1 |
/* |
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* static char *rcsid_button_c = |
3 |
* "$Id: button.C,v 1.2 2006-08-29 08:01:35 root Exp $"; |
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*/ |
5 |
|
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/* |
7 |
CrossFire, A Multiplayer game for X-windows |
8 |
|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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#include <global.h> |
30 |
#include <funcpoint.h> |
31 |
|
32 |
/* |
33 |
* This code is no longer highly inefficient 8) |
34 |
*/ |
35 |
|
36 |
/* |
37 |
* elmex: |
38 |
* This function takes a objectlink list with all the objects are going to be activated. |
39 |
* state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
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* The source argument can be 0 or the source object for this activation. |
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*/ |
42 |
void activate_connection_link (objectlink *ol, bool state, object *source = 0) |
43 |
{ |
44 |
object *tmp = 0; |
45 |
|
46 |
for (; ol; ol = ol->next) |
47 |
{ |
48 |
if (!ol->ob || ol->ob->count != ol->id) |
49 |
{ |
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LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); |
51 |
continue; |
52 |
} |
53 |
/* a button link object can become freed when the map is saving. As |
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* a map is saved, objects are removed and freed, and if an object is |
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* on top of a button, this function is eventually called. If a map |
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* is getting moved out of memory, the status of buttons and levers |
57 |
* probably isn't important - it will get sorted out when the map is |
58 |
* re-loaded. As such, just exit this function if that is the case. |
59 |
*/ |
60 |
|
61 |
if (QUERY_FLAG (ol->ob, FLAG_FREED)) |
62 |
return; |
63 |
tmp = ol->ob; |
64 |
|
65 |
/* if the criteria isn't appropriate, don't do anything */ |
66 |
if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
67 |
continue; |
68 |
if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
69 |
continue; |
70 |
|
71 |
switch (tmp->type) |
72 |
{ |
73 |
case GATE: |
74 |
case HOLE: |
75 |
tmp->value = tmp->stats.maxsp ? !state : state; |
76 |
tmp->speed = 0.5; |
77 |
update_ob_speed (tmp); |
78 |
break; |
79 |
|
80 |
case CF_HANDLE: |
81 |
SET_ANIMATION (tmp, |
82 |
(tmp->value = |
83 |
tmp->stats.maxsp ? !state : state)); |
84 |
update_object (tmp, UP_OBJ_FACE); |
85 |
break; |
86 |
|
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case SIGN: |
88 |
if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
89 |
{ |
90 |
new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
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if (tmp->stats.food) |
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tmp->last_eat++; |
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} |
94 |
break; |
95 |
|
96 |
case ALTAR: |
97 |
tmp->value = 1; |
98 |
SET_ANIMATION (tmp, tmp->value); |
99 |
update_object (tmp, UP_OBJ_FACE); |
100 |
break; |
101 |
|
102 |
case BUTTON: |
103 |
case PEDESTAL: |
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tmp->value = state; |
105 |
SET_ANIMATION (tmp, tmp->value); |
106 |
update_object (tmp, UP_OBJ_FACE); |
107 |
break; |
108 |
|
109 |
case MOOD_FLOOR: |
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do_mood_floor (tmp, source); |
111 |
break; |
112 |
|
113 |
case TIMED_GATE: |
114 |
tmp->speed = tmp->arch->clone.speed; |
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update_ob_speed (tmp); /* original values */ |
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tmp->value = tmp->arch->clone.value; |
117 |
tmp->stats.sp = 1; |
118 |
tmp->stats.hp = tmp->stats.maxhp; |
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/* Handle multipart gates. We copy the value for the other parts |
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* from the head - this ensures that the data will consistent |
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*/ |
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for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) |
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{ |
124 |
tmp->speed = tmp->head->speed; |
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tmp->value = tmp->head->value; |
126 |
tmp->stats.sp = tmp->head->stats.sp; |
127 |
tmp->stats.hp = tmp->head->stats.hp; |
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update_ob_speed (tmp); |
129 |
} |
130 |
break; |
131 |
|
132 |
case DIRECTOR: |
133 |
case FIREWALL: |
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if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
135 |
move_firewall (tmp); |
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else |
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{ |
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if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
139 |
tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
140 |
animate_turning (tmp); |
141 |
} |
142 |
break; |
143 |
|
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case TELEPORTER: |
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move_teleporter (tmp); |
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break; |
147 |
|
148 |
case CREATOR: |
149 |
move_creator (tmp); |
150 |
break; |
151 |
|
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case TRIGGER_MARKER: |
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move_marker (tmp); |
154 |
break; |
155 |
|
156 |
case DUPLICATOR: |
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move_duplicator (tmp); |
158 |
break; |
159 |
} |
160 |
} |
161 |
} |
162 |
|
163 |
/* |
164 |
* elmex: |
165 |
* This is the new push_button function, it got split up so that |
166 |
* you can activate connections without a button now! |
167 |
* old but still valid comment: |
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* |
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* Push the specified object. This can affect other buttons/gates/handles |
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* altars/pedestals/holes in the whole map. |
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* Changed the routine to loop through _all_ objects. |
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* Better hurry with that linked list... |
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* |
174 |
*/ |
175 |
void push_button (object *op) |
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{ |
177 |
oblinkpt *obp = get_button_links (op); |
178 |
|
179 |
if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) |
180 |
return; |
181 |
|
182 |
if (obp && obp->link) |
183 |
activate_connection_link (obp->link, op->value, op); |
184 |
} |
185 |
|
186 |
/* |
187 |
* elmex: |
188 |
* This activates a connection, similar to push_button (object *op) but it takes |
189 |
* only a map, a connection value and a true or false flag that indicated whether |
190 |
* the connection was 'state' or 'released'. So that you can activate objects |
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* who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
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* |
193 |
*/ |
194 |
void activate_connection (mapstruct *map, long connection, bool state) |
195 |
{ |
196 |
if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) |
197 |
return; |
198 |
|
199 |
oblinkpt *obp = get_connection_links (map, connection); |
200 |
if (obp && obp->link) |
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activate_connection_link (obp->link, state); |
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} |
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 |
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* button reacts to the (eventual) change of state. |
209 |
*/ |
210 |
|
211 |
void update_button(object *op) { |
212 |
object *ab,*tmp,*head; |
213 |
int tot,any_down=0, old_value=op->value; |
214 |
oblinkpt *obp = 0; |
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objectlink *ol; |
216 |
|
217 |
obp = get_button_links (op); |
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/* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
219 |
if (obp) |
220 |
for (ol = obp->link; ol; ol = ol->next) { |
221 |
if (!ol->ob || ol->ob->count != ol->id) { |
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LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); |
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continue; |
224 |
} |
225 |
tmp = ol->ob; |
226 |
if (tmp->type==BUTTON) { |
227 |
for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) |
228 |
/* Bug? The pedestal code below looks for the head of |
229 |
* the object, this bit doesn't. I'd think we should check |
230 |
* for head here also. Maybe it also makese sense to |
231 |
* make the for ab=tmp->above loop common, and alter |
232 |
* behaviour based on object within that loop? |
233 |
*/ |
234 |
|
235 |
/* Basically, if the move_type matches that on what the |
236 |
* button wants, we count it. The second check is so that |
237 |
* objects don't move (swords, etc) will count. Note that |
238 |
* this means that more work is needed to make buttons |
239 |
* that are only triggered by flying objects. |
240 |
*/ |
241 |
if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) |
242 |
tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; |
243 |
|
244 |
tmp->value=(tot>=tmp->weight)?1:0; |
245 |
if(tmp->value) |
246 |
any_down=1; |
247 |
} else if (tmp->type == PEDESTAL) { |
248 |
tmp->value = 0; |
249 |
for(ab=tmp->above; ab!=NULL; ab=ab->above) { |
250 |
head = ab->head ? ab->head : ab; |
251 |
/* Same note regarding move_type for buttons above apply here. */ |
252 |
if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && |
253 |
(head->race==tmp->slaying || |
254 |
((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || |
255 |
(!strcmp (tmp->slaying, "player") && |
256 |
head->type == PLAYER))) |
257 |
tmp->value = 1; |
258 |
} |
259 |
if(tmp->value) |
260 |
any_down=1; |
261 |
} |
262 |
} |
263 |
if(any_down) /* If any other buttons were down, force this to remain down */ |
264 |
op->value=1; |
265 |
|
266 |
/* If this button hasn't changed, don't do anything */ |
267 |
if (op->value != old_value) { |
268 |
SET_ANIMATION(op, op->value); |
269 |
update_object(op, UP_OBJ_FACE); |
270 |
push_button(op); /* Make all other buttons the same */ |
271 |
} |
272 |
} |
273 |
|
274 |
/* |
275 |
* Updates every button on the map (by calling update_button() for them). |
276 |
*/ |
277 |
|
278 |
void update_buttons(mapstruct *m) { |
279 |
objectlink *ol; |
280 |
oblinkpt *obp; |
281 |
for (obp = m->buttons; obp; obp = obp->next) |
282 |
for (ol = obp->link; ol; ol = ol->next) { |
283 |
if (!ol->ob || ol->ob->count != ol->id) { |
284 |
LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", |
285 |
ol->ob?ol->ob->name:"null", |
286 |
ol->ob?ol->ob->x:-1, |
287 |
ol->ob?ol->ob->y:-1, |
288 |
ol->id, |
289 |
obp->value); |
290 |
continue; |
291 |
} |
292 |
if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) |
293 |
{ |
294 |
update_button(ol->ob); |
295 |
break; |
296 |
} |
297 |
} |
298 |
} |
299 |
|
300 |
void use_trigger(object *op) |
301 |
{ |
302 |
|
303 |
/* Toggle value */ |
304 |
op->value = !op->value; |
305 |
push_button(op); |
306 |
} |
307 |
|
308 |
/* |
309 |
* Note: animate_object should be used instead of this, |
310 |
* but it can't handle animations in the 8 directions |
311 |
*/ |
312 |
|
313 |
void animate_turning(object *op) /* only one part objects */ |
314 |
{ |
315 |
if (++op->state >= NUM_ANIMATIONS(op)/8) |
316 |
op->state=0; |
317 |
SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + |
318 |
op->state); |
319 |
update_object(op,UP_OBJ_FACE); |
320 |
} |
321 |
|
322 |
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
323 |
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
324 |
|
325 |
/* Returns true if the sacrifice meets the needs of the altar. |
326 |
* |
327 |
* Function put in (0.92.1) so that identify altars won't grab money |
328 |
* unnecessarily - we can see if there is sufficient money, see if something |
329 |
* needs to be identified, and then remove money if needed. |
330 |
* |
331 |
* 0.93.4: Linked objects (ie, objects that are connected) can not be |
332 |
* sacrificed. This fixes a bug of trying to put multiple altars/related |
333 |
* objects on the same space that take the same sacrifice. |
334 |
*/ |
335 |
|
336 |
int check_altar_sacrifice (const object *altar, const object *sacrifice) |
337 |
{ |
338 |
if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) |
339 |
&& ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
340 |
&& sacrifice->type != PLAYER) |
341 |
{ |
342 |
if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || |
343 |
ARCH_SACRIFICE(altar) == sacrifice->name || |
344 |
ARCH_SACRIFICE(altar) == sacrifice->slaying || |
345 |
(!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) |
346 |
&& NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) |
347 |
return 1; |
348 |
if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 |
349 |
&& sacrifice->type == MONEY |
350 |
&& sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) |
351 |
return 1; |
352 |
} |
353 |
return 0; |
354 |
} |
355 |
|
356 |
|
357 |
/* |
358 |
* operate_altar checks if sacrifice was accepted and removes sacrificed |
359 |
* objects. If sacrifice was succeed return 1 else 0. Might be better to |
360 |
* call check_altar_sacrifice (above) than depend on the return value, |
361 |
* since operate_altar will remove the sacrifice also. |
362 |
* |
363 |
* If this function returns 1, '*sacrifice' is modified to point to the |
364 |
* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
365 |
*/ |
366 |
|
367 |
int operate_altar (object *altar, object **sacrifice) |
368 |
{ |
369 |
|
370 |
if ( ! altar->map) { |
371 |
LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
372 |
return 0; |
373 |
} |
374 |
|
375 |
if (!altar->slaying || altar->value) |
376 |
return 0; |
377 |
|
378 |
if ( ! check_altar_sacrifice (altar, *sacrifice)) |
379 |
return 0; |
380 |
|
381 |
/* check_altar_sacrifice should have already verified that enough money |
382 |
* has been dropped. |
383 |
*/ |
384 |
if (!strcmp(ARCH_SACRIFICE(altar), "money")) { |
385 |
int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; |
386 |
|
387 |
/* Round up any sacrifices. Altars don't make change either */ |
388 |
if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; |
389 |
*sacrifice = decrease_ob_nr (*sacrifice, number); |
390 |
} |
391 |
else |
392 |
*sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); |
393 |
|
394 |
if (altar->msg) |
395 |
new_info_map(NDI_BLACK, altar->map, altar->msg); |
396 |
return 1; |
397 |
} |
398 |
|
399 |
void trigger_move (object *op, int state) /* 1 down and 0 up */ |
400 |
{ |
401 |
op->stats.wc = state; |
402 |
if (state) { |
403 |
use_trigger(op); |
404 |
if (op->stats.exp > 0) /* check sanity */ |
405 |
op->speed = 1.0 / op->stats.exp; |
406 |
else |
407 |
op->speed = 1.0; |
408 |
update_ob_speed(op); |
409 |
op->speed_left = -1; |
410 |
} else { |
411 |
use_trigger(op); |
412 |
op->speed = 0; |
413 |
update_ob_speed(op); |
414 |
} |
415 |
} |
416 |
|
417 |
|
418 |
/* |
419 |
* cause != NULL: something has moved on top of op |
420 |
* |
421 |
* cause == NULL: nothing has moved, we have been called from |
422 |
* animate_trigger(). |
423 |
* |
424 |
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
425 |
* |
426 |
* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
427 |
* |
428 |
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
429 |
*/ |
430 |
int check_trigger (object *op, object *cause) |
431 |
{ |
432 |
object *tmp; |
433 |
int push = 0, tot = 0; |
434 |
int in_movement = op->stats.wc || op->speed; |
435 |
|
436 |
switch (op->type) { |
437 |
case TRIGGER_BUTTON: |
438 |
if (op->weight > 0) { |
439 |
if (cause) { |
440 |
for (tmp = op->above; tmp; tmp = tmp->above) |
441 |
/* Comment reproduced from update_buttons(): */ |
442 |
/* Basically, if the move_type matches that on what the |
443 |
* button wants, we count it. The second check is so that |
444 |
* objects that don't move (swords, etc) will count. Note that |
445 |
* this means that more work is needed to make buttons |
446 |
* that are only triggered by flying objects. |
447 |
*/ |
448 |
|
449 |
if ((tmp->move_type & op->move_on) || tmp->move_type==0) { |
450 |
tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) |
451 |
+ tmp->carrying; |
452 |
} |
453 |
if (tot >= op->weight) |
454 |
push = 1; |
455 |
if (op->stats.ac == push) |
456 |
return 0; |
457 |
op->stats.ac = push; |
458 |
if (NUM_ANIMATIONS(op) > 1) { |
459 |
SET_ANIMATION (op, push); |
460 |
update_object (op, UP_OBJ_FACE); |
461 |
} |
462 |
if (in_movement || ! push) |
463 |
return 0; |
464 |
} |
465 |
trigger_move (op, push); |
466 |
} |
467 |
return 0; |
468 |
|
469 |
case TRIGGER_PEDESTAL: |
470 |
if (cause) { |
471 |
for (tmp = op->above; tmp; tmp = tmp->above) { |
472 |
object *head = tmp->head ? tmp->head : tmp; |
473 |
|
474 |
/* See comment in TRIGGER_BUTTON about move_types */ |
475 |
if (((head->move_type & op->move_on) || head->move_type==0) |
476 |
&& (head->race==op->slaying || |
477 |
(!strcmp (op->slaying, "player") && head->type == PLAYER))) { |
478 |
push = 1; |
479 |
break; |
480 |
} |
481 |
} |
482 |
if (op->stats.ac == push) |
483 |
return 0; |
484 |
op->stats.ac = push; |
485 |
if (NUM_ANIMATIONS(op) > 1) { |
486 |
SET_ANIMATION (op, push); |
487 |
update_object (op, UP_OBJ_FACE); |
488 |
} |
489 |
update_object(op,UP_OBJ_FACE); |
490 |
if (in_movement || ! push) |
491 |
return 0; |
492 |
} |
493 |
trigger_move (op, push); |
494 |
return 0; |
495 |
|
496 |
case TRIGGER_ALTAR: |
497 |
if (cause) { |
498 |
if (in_movement) |
499 |
return 0; |
500 |
if (operate_altar (op, &cause)) { |
501 |
if (NUM_ANIMATIONS(op) > 1) { |
502 |
SET_ANIMATION (op, 1); |
503 |
update_object(op, UP_OBJ_FACE); |
504 |
} |
505 |
if (op->last_sp >= 0) { |
506 |
trigger_move (op, 1); |
507 |
if (op->last_sp > 0) |
508 |
op->last_sp = -op->last_sp; |
509 |
} |
510 |
else { |
511 |
/* for trigger altar with last_sp, the ON/OFF |
512 |
* status (-> +/- value) is "simulated": |
513 |
*/ |
514 |
op->value = !op->value; |
515 |
trigger_move (op, 1); |
516 |
op->last_sp = -op->last_sp; |
517 |
op->value = !op->value; |
518 |
} |
519 |
return cause == NULL; |
520 |
} else { |
521 |
return 0; |
522 |
} |
523 |
} else { |
524 |
if (NUM_ANIMATIONS(op) > 1) { |
525 |
SET_ANIMATION (op, 0); |
526 |
update_object(op, UP_OBJ_FACE); |
527 |
} |
528 |
|
529 |
/* If trigger_altar has "last_sp > 0" set on the map, |
530 |
* it will push the connected value only once per sacrifice. |
531 |
* Otherwise (default), the connected value will be |
532 |
* pushed twice: First by sacrifice, second by reset! -AV |
533 |
*/ |
534 |
if (!op->last_sp) |
535 |
trigger_move (op, 0); |
536 |
else { |
537 |
op->stats.wc = 0; |
538 |
op->value = !op->value; |
539 |
op->speed = 0; |
540 |
update_ob_speed(op); |
541 |
} |
542 |
} |
543 |
return 0; |
544 |
|
545 |
case TRIGGER: |
546 |
if (cause) { |
547 |
if (in_movement) |
548 |
return 0; |
549 |
push = 1; |
550 |
} |
551 |
if (NUM_ANIMATIONS(op) > 1) { |
552 |
SET_ANIMATION (op, push); |
553 |
update_object(op, UP_OBJ_FACE); |
554 |
} |
555 |
trigger_move (op, push); |
556 |
return 1; |
557 |
|
558 |
default: |
559 |
LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); |
560 |
return 0; |
561 |
} |
562 |
} |
563 |
|
564 |
void add_button_link(object *button, mapstruct *map, int connected) { |
565 |
oblinkpt *obp; |
566 |
objectlink *ol = get_objectlink(); |
567 |
|
568 |
if (!map) { |
569 |
LOG(llevError, "Tried to add button-link without map.\n"); |
570 |
return; |
571 |
} |
572 |
if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild |
573 |
a connected map from a template map. */ |
574 |
/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ |
575 |
|
576 |
SET_FLAG(button,FLAG_IS_LINKED); |
577 |
|
578 |
ol->ob = button; |
579 |
ol->id = button->count; |
580 |
|
581 |
for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); |
582 |
|
583 |
if (obp) { |
584 |
ol->next = obp->link; |
585 |
obp->link = ol; |
586 |
} else { |
587 |
obp = get_objectlinkpt(); |
588 |
obp->value = connected; |
589 |
|
590 |
obp->next = map->buttons; |
591 |
map->buttons = obp; |
592 |
obp->link = ol; |
593 |
} |
594 |
} |
595 |
|
596 |
/* |
597 |
* Remove the object from the linked lists of buttons in the map. |
598 |
* This is only needed by editors. |
599 |
*/ |
600 |
|
601 |
void remove_button_link(object *op) { |
602 |
oblinkpt *obp; |
603 |
objectlink **olp, *ol; |
604 |
|
605 |
if (op->map == NULL) { |
606 |
LOG(llevError, "remove_button_link() in object without map.\n"); |
607 |
return; |
608 |
} |
609 |
if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { |
610 |
LOG(llevError, "remove_button_linked() in unlinked object.\n"); |
611 |
return; |
612 |
} |
613 |
for (obp = op->map->buttons; obp; obp = obp->next) |
614 |
for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
615 |
if (ol->ob == op) { |
616 |
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
617 |
obp->value, op->name, op->map->path); |
618 |
*/ |
619 |
*olp = ol->next; |
620 |
free(ol); |
621 |
return; |
622 |
} |
623 |
LOG(llevError, "remove_button_linked(): couldn't find object.\n"); |
624 |
CLEAR_FLAG(op,FLAG_IS_LINKED); |
625 |
} |
626 |
|
627 |
/* |
628 |
* Gets the objectlink for this connection from the map. |
629 |
*/ |
630 |
oblinkpt *get_connection_links (mapstruct *map, long connection) |
631 |
{ |
632 |
for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
633 |
if (obp->value == connection) |
634 |
return obp; |
635 |
return 0; |
636 |
} |
637 |
|
638 |
/* |
639 |
* Return the first objectlink in the objects linked to this one |
640 |
*/ |
641 |
|
642 |
oblinkpt *get_button_links(const object *button) { |
643 |
oblinkpt *obp; |
644 |
objectlink *ol; |
645 |
|
646 |
if (!button->map) |
647 |
return NULL; |
648 |
for (obp = button->map->buttons; obp; obp = obp->next) |
649 |
for (ol = obp->link; ol; ol = ol->next) |
650 |
if (ol->ob == button && ol->id == button->count) |
651 |
return obp; |
652 |
return NULL; |
653 |
} |
654 |
|
655 |
/* |
656 |
* Made as a separate function to increase efficiency |
657 |
*/ |
658 |
|
659 |
int get_button_value(const object *button) { |
660 |
oblinkpt *obp; |
661 |
objectlink *ol; |
662 |
|
663 |
if (!button->map) |
664 |
return 0; |
665 |
for (obp = button->map->buttons; obp; obp = obp->next) |
666 |
for (ol = obp->link; ol; ol = ol->next) |
667 |
if (ol->ob == button && ol->id == button->count) |
668 |
return obp->value; |
669 |
return 0; |
670 |
} |
671 |
|
672 |
/* This routine makes monsters who are |
673 |
* standing on the 'mood floor' change their |
674 |
* disposition if it is different. |
675 |
* If floor is to be triggered must have |
676 |
* a speed of zero (default is 1 for all |
677 |
* but the charm floor type). |
678 |
* by b.t. thomas@nomad.astro.psu.edu |
679 |
*/ |
680 |
|
681 |
void do_mood_floor(object *op, object *source) { |
682 |
object *tmp; |
683 |
object *tmp2; |
684 |
|
685 |
if (!source) |
686 |
source = op; |
687 |
|
688 |
for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) |
689 |
if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; |
690 |
|
691 |
/* doesn't effect players, and if there is a player on this space, won't also |
692 |
* be a monster here. |
693 |
*/ |
694 |
if (!tmp || tmp->type == PLAYER) return; |
695 |
|
696 |
switch(op->last_sp) { |
697 |
case 0: /* furious--make all monsters mad */ |
698 |
if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) |
699 |
CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); |
700 |
if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) { |
701 |
CLEAR_FLAG(tmp, FLAG_FRIENDLY); |
702 |
remove_friendly_object(tmp); |
703 |
tmp->attack_movement = 0; |
704 |
/* lots of checks here, but want to make sure we don't |
705 |
* dereference a null value |
706 |
*/ |
707 |
if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER && |
708 |
tmp->owner->contr->ranges[range_golem]==tmp) { |
709 |
tmp->owner->contr->ranges[range_golem]=NULL; |
710 |
tmp->owner->contr->golem_count = 0; |
711 |
} |
712 |
tmp->owner = 0; |
713 |
} |
714 |
break; |
715 |
case 1: /* angry -- get neutral monsters mad */ |
716 |
if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&& |
717 |
!QUERY_FLAG(tmp, FLAG_FRIENDLY)) |
718 |
CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); |
719 |
break; |
720 |
case 2: /* calm -- pacify unfriendly monsters */ |
721 |
if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) |
722 |
SET_FLAG(tmp, FLAG_UNAGGRESSIVE); |
723 |
break; |
724 |
case 3: /* make all monsters fall asleep */ |
725 |
if(!QUERY_FLAG(tmp, FLAG_SLEEP)) |
726 |
SET_FLAG(tmp, FLAG_SLEEP); |
727 |
break; |
728 |
case 4: /* charm all monsters */ |
729 |
if (op == source) break; /* only if 'connected' */ |
730 |
|
731 |
for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ |
732 |
tmp2->type!=PLAYER;tmp2=tmp2->above) |
733 |
if(tmp2->above==NULL) break; |
734 |
|
735 |
if (tmp2->type != PLAYER) |
736 |
break; |
737 |
set_owner(tmp,tmp2); |
738 |
SET_FLAG(tmp,FLAG_MONSTER); |
739 |
tmp->stats.exp = 0; |
740 |
SET_FLAG(tmp, FLAG_FRIENDLY); |
741 |
add_friendly_object (tmp); |
742 |
tmp->attack_movement = PETMOVE; |
743 |
break; |
744 |
|
745 |
default: |
746 |
break; |
747 |
|
748 |
} |
749 |
} |
750 |
|
751 |
/* this function returns the object it matches, or NULL if non. |
752 |
* It will descend through containers to find the object. |
753 |
* slaying = match object slaying flag |
754 |
* race = match object archetype name flag |
755 |
* hp = match object type (excpt type '0'== PLAYER) |
756 |
*/ |
757 |
|
758 |
object * check_inv_recursive(object *op, const object *trig) |
759 |
{ |
760 |
object *tmp,*ret=NULL; |
761 |
|
762 |
/* First check the object itself. */ |
763 |
if((trig->stats.hp && (op->type == trig->stats.hp)) |
764 |
|| (trig->slaying && (op->slaying == trig->slaying)) |
765 |
|| (trig->race && (op->arch->name == trig->race))) |
766 |
return op; |
767 |
|
768 |
for(tmp=op->inv; tmp; tmp=tmp->below) { |
769 |
if (tmp->inv) { |
770 |
ret=check_inv_recursive(tmp, trig); |
771 |
if (ret) return ret; |
772 |
} |
773 |
else if((trig->stats.hp && (tmp->type == trig->stats.hp)) |
774 |
|| (trig->slaying && (tmp->slaying == trig->slaying)) |
775 |
|| (trig->race && (tmp->arch->name == trig->race))) |
776 |
return tmp; |
777 |
} |
778 |
return NULL; |
779 |
} |
780 |
|
781 |
/* check_inv(), a function to search the inventory, |
782 |
* of a player and then based on a set of conditions, |
783 |
* the square will activate connected items. |
784 |
* Monsters can't trigger this square (for now) |
785 |
* Values are: last_sp = 1/0 obj/no obj triggers |
786 |
* last_heal = 1/0 remove/dont remove obj if triggered |
787 |
* -b.t. (thomas@nomad.astro.psu.edu |
788 |
*/ |
789 |
|
790 |
void check_inv (object *op, object *trig) { |
791 |
object *match; |
792 |
|
793 |
if(op->type != PLAYER) return; |
794 |
match = check_inv_recursive(op,trig); |
795 |
if (match && trig->last_sp) { |
796 |
if(trig->last_heal) |
797 |
decrease_ob(match); |
798 |
use_trigger(trig); |
799 |
} |
800 |
else if (!match && !trig->last_sp) |
801 |
use_trigger(trig); |
802 |
} |
803 |
|
804 |
|
805 |
/* This does a minimal check of the button link consistency for object |
806 |
* map. All it really does it much sure the object id link that is set |
807 |
* matches what the object has. |
808 |
*/ |
809 |
void verify_button_links(const mapstruct *map) { |
810 |
oblinkpt *obp; |
811 |
objectlink *ol; |
812 |
|
813 |
if (!map) return; |
814 |
|
815 |
for (obp = map->buttons; obp; obp = obp->next) { |
816 |
for (ol=obp->link; ol; ol=ol->next) { |
817 |
if (ol->id!=ol->ob->count) |
818 |
LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count); |
819 |
} |
820 |
} |
821 |
} |