1 |
/* |
2 |
* CrossFire, A Multiplayer game |
3 |
* |
4 |
* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 |
* Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (C) 1992 Frank Tore Johansen |
7 |
* |
8 |
* This program is free software; you can redistribute it and/or modify |
9 |
* it under the terms of the GNU General Public License as published by |
10 |
* the Free Software Foundation; either version 2 of the License, or |
11 |
* (at your option) any later version. |
12 |
* |
13 |
* This program is distributed in the hope that it will be useful, |
14 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
17 |
* |
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* You should have received a copy of the GNU General Public License |
19 |
* along with this program; if not, write to the Free Software |
20 |
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 |
* |
22 |
* The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 |
*/ |
24 |
|
25 |
#include <global.h> |
26 |
#include <funcpoint.h> |
27 |
|
28 |
/* |
29 |
* This code is no longer highly inefficient 8) |
30 |
*/ |
31 |
|
32 |
/* |
33 |
* elmex: |
34 |
* This function takes a objectlink list with all the objects are going to be activated. |
35 |
* state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
36 |
* The source argument can be 0 or the source object for this activation. |
37 |
*/ |
38 |
void |
39 |
activate_connection_link (objectlink * ol, bool state, object *source = 0) |
40 |
{ |
41 |
for (; ol; ol = ol->next) |
42 |
{ |
43 |
if (!ol->ob) |
44 |
{ |
45 |
LOG (llevError, "Internal error in activate_connection_link.\n"); |
46 |
continue; |
47 |
} |
48 |
|
49 |
/* a button link object can become freed when the map is saving. As |
50 |
* a map is saved, objects are removed and freed, and if an object is |
51 |
* on top of a button, this function is eventually called. If a map |
52 |
* is getting moved out of memory, the status of buttons and levers |
53 |
* probably isn't important - it will get sorted out when the map is |
54 |
* re-loaded. As such, just exit this function if that is the case. |
55 |
*/ |
56 |
|
57 |
if (QUERY_FLAG (ol->ob, FLAG_FREED)) |
58 |
return; |
59 |
|
60 |
object *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->set_speed (0.5); |
74 |
break; |
75 |
|
76 |
case CF_HANDLE: |
77 |
SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
78 |
update_object (tmp, UP_OBJ_FACE); |
79 |
break; |
80 |
|
81 |
case SIGN: |
82 |
if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
83 |
{ |
84 |
new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
85 |
if (tmp->stats.food) |
86 |
tmp->last_eat++; |
87 |
} |
88 |
break; |
89 |
|
90 |
case ALTAR: |
91 |
tmp->value = 1; |
92 |
SET_ANIMATION (tmp, tmp->value); |
93 |
update_object (tmp, UP_OBJ_FACE); |
94 |
break; |
95 |
|
96 |
case BUTTON: |
97 |
case PEDESTAL: |
98 |
tmp->value = state; |
99 |
SET_ANIMATION (tmp, tmp->value); |
100 |
update_object (tmp, UP_OBJ_FACE); |
101 |
break; |
102 |
|
103 |
case MOOD_FLOOR: |
104 |
do_mood_floor (tmp, source); |
105 |
break; |
106 |
|
107 |
case TIMED_GATE: |
108 |
tmp->set_speed (tmp->arch->clone.speed); |
109 |
tmp->value = tmp->arch->clone.value; |
110 |
tmp->stats.sp = 1; |
111 |
tmp->stats.hp = tmp->stats.maxhp; |
112 |
/* Handle multipart gates. We copy the value for the other parts |
113 |
* from the head - this ensures that the data will consistent |
114 |
*/ |
115 |
for (object *part = tmp->more; part; part = part->more) |
116 |
{ |
117 |
part->value = tmp->value; |
118 |
part->stats.sp = tmp->stats.sp; |
119 |
part->stats.hp = tmp->stats.hp; |
120 |
part->set_speed (tmp->speed); |
121 |
} |
122 |
break; |
123 |
|
124 |
case DIRECTOR: |
125 |
case FIREWALL: |
126 |
if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
127 |
move_firewall (tmp); |
128 |
else |
129 |
{ |
130 |
if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
131 |
tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
132 |
|
133 |
animate_turning (tmp); |
134 |
} |
135 |
break; |
136 |
|
137 |
case TELEPORTER: |
138 |
move_teleporter (tmp); |
139 |
break; |
140 |
|
141 |
case CREATOR: |
142 |
move_creator (tmp); |
143 |
break; |
144 |
|
145 |
case TRIGGER_MARKER: |
146 |
move_marker (tmp); |
147 |
break; |
148 |
|
149 |
case DUPLICATOR: |
150 |
move_duplicator (tmp); |
151 |
break; |
152 |
} |
153 |
} |
154 |
} |
155 |
|
156 |
/* |
157 |
* elmex: |
158 |
* This is the new push_button function, it got split up so that |
159 |
* you can activate connections without a button now! |
160 |
* old but still valid comment: |
161 |
* |
162 |
* Push the specified object. This can affect other buttons/gates/handles |
163 |
* altars/pedestals/holes in the whole map. |
164 |
* Changed the routine to loop through _all_ objects. |
165 |
* Better hurry with that linked list... |
166 |
* |
167 |
*/ |
168 |
void |
169 |
push_button (object *op) |
170 |
{ |
171 |
oblinkpt *obp = get_button_links (op); |
172 |
|
173 |
if (!obp) |
174 |
return; |
175 |
|
176 |
if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value))) |
177 |
return; |
178 |
|
179 |
activate_connection_link (obp->link, op->value, op); |
180 |
} |
181 |
|
182 |
/* |
183 |
* elmex: |
184 |
* This activates a connection, similar to push_button (object *op) but it takes |
185 |
* only a map, a connection value and a true or false flag that indicated whether |
186 |
* the connection was 'state' or 'released'. So that you can activate objects |
187 |
* who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
188 |
* |
189 |
*/ |
190 |
void |
191 |
activate_connection (maptile *map, long connection, bool state) |
192 |
{ |
193 |
if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) |
194 |
return; |
195 |
|
196 |
oblinkpt *obp = get_connection_links (map, connection); |
197 |
|
198 |
if (obp) |
199 |
activate_connection_link (obp->link, state); |
200 |
} |
201 |
|
202 |
/* |
203 |
* Updates everything connected with the button op. |
204 |
* After changing the state of a button, this function must be called |
205 |
* to make sure that all gates and other buttons connected to the |
206 |
* button reacts to the (eventual) change of state. |
207 |
*/ |
208 |
void |
209 |
update_button (object *op) |
210 |
{ |
211 |
object *ab, *tmp, *head; |
212 |
int tot, any_down = 0, old_value = op->value; |
213 |
oblinkpt *obp = 0; |
214 |
objectlink *ol; |
215 |
|
216 |
obp = get_button_links (op); |
217 |
/* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
218 |
if (obp) |
219 |
for (ol = obp->link; ol; ol = ol->next) |
220 |
{ |
221 |
if (!ol->ob) |
222 |
{ |
223 |
LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
224 |
continue; |
225 |
} |
226 |
|
227 |
tmp = ol->ob; |
228 |
if (tmp->type == BUTTON) |
229 |
{ |
230 |
for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) |
231 |
/* Bug? The pedestal code below looks for the head of |
232 |
* the object, this bit doesn't. I'd think we should check |
233 |
* for head here also. Maybe it also makese sense to |
234 |
* make the for ab=tmp->above loop common, and alter |
235 |
* behaviour based on object within that loop? |
236 |
*/ |
237 |
|
238 |
/* Basically, if the move_type matches that on what the |
239 |
* button wants, we count it. The second check is so that |
240 |
* objects don't move (swords, etc) will count. Note that |
241 |
* this means that more work is needed to make buttons |
242 |
* that are only triggered by flying objects. |
243 |
*/ |
244 |
if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
245 |
tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; |
246 |
|
247 |
tmp->value = (tot >= tmp->weight) ? 1 : 0; |
248 |
if (tmp->value) |
249 |
any_down = 1; |
250 |
} |
251 |
else if (tmp->type == PEDESTAL) |
252 |
{ |
253 |
tmp->value = 0; |
254 |
for (ab = tmp->above; ab != NULL; ab = ab->above) |
255 |
{ |
256 |
head = ab->head_ (); |
257 |
/* Same note regarding move_type for buttons above apply here. */ |
258 |
if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
259 |
(head->race == tmp->slaying || |
260 |
((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
261 |
(!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
262 |
tmp->value = 1; |
263 |
} |
264 |
|
265 |
if (tmp->value) |
266 |
any_down = 1; |
267 |
} |
268 |
} |
269 |
if (any_down) /* If any other buttons were down, force this to remain down */ |
270 |
op->value = 1; |
271 |
|
272 |
/* If this button hasn't changed, don't do anything */ |
273 |
if (op->value != old_value) |
274 |
{ |
275 |
SET_ANIMATION (op, op->value); |
276 |
update_object (op, UP_OBJ_FACE); |
277 |
push_button (op); /* Make all other buttons the same */ |
278 |
} |
279 |
} |
280 |
|
281 |
void |
282 |
use_trigger (object *op) |
283 |
{ |
284 |
/* Toggle value */ |
285 |
op->value = !op->value; |
286 |
push_button (op); |
287 |
} |
288 |
|
289 |
/* |
290 |
* Note: animate_object should be used instead of this, |
291 |
* but it can't handle animations in the 8 directions |
292 |
*/ |
293 |
void |
294 |
animate_turning (object *op) /* only one part objects */ |
295 |
{ |
296 |
if (++op->state >= NUM_ANIMATIONS (op) / 8) |
297 |
op->state = 0; |
298 |
SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
299 |
update_object (op, UP_OBJ_FACE); |
300 |
} |
301 |
|
302 |
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
303 |
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
304 |
|
305 |
/* Returns true if the sacrifice meets the needs of the altar. |
306 |
* |
307 |
* Function put in (0.92.1) so that identify altars won't grab money |
308 |
* unnecessarily - we can see if there is sufficient money, see if something |
309 |
* needs to be identified, and then remove money if needed. |
310 |
* |
311 |
* 0.93.4: Linked objects (ie, objects that are connected) can not be |
312 |
* sacrificed. This fixes a bug of trying to put multiple altars/related |
313 |
* objects on the same space that take the same sacrifice. |
314 |
*/ |
315 |
|
316 |
int |
317 |
check_altar_sacrifice (const object *altar, const object *sacrifice) |
318 |
{ |
319 |
if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) |
320 |
{ |
321 |
if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || |
322 |
ARCH_SACRIFICE (altar) == sacrifice->name || |
323 |
ARCH_SACRIFICE (altar) == sacrifice->slaying || |
324 |
(!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) |
325 |
&& NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) |
326 |
return 1; |
327 |
|
328 |
if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 |
329 |
&& sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
330 |
return 1; |
331 |
} |
332 |
|
333 |
return 0; |
334 |
} |
335 |
|
336 |
/* |
337 |
* operate_altar checks if sacrifice was accepted and removes sacrificed |
338 |
* objects. If sacrifice was succeed return 1 else 0. Might be better to |
339 |
* call check_altar_sacrifice (above) than depend on the return value, |
340 |
* since operate_altar will remove the sacrifice also. |
341 |
* |
342 |
* If this function returns 1, '*sacrifice' is modified to point to the |
343 |
* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
344 |
*/ |
345 |
int |
346 |
operate_altar (object *altar, object **sacrifice) |
347 |
{ |
348 |
if (!altar->map) |
349 |
{ |
350 |
LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
351 |
return 0; |
352 |
} |
353 |
|
354 |
if (!altar->slaying || altar->value) |
355 |
return 0; |
356 |
|
357 |
if (!check_altar_sacrifice (altar, *sacrifice)) |
358 |
return 0; |
359 |
|
360 |
/* check_altar_sacrifice should have already verified that enough money |
361 |
* has been dropped. |
362 |
*/ |
363 |
if (!strcmp (ARCH_SACRIFICE (altar), "money")) |
364 |
{ |
365 |
int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
366 |
|
367 |
/* Round up any sacrifices. Altars don't make change either */ |
368 |
if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
369 |
number++; |
370 |
|
371 |
*sacrifice = decrease_ob_nr (*sacrifice, number); |
372 |
} |
373 |
else |
374 |
*sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); |
375 |
|
376 |
if (altar->msg) |
377 |
new_info_map (NDI_BLACK, altar->map, altar->msg); |
378 |
|
379 |
return 1; |
380 |
} |
381 |
|
382 |
void |
383 |
trigger_move (object *op, int state) /* 1 down and 0 up */ |
384 |
{ |
385 |
op->stats.wc = state; |
386 |
if (state) |
387 |
{ |
388 |
use_trigger (op); |
389 |
op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
390 |
op->speed_left = -1; |
391 |
} |
392 |
else |
393 |
{ |
394 |
use_trigger (op); |
395 |
op->set_speed (0); |
396 |
} |
397 |
} |
398 |
|
399 |
|
400 |
/* |
401 |
* cause != NULL: something has moved on top of op |
402 |
* |
403 |
* cause == NULL: nothing has moved, we have been called from |
404 |
* animate_trigger(). |
405 |
* |
406 |
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
407 |
* |
408 |
* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
409 |
* |
410 |
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
411 |
*/ |
412 |
int |
413 |
check_trigger (object *op, object *cause) |
414 |
{ |
415 |
object *tmp; |
416 |
int push = 0, tot = 0; |
417 |
int in_movement = op->stats.wc || op->speed; |
418 |
|
419 |
switch (op->type) |
420 |
{ |
421 |
case TRIGGER_BUTTON: |
422 |
if (op->weight > 0) |
423 |
{ |
424 |
if (cause) |
425 |
{ |
426 |
for (tmp = op->above; tmp; tmp = tmp->above) |
427 |
/* Comment reproduced from update_buttons(): */ |
428 |
/* Basically, if the move_type matches that on what the |
429 |
* button wants, we count it. The second check is so that |
430 |
* objects that don't move (swords, etc) will count. Note that |
431 |
* this means that more work is needed to make buttons |
432 |
* that are only triggered by flying objects. |
433 |
*/ |
434 |
|
435 |
if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
436 |
{ |
437 |
tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; |
438 |
} |
439 |
if (tot >= op->weight) |
440 |
push = 1; |
441 |
if (op->stats.ac == push) |
442 |
return 0; |
443 |
op->stats.ac = push; |
444 |
if (NUM_ANIMATIONS (op) > 1) |
445 |
{ |
446 |
SET_ANIMATION (op, push); |
447 |
update_object (op, UP_OBJ_FACE); |
448 |
} |
449 |
if (in_movement || !push) |
450 |
return 0; |
451 |
} |
452 |
trigger_move (op, push); |
453 |
} |
454 |
return 0; |
455 |
|
456 |
case TRIGGER_PEDESTAL: |
457 |
if (cause) |
458 |
{ |
459 |
for (tmp = op->above; tmp; tmp = tmp->above) |
460 |
{ |
461 |
object *head = tmp->head_ (); |
462 |
|
463 |
/* See comment in TRIGGER_BUTTON about move_types */ |
464 |
if (((head->move_type & op->move_on) || head->move_type == 0) |
465 |
&& (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
466 |
{ |
467 |
push = 1; |
468 |
break; |
469 |
} |
470 |
} |
471 |
|
472 |
if (op->stats.ac == push) |
473 |
return 0; |
474 |
|
475 |
op->stats.ac = push; |
476 |
|
477 |
if (NUM_ANIMATIONS (op) > 1) |
478 |
{ |
479 |
SET_ANIMATION (op, push); |
480 |
update_object (op, UP_OBJ_FACE); |
481 |
} |
482 |
|
483 |
update_object (op, UP_OBJ_FACE); |
484 |
|
485 |
if (in_movement || !push) |
486 |
return 0; |
487 |
} |
488 |
|
489 |
trigger_move (op, push); |
490 |
return 0; |
491 |
|
492 |
case TRIGGER_ALTAR: |
493 |
if (cause) |
494 |
{ |
495 |
if (in_movement) |
496 |
return 0; |
497 |
|
498 |
if (operate_altar (op, &cause)) |
499 |
{ |
500 |
if (NUM_ANIMATIONS (op) > 1) |
501 |
{ |
502 |
SET_ANIMATION (op, 1); |
503 |
update_object (op, UP_OBJ_FACE); |
504 |
} |
505 |
|
506 |
if (op->last_sp >= 0) |
507 |
{ |
508 |
trigger_move (op, 1); |
509 |
if (op->last_sp > 0) |
510 |
op->last_sp = -op->last_sp; |
511 |
} |
512 |
else |
513 |
{ |
514 |
/* for trigger altar with last_sp, the ON/OFF |
515 |
* status (-> +/- value) is "simulated": |
516 |
*/ |
517 |
op->value = !op->value; |
518 |
trigger_move (op, 1); |
519 |
op->last_sp = -op->last_sp; |
520 |
op->value = !op->value; |
521 |
} |
522 |
|
523 |
return cause == NULL; |
524 |
} |
525 |
else |
526 |
return 0; |
527 |
} |
528 |
else |
529 |
{ |
530 |
if (NUM_ANIMATIONS (op) > 1) |
531 |
{ |
532 |
SET_ANIMATION (op, 0); |
533 |
update_object (op, UP_OBJ_FACE); |
534 |
} |
535 |
|
536 |
/* If trigger_altar has "last_sp > 0" set on the map, |
537 |
* it will push the connected value only once per sacrifice. |
538 |
* Otherwise (default), the connected value will be |
539 |
* pushed twice: First by sacrifice, second by reset! -AV |
540 |
*/ |
541 |
if (!op->last_sp) |
542 |
trigger_move (op, 0); |
543 |
else |
544 |
{ |
545 |
op->stats.wc = 0; |
546 |
op->value = !op->value; |
547 |
op->set_speed (0); |
548 |
} |
549 |
} |
550 |
return 0; |
551 |
|
552 |
case TRIGGER: |
553 |
if (cause) |
554 |
{ |
555 |
if (in_movement) |
556 |
return 0; |
557 |
|
558 |
push = 1; |
559 |
} |
560 |
|
561 |
if (NUM_ANIMATIONS (op) > 1) |
562 |
{ |
563 |
SET_ANIMATION (op, push); |
564 |
update_object (op, UP_OBJ_FACE); |
565 |
} |
566 |
|
567 |
trigger_move (op, push); |
568 |
return 1; |
569 |
|
570 |
default: |
571 |
LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
572 |
return 0; |
573 |
} |
574 |
} |
575 |
|
576 |
void |
577 |
add_button_link (object *button, maptile *map, int connected) |
578 |
{ |
579 |
oblinkpt *obp; |
580 |
objectlink *ol = get_objectlink (); |
581 |
|
582 |
if (!map) |
583 |
{ |
584 |
LOG (llevError, "Tried to add button-link without map.\n"); |
585 |
return; |
586 |
} |
587 |
|
588 |
button->path_attuned = connected; /* peterm: I need this so I can rebuild |
589 |
a connected map from a template map. */ |
590 |
|
591 |
SET_FLAG (button, FLAG_IS_LINKED); |
592 |
|
593 |
ol->ob = button; |
594 |
|
595 |
for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) |
596 |
; |
597 |
|
598 |
if (obp) |
599 |
{ |
600 |
ol->next = obp->link; |
601 |
obp->link = ol; |
602 |
} |
603 |
else |
604 |
{ |
605 |
obp = get_objectlinkpt (); |
606 |
obp->value = connected; |
607 |
|
608 |
obp->next = map->buttons; |
609 |
map->buttons = obp; |
610 |
obp->link = ol; |
611 |
} |
612 |
} |
613 |
|
614 |
/* |
615 |
* Remove the object from the linked lists of buttons in the map. |
616 |
* This is only needed by editors. |
617 |
*/ |
618 |
|
619 |
void |
620 |
remove_button_link (object *op) |
621 |
{ |
622 |
oblinkpt *obp; |
623 |
objectlink **olp, *ol; |
624 |
|
625 |
if (op->map == NULL) |
626 |
{ |
627 |
LOG (llevError, "remove_button_link() in object without map.\n"); |
628 |
return; |
629 |
} |
630 |
|
631 |
if (!QUERY_FLAG (op, FLAG_IS_LINKED)) |
632 |
{ |
633 |
LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
634 |
return; |
635 |
} |
636 |
|
637 |
for (obp = op->map->buttons; obp; obp = obp->next) |
638 |
for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
639 |
if (ol->ob == op) |
640 |
{ |
641 |
|
642 |
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
643 |
obp->value, op->name, op->map->path); |
644 |
*/ |
645 |
*olp = ol->next; |
646 |
delete ol; |
647 |
return; |
648 |
} |
649 |
|
650 |
LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
651 |
CLEAR_FLAG (op, FLAG_IS_LINKED); |
652 |
} |
653 |
|
654 |
/* |
655 |
* Gets the objectlink for this connection from the map. |
656 |
*/ |
657 |
oblinkpt * |
658 |
get_connection_links (maptile *map, long connection) |
659 |
{ |
660 |
for (oblinkpt * obp = map->buttons; obp; obp = obp->next) |
661 |
if (obp->value == connection) |
662 |
return obp; |
663 |
|
664 |
return 0; |
665 |
} |
666 |
|
667 |
/* |
668 |
* Return the first objectlink in the objects linked to this one |
669 |
*/ |
670 |
|
671 |
oblinkpt * |
672 |
get_button_links (const object *button) |
673 |
{ |
674 |
oblinkpt *obp; |
675 |
objectlink *ol; |
676 |
|
677 |
if (!button->map) |
678 |
return NULL; |
679 |
|
680 |
for (obp = button->map->buttons; obp; obp = obp->next) |
681 |
for (ol = obp->link; ol; ol = ol->next) |
682 |
if (ol->ob == button) |
683 |
return obp; |
684 |
|
685 |
return NULL; |
686 |
} |
687 |
|
688 |
/* |
689 |
* Made as a separate function to increase efficiency |
690 |
*/ |
691 |
|
692 |
int |
693 |
get_button_value (const object *button) |
694 |
{ |
695 |
oblinkpt *obp; |
696 |
objectlink *ol; |
697 |
|
698 |
if (!button->map) |
699 |
return 0; |
700 |
for (obp = button->map->buttons; obp; obp = obp->next) |
701 |
for (ol = obp->link; ol; ol = ol->next) |
702 |
if (ol->ob == button) |
703 |
return obp->value; |
704 |
return 0; |
705 |
} |
706 |
|
707 |
/* This routine makes monsters who are |
708 |
* standing on the 'mood floor' change their |
709 |
* disposition if it is different. |
710 |
* If floor is to be triggered must have |
711 |
* a speed of zero (default is 1 for all |
712 |
* but the charm floor type). |
713 |
* by b.t. thomas@nomad.astro.psu.edu |
714 |
*/ |
715 |
|
716 |
void |
717 |
do_mood_floor (object *op, object *source) |
718 |
{ |
719 |
if (!source) |
720 |
source = op; |
721 |
|
722 |
mapspace &ms = op->ms (); |
723 |
|
724 |
if (!(ms.flags () & P_IS_ALIVE)) |
725 |
return; |
726 |
|
727 |
object *tmp; |
728 |
|
729 |
for (tmp = ms.top; tmp; tmp = tmp->below) |
730 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
731 |
break; |
732 |
|
733 |
/* doesn't effect players, and if there is a player on this space, won't also |
734 |
* be a monster here. |
735 |
*/ |
736 |
//TODO: have players really FLAG_MONSTER? kept it for safety |
737 |
if (!tmp || tmp->type == PLAYER) |
738 |
return; |
739 |
|
740 |
switch (op->last_sp) |
741 |
{ |
742 |
case 0: /* furious--make all monsters mad */ |
743 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
744 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
745 |
|
746 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
747 |
{ |
748 |
tmp->attack_movement = 0; |
749 |
/* lots of checks here, but want to make sure we don't |
750 |
* dereference a null value |
751 |
*/ |
752 |
if (tmp->type == GOLEM |
753 |
&& tmp->owner |
754 |
&& tmp->owner->type == PLAYER |
755 |
&& tmp->owner->contr->golem == tmp) |
756 |
tmp->owner->contr->golem = 0; |
757 |
|
758 |
tmp->owner = 0; |
759 |
|
760 |
remove_friendly_object (tmp); |
761 |
} |
762 |
break; |
763 |
|
764 |
case 1: /* angry -- get neutral monsters mad */ |
765 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
766 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
767 |
break; |
768 |
|
769 |
case 2: /* calm -- pacify unfriendly monsters */ |
770 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
771 |
break; |
772 |
|
773 |
case 3: /* make all monsters fall asleep */ |
774 |
SET_FLAG (tmp, FLAG_SLEEP); |
775 |
break; |
776 |
|
777 |
case 4: /* charm all monsters */ |
778 |
if (op == source) |
779 |
break; /* only if 'connected' */ |
780 |
|
781 |
if (object *pl = source->ms ().player ()) |
782 |
{ |
783 |
tmp->set_owner (pl); |
784 |
SET_FLAG (tmp, FLAG_MONSTER); |
785 |
|
786 |
tmp->stats.exp = 0; |
787 |
|
788 |
add_friendly_object (tmp); |
789 |
tmp->attack_movement = PETMOVE; |
790 |
} |
791 |
break; |
792 |
|
793 |
case 6: // kill monsters |
794 |
if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
795 |
break; |
796 |
|
797 |
// FALL THROUGH |
798 |
case 5: // kill all alives |
799 |
if (!tmp->flag [FLAG_PRECIOUS]) |
800 |
{ |
801 |
get_archetype ("burnout")->insert_at (tmp, source); |
802 |
tmp->destroy (); |
803 |
} |
804 |
break; |
805 |
|
806 |
default: |
807 |
break; |
808 |
} |
809 |
} |
810 |
|
811 |
/* this function returns the object it matches, or NULL if non. |
812 |
* It will descend through containers to find the object. |
813 |
* slaying = match object slaying flag |
814 |
* race = match object archetype name flag |
815 |
* hp = match object type (excpt type '0'== PLAYER) |
816 |
*/ |
817 |
object * |
818 |
check_inv_recursive (object *op, const object *trig) |
819 |
{ |
820 |
object *tmp, *ret = NULL; |
821 |
|
822 |
/* First check the object itself. */ |
823 |
if ((trig->stats.hp && (op->type == trig->stats.hp)) |
824 |
|| (trig->slaying && (op->slaying == trig->slaying)) |
825 |
|| (trig->race && (op->arch->name == trig->race))) |
826 |
return op; |
827 |
|
828 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
829 |
{ |
830 |
if (tmp->inv) |
831 |
{ |
832 |
ret = check_inv_recursive (tmp, trig); |
833 |
if (ret) |
834 |
return ret; |
835 |
} |
836 |
else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
837 |
|| (trig->slaying && (tmp->slaying == trig->slaying)) |
838 |
|| (trig->race && (tmp->arch->name == trig->race))) |
839 |
return tmp; |
840 |
} |
841 |
return NULL; |
842 |
} |
843 |
|
844 |
/* check_inv(), a function to search the inventory, |
845 |
* of a player and then based on a set of conditions, |
846 |
* the square will activate connected items. |
847 |
* Monsters can't trigger this square (for now) |
848 |
* Values are: last_sp = 1/0 obj/no obj triggers |
849 |
* last_heal = 1/0 remove/dont remove obj if triggered |
850 |
* -b.t. (thomas@nomad.astro.psu.edu |
851 |
* |
852 |
* Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op |
853 |
* because the check-inventory semantic essentially only applies when |
854 |
* something is above the inventory checker. |
855 |
* The semantic prior this change was: trigger if something has moved on or off |
856 |
* and has a matching item. Imagine what happens if someone steps on the inventory |
857 |
* checker with a matching item, has it, activates the connection, throws the item |
858 |
* away, and then leaves the inventory checker. That would've caused an always-enabled |
859 |
* state in the inventory checker. This won't happen anymore now. |
860 |
* |
861 |
* Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
862 |
* whether op is on this mapspace or not, because the value (1|0) depends |
863 |
* on this information. also make sure to only push_button if op has |
864 |
* a matching item (because when we do a push_button with value=0 timed gates |
865 |
* will still open)! (i hope i got the semantics right this time) |
866 |
* |
867 |
*/ |
868 |
void |
869 |
check_inv (object *op, object *trig) |
870 |
{ |
871 |
trig->value = 0; // deactivate if none of the following conditions apply |
872 |
|
873 |
object *pl = trig->ms ().player (); |
874 |
object *match = check_inv_recursive (op, trig); |
875 |
|
876 |
// elmex: a note about (pl == op): |
877 |
// if pl == 0 then the player has left this space |
878 |
// if pl != 0 then a player is on this mapspace, but then |
879 |
// we still have to check whether it's the player that triggered |
880 |
// this inv-checker, because if not, then the op left this inv-checker |
881 |
// and we have to set the value to 0 |
882 |
|
883 |
if (match && trig->last_sp) // match == having |
884 |
{ |
885 |
if (trig->last_heal) |
886 |
decrease_ob (match); |
887 |
|
888 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
889 |
push_button (trig); |
890 |
} |
891 |
else if (!match && !trig->last_sp) // match == not having |
892 |
{ |
893 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
894 |
push_button (trig); |
895 |
} |
896 |
} |
897 |
|