |
346 |
|
347 |
int |
348 |
check_altar_sacrifice (const object *altar, const object *sacrifice) |
349 |
{ |
350 |
if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) |
351 |
{ |
352 |
if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || |
353 |
ARCH_SACRIFICE (altar) == sacrifice->name || |
354 |
ARCH_SACRIFICE (altar) == sacrifice->slaying || |
355 |
(!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) |
356 |
&& NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) |
357 |
return 1; |
358 |
|
359 |
if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 |
360 |
&& sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
361 |
return 1; |
362 |
} |
363 |
|
364 |
return 0; |
365 |
} |
366 |
|
367 |
/* |
368 |
* operate_altar checks if sacrifice was accepted and removes sacrificed |
369 |
* objects. If sacrifice was succeed return 1 else 0. Might be better to |
370 |
* call check_altar_sacrifice (above) than depend on the return value, |
371 |
* since operate_altar will remove the sacrifice also. |
372 |
* |
373 |
* If this function returns 1, '*sacrifice' is modified to point to the |
374 |
* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
375 |
*/ |
376 |
int |
377 |
operate_altar (object *altar, object **sacrifice) |
378 |
{ |
379 |
if (!altar->map) |
380 |
{ |
381 |
LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
382 |
return 0; |
383 |
} |
384 |
|
385 |
if (!altar->slaying || altar->value) |
386 |
return 0; |
387 |
|
388 |
if (!check_altar_sacrifice (altar, *sacrifice)) |
389 |
return 0; |
390 |
|
391 |
/* check_altar_sacrifice should have already verified that enough money |
392 |
* has been dropped. |
393 |
*/ |
394 |
if (!strcmp (ARCH_SACRIFICE (altar), "money")) |
395 |
{ |
396 |
int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
397 |
|
398 |
/* Round up any sacrifices. Altars don't make change either */ |
399 |
if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
400 |
number++; |
401 |
|
402 |
*sacrifice = decrease_ob_nr (*sacrifice, number); |
403 |
} |
404 |
else |
405 |
*sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); |
406 |
|
407 |
if (altar->msg) |
408 |
new_info_map (NDI_BLACK, altar->map, altar->msg); |
409 |
|
410 |
return 1; |
411 |
} |
412 |
|
413 |
void |
414 |
trigger_move (object *op, int state) /* 1 down and 0 up */ |
415 |
{ |
416 |
op->stats.wc = state; |
417 |
if (state) |
418 |
{ |
419 |
use_trigger (op); |
420 |
if (op->stats.exp > 0) /* check sanity */ |
421 |
op->speed = 1.0 / op->stats.exp; |
422 |
else |
423 |
op->speed = 1.0; |
424 |
update_ob_speed (op); |
425 |
op->speed_left = -1; |
426 |
} |
427 |
else |
428 |
{ |
429 |
use_trigger (op); |
430 |
op->speed = 0; |
431 |
update_ob_speed (op); |
432 |
} |
433 |
} |
434 |
|
435 |
|
436 |
/* |
437 |
* cause != NULL: something has moved on top of op |
438 |
* |
439 |
* cause == NULL: nothing has moved, we have been called from |
440 |
* animate_trigger(). |
441 |
* |
442 |
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
443 |
* |
444 |
* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
445 |
* |
446 |
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
447 |
*/ |
448 |
int |
449 |
check_trigger (object *op, object *cause) |
450 |
{ |
451 |
object *tmp; |
452 |
int push = 0, tot = 0; |
453 |
int in_movement = op->stats.wc || op->speed; |
454 |
|
455 |
switch (op->type) |
456 |
{ |
457 |
case TRIGGER_BUTTON: |
458 |
if (op->weight > 0) |
459 |
{ |
460 |
if (cause) |
461 |
{ |
462 |
for (tmp = op->above; tmp; tmp = tmp->above) |
463 |
/* Comment reproduced from update_buttons(): */ |
464 |
/* Basically, if the move_type matches that on what the |
465 |
* button wants, we count it. The second check is so that |
466 |
* objects that don't move (swords, etc) will count. Note that |
467 |
* this means that more work is needed to make buttons |
468 |
* that are only triggered by flying objects. |
469 |
*/ |
470 |
|
471 |
if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
472 |
{ |
473 |
tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; |
474 |
} |
475 |
if (tot >= op->weight) |
476 |
push = 1; |
477 |
if (op->stats.ac == push) |
478 |
return 0; |
479 |
op->stats.ac = push; |
480 |
if (NUM_ANIMATIONS (op) > 1) |
481 |
{ |
482 |
SET_ANIMATION (op, push); |
483 |
update_object (op, UP_OBJ_FACE); |
484 |
} |
485 |
if (in_movement || !push) |
486 |
return 0; |
487 |
} |
488 |
trigger_move (op, push); |
489 |
} |
490 |
return 0; |
491 |
|
492 |
case TRIGGER_PEDESTAL: |
493 |
if (cause) |
494 |
{ |
495 |
for (tmp = op->above; tmp; tmp = tmp->above) |
496 |
{ |
497 |
object *head = tmp->head ? tmp->head : tmp; |
498 |
|
499 |
/* See comment in TRIGGER_BUTTON about move_types */ |
500 |
if (((head->move_type & op->move_on) || head->move_type == 0) |
501 |
&& (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
502 |
{ |
503 |
push = 1; |
504 |
break; |
505 |
} |
506 |
} |
507 |
if (op->stats.ac == push) |
508 |
return 0; |
509 |
op->stats.ac = push; |
510 |
if (NUM_ANIMATIONS (op) > 1) |
511 |
{ |
512 |
SET_ANIMATION (op, push); |
513 |
update_object (op, UP_OBJ_FACE); |
514 |
} |
515 |
update_object (op, UP_OBJ_FACE); |
516 |
if (in_movement || !push) |
517 |
return 0; |
518 |
} |
519 |
trigger_move (op, push); |
520 |
return 0; |
521 |
|
522 |
case TRIGGER_ALTAR: |
523 |
if (cause) |
524 |
{ |
525 |
if (in_movement) |
526 |
return 0; |
527 |
if (operate_altar (op, &cause)) |
528 |
{ |
529 |
if (NUM_ANIMATIONS (op) > 1) |
530 |
{ |
531 |
SET_ANIMATION (op, 1); |
532 |
update_object (op, UP_OBJ_FACE); |
533 |
} |
534 |
if (op->last_sp >= 0) |
535 |
{ |
536 |
trigger_move (op, 1); |
537 |
if (op->last_sp > 0) |
538 |
op->last_sp = -op->last_sp; |
539 |
} |
540 |
else |
541 |
{ |
542 |
/* for trigger altar with last_sp, the ON/OFF |
543 |
* status (-> +/- value) is "simulated": |
544 |
*/ |
545 |
op->value = !op->value; |
546 |
trigger_move (op, 1); |
547 |
op->last_sp = -op->last_sp; |
548 |
op->value = !op->value; |
549 |
} |
550 |
return cause == NULL; |
551 |
} |
552 |
else |
553 |
{ |
554 |
return 0; |
555 |
} |
556 |
} |
557 |
else |
558 |
{ |
559 |
if (NUM_ANIMATIONS (op) > 1) |
560 |
{ |
561 |
SET_ANIMATION (op, 0); |
562 |
update_object (op, UP_OBJ_FACE); |
563 |
} |
564 |
|
565 |
/* If trigger_altar has "last_sp > 0" set on the map, |
566 |
* it will push the connected value only once per sacrifice. |
567 |
* Otherwise (default), the connected value will be |
568 |
* pushed twice: First by sacrifice, second by reset! -AV |
569 |
*/ |
570 |
if (!op->last_sp) |
571 |
trigger_move (op, 0); |
572 |
else |
573 |
{ |
574 |
op->stats.wc = 0; |
575 |
op->value = !op->value; |
576 |
op->speed = 0; |
577 |
update_ob_speed (op); |
578 |
} |
579 |
} |
580 |
return 0; |
581 |
|
582 |
case TRIGGER: |
583 |
if (cause) |
584 |
{ |
585 |
if (in_movement) |
586 |
return 0; |
587 |
push = 1; |
588 |
} |
589 |
if (NUM_ANIMATIONS (op) > 1) |
590 |
{ |
591 |
SET_ANIMATION (op, push); |
592 |
update_object (op, UP_OBJ_FACE); |
593 |
} |
594 |
trigger_move (op, push); |
595 |
return 1; |
596 |
|
597 |
default: |
598 |
LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
599 |
return 0; |
600 |
} |
601 |
} |
602 |
|
603 |
void |
604 |
add_button_link (object *button, maptile *map, int connected) |
605 |
{ |
606 |
oblinkpt *obp; |
607 |
objectlink *ol = get_objectlink (); |
608 |
|
609 |
if (!map) |
610 |
{ |
611 |
LOG (llevError, "Tried to add button-link without map.\n"); |
612 |
return; |
613 |
} |
614 |
if (!editor) |
615 |
button->path_attuned = connected; /* peterm: I need this so I can rebuild |
616 |
a connected map from a template map. */ |
617 |
|
618 |
/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ |
619 |
|
620 |
SET_FLAG (button, FLAG_IS_LINKED); |
621 |
|
622 |
ol->ob = button; |
623 |
|
624 |
for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); |
625 |
|
626 |
if (obp) |
627 |
{ |
628 |
ol->next = obp->link; |
629 |
obp->link = ol; |
630 |
} |
631 |
else |
632 |
{ |
633 |
obp = get_objectlinkpt (); |
634 |
obp->value = connected; |
635 |
|
636 |
obp->next = map->buttons; |
637 |
map->buttons = obp; |
638 |
obp->link = ol; |
639 |
} |
640 |
} |
641 |
|
642 |
/* |
643 |
* Remove the object from the linked lists of buttons in the map. |
644 |
* This is only needed by editors. |
645 |
*/ |
646 |
|
647 |
void |
648 |
remove_button_link (object *op) |
649 |
{ |
650 |
oblinkpt *obp; |
651 |
objectlink **olp, *ol; |
652 |
|
653 |
if (op->map == NULL) |
654 |
{ |
655 |
LOG (llevError, "remove_button_link() in object without map.\n"); |
656 |
return; |
657 |
} |
658 |
|
659 |
if (!QUERY_FLAG (op, FLAG_IS_LINKED)) |
660 |
{ |
661 |
LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
662 |
return; |
663 |
} |
664 |
|
665 |
for (obp = op->map->buttons; obp; obp = obp->next) |
666 |
for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
667 |
if (ol->ob == op) |
668 |
{ |
669 |
|
670 |
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
671 |
obp->value, op->name, op->map->path); |
672 |
*/ |
673 |
*olp = ol->next; |
674 |
delete ol; |
675 |
return; |
676 |
} |
677 |
|
678 |
LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
679 |
CLEAR_FLAG (op, FLAG_IS_LINKED); |
680 |
} |
681 |
|
682 |
/* |
683 |
* Gets the objectlink for this connection from the map. |
684 |
*/ |
685 |
oblinkpt * |
686 |
get_connection_links (maptile *map, long connection) |
687 |
{ |
688 |
for (oblinkpt * obp = map->buttons; obp; obp = obp->next) |
689 |
if (obp->value == connection) |
690 |
return obp; |
691 |
|
692 |
return 0; |
693 |
} |
694 |
|
695 |
/* |
696 |
* Return the first objectlink in the objects linked to this one |
697 |
*/ |
698 |
|
699 |
oblinkpt * |
700 |
get_button_links (const object *button) |
701 |
{ |
702 |
oblinkpt *obp; |
703 |
objectlink *ol; |
704 |
|
705 |
if (!button->map) |
706 |
return NULL; |
707 |
|
708 |
for (obp = button->map->buttons; obp; obp = obp->next) |
709 |
for (ol = obp->link; ol; ol = ol->next) |
710 |
if (ol->ob == button) |
711 |
return obp; |
712 |
|
713 |
return NULL; |
714 |
} |
715 |
|
716 |
/* |
717 |
* Made as a separate function to increase efficiency |
718 |
*/ |
719 |
|
720 |
int |
721 |
get_button_value (const object *button) |
722 |
{ |
723 |
oblinkpt *obp; |
724 |
objectlink *ol; |
725 |
|
726 |
if (!button->map) |
727 |
return 0; |
728 |
for (obp = button->map->buttons; obp; obp = obp->next) |
729 |
for (ol = obp->link; ol; ol = ol->next) |
730 |
if (ol->ob == button) |
731 |
return obp->value; |
732 |
return 0; |
733 |
} |
734 |
|
735 |
/* This routine makes monsters who are |
736 |
* standing on the 'mood floor' change their |
737 |
* disposition if it is different. |
738 |
* If floor is to be triggered must have |
739 |
* a speed of zero (default is 1 for all |
740 |
* but the charm floor type). |
741 |
* by b.t. thomas@nomad.astro.psu.edu |
742 |
*/ |
743 |
|
744 |
void |
745 |
do_mood_floor (object *op, object *source) |
746 |
{ |
747 |
object *tmp; |
748 |
object *tmp2; |
749 |
|
750 |
if (!source) |
751 |
source = op; |
752 |
|
753 |
for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
754 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
755 |
break; |
756 |
|
757 |
/* doesn't effect players, and if there is a player on this space, won't also |
758 |
* be a monster here. |
759 |
*/ |
760 |
if (!tmp || tmp->type == PLAYER) |
761 |
return; |
762 |
|
763 |
switch (op->last_sp) |
764 |
{ |
765 |
case 0: /* furious--make all monsters mad */ |
766 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
767 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
768 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
769 |
{ |
770 |
CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
771 |
remove_friendly_object (tmp); |
772 |
tmp->attack_movement = 0; |
773 |
/* lots of checks here, but want to make sure we don't |
774 |
* dereference a null value |
775 |
*/ |
776 |
if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) |
777 |
tmp->owner->contr->ranges[range_golem] = 0; |
778 |
|
779 |
tmp->owner = 0; |
780 |
} |
781 |
break; |
782 |
case 1: /* angry -- get neutral monsters mad */ |
783 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
784 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
785 |
break; |
786 |
case 2: /* calm -- pacify unfriendly monsters */ |
787 |
if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
788 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
789 |
break; |
790 |
case 3: /* make all monsters fall asleep */ |
791 |
if (!QUERY_FLAG (tmp, FLAG_SLEEP)) |
792 |
SET_FLAG (tmp, FLAG_SLEEP); |
793 |
break; |
794 |
case 4: /* charm all monsters */ |
795 |
if (op == source) |
796 |
break; /* only if 'connected' */ |
797 |
|
798 |
for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ |
799 |
tmp2->type != PLAYER; tmp2 = tmp2->above) |
800 |
if (tmp2->above == NULL) |
801 |
break; |
802 |
|
803 |
if (tmp2->type != PLAYER) |
804 |
break; |
805 |
|
806 |
tmp->set_owner (tmp2); |
807 |
SET_FLAG (tmp, FLAG_MONSTER); |
808 |
|
809 |
tmp->stats.exp = 0; |
810 |
SET_FLAG (tmp, FLAG_FRIENDLY); |
811 |
|
812 |
add_friendly_object (tmp); |
813 |
tmp->attack_movement = PETMOVE; |
814 |
break; |
815 |
|
816 |
default: |
817 |
break; |
818 |
} |
819 |
} |
820 |
|
821 |
/* this function returns the object it matches, or NULL if non. |
822 |
* It will descend through containers to find the object. |
823 |
* slaying = match object slaying flag |
824 |
* race = match object archetype name flag |
825 |
* hp = match object type (excpt type '0'== PLAYER) |
826 |
*/ |
827 |
object * |
828 |
check_inv_recursive (object *op, const object *trig) |
829 |
{ |
830 |
object *tmp, *ret = NULL; |
831 |
|
832 |
/* First check the object itself. */ |
833 |
if ((trig->stats.hp && (op->type == trig->stats.hp)) |
834 |
|| (trig->slaying && (op->slaying == trig->slaying)) |
835 |
|| (trig->race && (op->arch->name == trig->race))) |
836 |
return op; |
837 |
|
838 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
839 |
{ |
840 |
if (tmp->inv) |
841 |
{ |
842 |
ret = check_inv_recursive (tmp, trig); |
843 |
if (ret) |
844 |
return ret; |
845 |
} |
846 |
else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
847 |
|| (trig->slaying && (tmp->slaying == trig->slaying)) |
848 |
|| (trig->race && (tmp->arch->name == trig->race))) |
849 |
return tmp; |
850 |
} |
851 |
return NULL; |
852 |
} |
853 |
|
854 |
/* check_inv(), a function to search the inventory, |
855 |
* of a player and then based on a set of conditions, |
856 |
* the square will activate connected items. |
857 |
* Monsters can't trigger this square (for now) |
858 |
* Values are: last_sp = 1/0 obj/no obj triggers |
859 |
* last_heal = 1/0 remove/dont remove obj if triggered |
860 |
* -b.t. (thomas@nomad.astro.psu.edu |
861 |
* |
862 |
* Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op |
863 |
* because the check-inventory semantic essentially only applies when |
864 |
* something is above the inventory checker. |
865 |
* The semantic prior this change was: trigger if something has moved on or off |
866 |
* and has a matching item. Imagine what happens if someone steps on the inventory |
867 |
* checker with a matching item, has it, activates the connection, throws the item |
868 |
* away, and then leaves the inventory checker. That would've caused an always-enabled |
869 |
* state in the inventory checker. This won't happen anymore now. |
870 |
* |
871 |
*/ |
872 |
void |
873 |
check_inv (object *op, object *trig) |
874 |
{ |
875 |
trig->value = 0; // deactivate if none of the following conditions apply |
876 |
|
877 |
if (object *pl = trig->ms ().player ()) |
878 |
{ |
879 |
object *match = check_inv_recursive (pl, trig); |
880 |
|
881 |
if (match && trig->last_sp) // match == having |
882 |
{ |
883 |
if (trig->last_heal) |
884 |
decrease_ob (match); |
885 |
|
886 |
trig->value = 1; |
887 |
} |
888 |
else if (!match && !trig->last_sp) // match == not having |
889 |
trig->value = 1; |
890 |
} |
891 |
|
892 |
push_button (trig); |
893 |
} |
894 |
|