1 |
/* |
2 |
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
* |
8 |
* Crossfire TRT 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 3 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. |
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* |
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* You should have received a copy of the GNU General Public License |
19 |
* along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 |
* |
21 |
* The authors can be reached via e-mail to <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 |
for (; ol; ol = ol->next) |
41 |
{ |
42 |
if (!ol->ob) |
43 |
{ |
44 |
LOG (llevError, "Internal error in activate_connection_link.\n"); |
45 |
continue; |
46 |
} |
47 |
|
48 |
/* a button link object can become freed when the map is saving. As |
49 |
* a map is saved, objects are removed and freed, and if an object is |
50 |
* on top of a button, this function is eventually called. If a map |
51 |
* is getting moved out of memory, the status of buttons and levers |
52 |
* probably isn't important - it will get sorted out when the map is |
53 |
* re-loaded. As such, just exit this function if that is the case. |
54 |
*/ |
55 |
|
56 |
if (QUERY_FLAG (ol->ob, FLAG_FREED)) |
57 |
return; |
58 |
|
59 |
object *tmp = ol->ob; |
60 |
|
61 |
/* if the criteria isn't appropriate, don't do anything */ |
62 |
if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
63 |
continue; |
64 |
if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
65 |
continue; |
66 |
|
67 |
switch (tmp->type) |
68 |
{ |
69 |
case GATE: |
70 |
case HOLE: |
71 |
tmp->value = tmp->stats.maxsp ? !state : state; |
72 |
tmp->set_speed (0.5); |
73 |
break; |
74 |
|
75 |
case CF_HANDLE: |
76 |
SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
77 |
update_object (tmp, UP_OBJ_FACE); |
78 |
break; |
79 |
|
80 |
case SIGN: |
81 |
if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
82 |
{ |
83 |
new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
84 |
if (tmp->stats.food) |
85 |
tmp->last_eat++; |
86 |
} |
87 |
break; |
88 |
|
89 |
case ALTAR: |
90 |
tmp->value = 1; |
91 |
SET_ANIMATION (tmp, tmp->value); |
92 |
update_object (tmp, UP_OBJ_FACE); |
93 |
break; |
94 |
|
95 |
case BUTTON: |
96 |
case PEDESTAL: |
97 |
tmp->value = state; |
98 |
SET_ANIMATION (tmp, tmp->value); |
99 |
update_object (tmp, UP_OBJ_FACE); |
100 |
break; |
101 |
|
102 |
case MOOD_FLOOR: |
103 |
do_mood_floor (tmp, source); |
104 |
break; |
105 |
|
106 |
case TIMED_GATE: |
107 |
tmp->set_speed (tmp->arch->speed); |
108 |
tmp->value = tmp->arch->value; |
109 |
tmp->stats.sp = 1; |
110 |
tmp->stats.hp = tmp->stats.maxhp; |
111 |
/* Handle multipart gates. We copy the value for the other parts |
112 |
* from the head - this ensures that the data will consistent |
113 |
*/ |
114 |
for (object *part = tmp->more; part; part = part->more) |
115 |
{ |
116 |
part->value = tmp->value; |
117 |
part->stats.sp = tmp->stats.sp; |
118 |
part->stats.hp = tmp->stats.hp; |
119 |
part->set_speed (tmp->speed); |
120 |
} |
121 |
break; |
122 |
|
123 |
case DIRECTOR: |
124 |
case FIREWALL: |
125 |
if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
126 |
move_firewall (tmp); |
127 |
else |
128 |
{ |
129 |
if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
130 |
tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
131 |
|
132 |
animate_turning (tmp); |
133 |
} |
134 |
break; |
135 |
|
136 |
case TELEPORTER: |
137 |
move_teleporter (tmp); |
138 |
break; |
139 |
|
140 |
case CREATOR: |
141 |
move_creator (tmp); |
142 |
break; |
143 |
|
144 |
case TRIGGER_MARKER: |
145 |
move_marker (tmp); |
146 |
break; |
147 |
|
148 |
case DUPLICATOR: |
149 |
move_duplicator (tmp); |
150 |
break; |
151 |
} |
152 |
} |
153 |
} |
154 |
|
155 |
/* |
156 |
* elmex: |
157 |
* This is the new push_button function, it got split up so that |
158 |
* you can activate connections without a button now! |
159 |
* old but still valid comment: |
160 |
* |
161 |
* Push the specified object. This can affect other buttons/gates/handles |
162 |
* altars/pedestals/holes in the whole map. |
163 |
* Changed the routine to loop through _all_ objects. |
164 |
* Better hurry with that linked list... |
165 |
* |
166 |
*/ |
167 |
void |
168 |
push_button (object *op) |
169 |
{ |
170 |
oblinkpt *obp = get_button_links (op); |
171 |
|
172 |
if (!obp) |
173 |
return; |
174 |
|
175 |
if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value))) |
176 |
return; |
177 |
|
178 |
activate_connection_link (obp->link, op->value, op); |
179 |
} |
180 |
|
181 |
/* |
182 |
* elmex: |
183 |
* This activates a connection, similar to push_button (object *op) but it takes |
184 |
* only a map, a connection value and a true or false flag that indicated whether |
185 |
* the connection was 'state' or 'released'. So that you can activate objects |
186 |
* who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
187 |
* |
188 |
*/ |
189 |
void |
190 |
activate_connection (maptile *map, long connection, bool state) |
191 |
{ |
192 |
if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) |
193 |
return; |
194 |
|
195 |
oblinkpt *obp = get_connection_links (map, connection); |
196 |
|
197 |
if (obp) |
198 |
activate_connection_link (obp->link, state); |
199 |
} |
200 |
|
201 |
/* |
202 |
* Updates everything connected with the button op. |
203 |
* After changing the state of a button, this function must be called |
204 |
* to make sure that all gates and other buttons connected to the |
205 |
* button reacts to the (eventual) change of state. |
206 |
*/ |
207 |
void |
208 |
update_button (object *op) |
209 |
{ |
210 |
object *ab, *tmp, *head; |
211 |
int tot, any_down = 0, old_value = op->value; |
212 |
oblinkpt *obp = 0; |
213 |
objectlink *ol; |
214 |
|
215 |
obp = get_button_links (op); |
216 |
/* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
217 |
if (obp) |
218 |
for (ol = obp->link; ol; ol = ol->next) |
219 |
{ |
220 |
if (!ol->ob) |
221 |
{ |
222 |
LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
223 |
continue; |
224 |
} |
225 |
|
226 |
tmp = ol->ob; |
227 |
if (tmp->type == BUTTON) |
228 |
{ |
229 |
for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) |
230 |
/* Bug? The pedestal code below looks for the head of |
231 |
* the object, this bit doesn't. I'd think we should check |
232 |
* for head here also. Maybe it also makese sense to |
233 |
* make the for ab=tmp->above loop common, and alter |
234 |
* behaviour based on object within that loop? |
235 |
*/ |
236 |
|
237 |
/* Basically, if the move_type matches that on what the |
238 |
* button wants, we count it. The second check is so that |
239 |
* objects don't move (swords, etc) will count. Note that |
240 |
* this means that more work is needed to make buttons |
241 |
* that are only triggered by flying objects. |
242 |
*/ |
243 |
if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
244 |
tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; |
245 |
|
246 |
tmp->value = (tot >= tmp->weight) ? 1 : 0; |
247 |
if (tmp->value) |
248 |
any_down = 1; |
249 |
} |
250 |
else if (tmp->type == PEDESTAL) |
251 |
{ |
252 |
tmp->value = 0; |
253 |
for (ab = tmp->above; ab != NULL; ab = ab->above) |
254 |
{ |
255 |
head = ab->head_ (); |
256 |
/* Same note regarding move_type for buttons above apply here. */ |
257 |
if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
258 |
(head->race == tmp->slaying || |
259 |
((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
260 |
(!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
261 |
tmp->value = 1; |
262 |
} |
263 |
|
264 |
if (tmp->value) |
265 |
any_down = 1; |
266 |
} |
267 |
} |
268 |
if (any_down) /* If any other buttons were down, force this to remain down */ |
269 |
op->value = 1; |
270 |
|
271 |
/* If this button hasn't changed, don't do anything */ |
272 |
if (op->value != old_value) |
273 |
{ |
274 |
SET_ANIMATION (op, op->value); |
275 |
update_object (op, UP_OBJ_FACE); |
276 |
push_button (op); /* Make all other buttons the same */ |
277 |
} |
278 |
} |
279 |
|
280 |
void |
281 |
use_trigger (object *op) |
282 |
{ |
283 |
/* Toggle value */ |
284 |
op->value = !op->value; |
285 |
push_button (op); |
286 |
} |
287 |
|
288 |
/* |
289 |
* Note: animate_object should be used instead of this, |
290 |
* but it can't handle animations in the 8 directions |
291 |
*/ |
292 |
void |
293 |
animate_turning (object *op) /* only one part objects */ |
294 |
{ |
295 |
if (++op->state >= NUM_ANIMATIONS (op) / 8) |
296 |
op->state = 0; |
297 |
SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
298 |
update_object (op, UP_OBJ_FACE); |
299 |
} |
300 |
|
301 |
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
302 |
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
303 |
|
304 |
/* Returns true if the sacrifice meets the needs of the altar. |
305 |
* |
306 |
* Function put in (0.92.1) so that identify altars won't grab money |
307 |
* unnecessarily - we can see if there is sufficient money, see if something |
308 |
* needs to be identified, and then remove money if needed. |
309 |
* |
310 |
* 0.93.4: Linked objects (ie, objects that are connected) can not be |
311 |
* sacrificed. This fixes a bug of trying to put multiple altars/related |
312 |
* objects on the same space that take the same sacrifice. |
313 |
*/ |
314 |
|
315 |
int |
316 |
check_altar_sacrifice (const object *altar, const object *sacrifice) |
317 |
{ |
318 |
if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) |
319 |
{ |
320 |
if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
321 |
|| ARCH_SACRIFICE (altar) == sacrifice->name |
322 |
|| ARCH_SACRIFICE (altar) == sacrifice->slaying |
323 |
|| (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) |
324 |
&& NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) |
325 |
return 1; |
326 |
|
327 |
if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 |
328 |
&& sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
329 |
return 1; |
330 |
} |
331 |
|
332 |
return 0; |
333 |
} |
334 |
|
335 |
/* |
336 |
* operate_altar checks if sacrifice was accepted and removes sacrificed |
337 |
* objects. If sacrifice was succeed return 1 else 0. Might be better to |
338 |
* call check_altar_sacrifice (above) than depend on the return value, |
339 |
* since operate_altar will remove the sacrifice also. |
340 |
* |
341 |
* If this function returns 1, '*sacrifice' is modified to point to the |
342 |
* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
343 |
*/ |
344 |
int |
345 |
operate_altar (object *altar, object **sacrifice) |
346 |
{ |
347 |
if (!altar->map) |
348 |
{ |
349 |
LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
350 |
return 0; |
351 |
} |
352 |
|
353 |
if (!altar->slaying || altar->value) |
354 |
return 0; |
355 |
|
356 |
if (!check_altar_sacrifice (altar, *sacrifice)) |
357 |
return 0; |
358 |
|
359 |
/* check_altar_sacrifice should have already verified that enough money |
360 |
* has been dropped. |
361 |
*/ |
362 |
if (!strcmp (ARCH_SACRIFICE (altar), "money")) |
363 |
{ |
364 |
int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
365 |
|
366 |
/* Round up any sacrifices. Altars don't make change either */ |
367 |
if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
368 |
number++; |
369 |
|
370 |
*sacrifice = decrease_ob_nr (*sacrifice, number); |
371 |
} |
372 |
else |
373 |
*sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); |
374 |
|
375 |
if (altar->msg) |
376 |
new_info_map (NDI_BLACK, altar->map, altar->msg); |
377 |
|
378 |
return 1; |
379 |
} |
380 |
|
381 |
void |
382 |
trigger_move (object *op, int state) /* 1 down and 0 up */ |
383 |
{ |
384 |
op->stats.wc = state; |
385 |
if (state) |
386 |
{ |
387 |
use_trigger (op); |
388 |
op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
389 |
op->speed_left = -1; |
390 |
} |
391 |
else |
392 |
{ |
393 |
use_trigger (op); |
394 |
op->set_speed (0); |
395 |
} |
396 |
} |
397 |
|
398 |
|
399 |
/* |
400 |
* cause != NULL: something has moved on top of op |
401 |
* |
402 |
* cause == NULL: nothing has moved, we have been called from |
403 |
* animate_trigger(). |
404 |
* |
405 |
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
406 |
* |
407 |
* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
408 |
* |
409 |
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
410 |
*/ |
411 |
int |
412 |
check_trigger (object *op, object *cause) |
413 |
{ |
414 |
object *tmp; |
415 |
int push = 0, tot = 0; |
416 |
int in_movement = op->stats.wc || op->speed; |
417 |
|
418 |
switch (op->type) |
419 |
{ |
420 |
case TRIGGER_BUTTON: |
421 |
if (op->weight > 0) |
422 |
{ |
423 |
if (cause) |
424 |
{ |
425 |
for (tmp = op->above; tmp; tmp = tmp->above) |
426 |
/* Comment reproduced from update_buttons(): */ |
427 |
/* Basically, if the move_type matches that on what the |
428 |
* button wants, we count it. The second check is so that |
429 |
* objects that don't move (swords, etc) will count. Note that |
430 |
* this means that more work is needed to make buttons |
431 |
* that are only triggered by flying objects. |
432 |
*/ |
433 |
|
434 |
if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
435 |
{ |
436 |
tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; |
437 |
} |
438 |
if (tot >= op->weight) |
439 |
push = 1; |
440 |
if (op->stats.ac == push) |
441 |
return 0; |
442 |
op->stats.ac = push; |
443 |
if (NUM_ANIMATIONS (op) > 1) |
444 |
{ |
445 |
SET_ANIMATION (op, push); |
446 |
update_object (op, UP_OBJ_FACE); |
447 |
} |
448 |
if (in_movement || !push) |
449 |
return 0; |
450 |
} |
451 |
trigger_move (op, push); |
452 |
} |
453 |
return 0; |
454 |
|
455 |
case TRIGGER_PEDESTAL: |
456 |
if (cause) |
457 |
{ |
458 |
for (tmp = op->above; tmp; tmp = tmp->above) |
459 |
{ |
460 |
object *head = tmp->head_ (); |
461 |
|
462 |
/* See comment in TRIGGER_BUTTON about move_types */ |
463 |
if (((head->move_type & op->move_on) || head->move_type == 0) |
464 |
&& (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
465 |
{ |
466 |
push = 1; |
467 |
break; |
468 |
} |
469 |
} |
470 |
|
471 |
if (op->stats.ac == push) |
472 |
return 0; |
473 |
|
474 |
op->stats.ac = push; |
475 |
|
476 |
if (NUM_ANIMATIONS (op) > 1) |
477 |
{ |
478 |
SET_ANIMATION (op, push); |
479 |
update_object (op, UP_OBJ_FACE); |
480 |
} |
481 |
|
482 |
update_object (op, UP_OBJ_FACE); |
483 |
|
484 |
if (in_movement || !push) |
485 |
return 0; |
486 |
} |
487 |
|
488 |
trigger_move (op, push); |
489 |
return 0; |
490 |
|
491 |
case TRIGGER_ALTAR: |
492 |
if (cause) |
493 |
{ |
494 |
if (in_movement) |
495 |
return 0; |
496 |
|
497 |
if (operate_altar (op, &cause)) |
498 |
{ |
499 |
if (NUM_ANIMATIONS (op) > 1) |
500 |
{ |
501 |
SET_ANIMATION (op, 1); |
502 |
update_object (op, UP_OBJ_FACE); |
503 |
} |
504 |
|
505 |
if (op->last_sp >= 0) |
506 |
{ |
507 |
trigger_move (op, 1); |
508 |
if (op->last_sp > 0) |
509 |
op->last_sp = -op->last_sp; |
510 |
} |
511 |
else |
512 |
{ |
513 |
/* for trigger altar with last_sp, the ON/OFF |
514 |
* status (-> +/- value) is "simulated": |
515 |
*/ |
516 |
op->value = !op->value; |
517 |
trigger_move (op, 1); |
518 |
op->last_sp = -op->last_sp; |
519 |
op->value = !op->value; |
520 |
} |
521 |
|
522 |
return cause == NULL; |
523 |
} |
524 |
else |
525 |
return 0; |
526 |
} |
527 |
else |
528 |
{ |
529 |
if (NUM_ANIMATIONS (op) > 1) |
530 |
{ |
531 |
SET_ANIMATION (op, 0); |
532 |
update_object (op, UP_OBJ_FACE); |
533 |
} |
534 |
|
535 |
/* If trigger_altar has "last_sp > 0" set on the map, |
536 |
* it will push the connected value only once per sacrifice. |
537 |
* Otherwise (default), the connected value will be |
538 |
* pushed twice: First by sacrifice, second by reset! -AV |
539 |
*/ |
540 |
if (!op->last_sp) |
541 |
trigger_move (op, 0); |
542 |
else |
543 |
{ |
544 |
op->stats.wc = 0; |
545 |
op->value = !op->value; |
546 |
op->set_speed (0); |
547 |
} |
548 |
} |
549 |
return 0; |
550 |
|
551 |
case TRIGGER: |
552 |
if (cause) |
553 |
{ |
554 |
if (in_movement) |
555 |
return 0; |
556 |
|
557 |
push = 1; |
558 |
} |
559 |
|
560 |
if (NUM_ANIMATIONS (op) > 1) |
561 |
{ |
562 |
SET_ANIMATION (op, push); |
563 |
update_object (op, UP_OBJ_FACE); |
564 |
} |
565 |
|
566 |
trigger_move (op, push); |
567 |
return 1; |
568 |
|
569 |
default: |
570 |
LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
571 |
return 0; |
572 |
} |
573 |
} |
574 |
|
575 |
void |
576 |
add_button_link (object *button, maptile *map, int connected) |
577 |
{ |
578 |
oblinkpt *obp; |
579 |
objectlink *ol = get_objectlink (); |
580 |
|
581 |
if (!map) |
582 |
{ |
583 |
LOG (llevError, "Tried to add button-link without map.\n"); |
584 |
return; |
585 |
} |
586 |
|
587 |
button->path_attuned = connected; /* peterm: I need this so I can rebuild |
588 |
a connected map from a template map. */ |
589 |
|
590 |
SET_FLAG (button, FLAG_IS_LINKED); |
591 |
|
592 |
ol->ob = button; |
593 |
|
594 |
for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) |
595 |
; |
596 |
|
597 |
if (obp) |
598 |
{ |
599 |
ol->next = obp->link; |
600 |
obp->link = ol; |
601 |
} |
602 |
else |
603 |
{ |
604 |
obp = get_objectlinkpt (); |
605 |
obp->value = connected; |
606 |
|
607 |
obp->next = map->buttons; |
608 |
map->buttons = obp; |
609 |
obp->link = ol; |
610 |
} |
611 |
} |
612 |
|
613 |
/* |
614 |
* Remove the object from the linked lists of buttons in the map. |
615 |
* This is only needed by editors. |
616 |
*/ |
617 |
|
618 |
void |
619 |
remove_button_link (object *op) |
620 |
{ |
621 |
oblinkpt *obp; |
622 |
objectlink **olp, *ol; |
623 |
|
624 |
if (op->map == NULL) |
625 |
{ |
626 |
LOG (llevError, "remove_button_link() in object without map.\n"); |
627 |
return; |
628 |
} |
629 |
|
630 |
if (!QUERY_FLAG (op, FLAG_IS_LINKED)) |
631 |
{ |
632 |
LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
633 |
return; |
634 |
} |
635 |
|
636 |
for (obp = op->map->buttons; obp; obp = obp->next) |
637 |
for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
638 |
if (ol->ob == op) |
639 |
{ |
640 |
|
641 |
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
642 |
obp->value, op->name, op->map->path); |
643 |
*/ |
644 |
*olp = ol->next; |
645 |
delete ol; |
646 |
return; |
647 |
} |
648 |
|
649 |
LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
650 |
CLEAR_FLAG (op, FLAG_IS_LINKED); |
651 |
} |
652 |
|
653 |
/* |
654 |
* Gets the objectlink for this connection from the map. |
655 |
*/ |
656 |
oblinkpt * |
657 |
get_connection_links (maptile *map, long connection) |
658 |
{ |
659 |
for (oblinkpt * obp = map->buttons; obp; obp = obp->next) |
660 |
if (obp->value == connection) |
661 |
return obp; |
662 |
|
663 |
return 0; |
664 |
} |
665 |
|
666 |
/* |
667 |
* Return the first objectlink in the objects linked to this one |
668 |
*/ |
669 |
|
670 |
oblinkpt * |
671 |
get_button_links (const object *button) |
672 |
{ |
673 |
oblinkpt *obp; |
674 |
objectlink *ol; |
675 |
|
676 |
if (!button->map) |
677 |
return NULL; |
678 |
|
679 |
for (obp = button->map->buttons; obp; obp = obp->next) |
680 |
for (ol = obp->link; ol; ol = ol->next) |
681 |
if (ol->ob == button) |
682 |
return obp; |
683 |
|
684 |
return NULL; |
685 |
} |
686 |
|
687 |
/* |
688 |
* Made as a separate function to increase efficiency |
689 |
*/ |
690 |
|
691 |
int |
692 |
get_button_value (const object *button) |
693 |
{ |
694 |
oblinkpt *obp; |
695 |
objectlink *ol; |
696 |
|
697 |
if (!button->map) |
698 |
return 0; |
699 |
for (obp = button->map->buttons; obp; obp = obp->next) |
700 |
for (ol = obp->link; ol; ol = ol->next) |
701 |
if (ol->ob == button) |
702 |
return obp->value; |
703 |
return 0; |
704 |
} |
705 |
|
706 |
/* This routine makes monsters who are |
707 |
* standing on the 'mood floor' change their |
708 |
* disposition if it is different. |
709 |
* If floor is to be triggered must have |
710 |
* a speed of zero (default is 1 for all |
711 |
* but the charm floor type). |
712 |
* by b.t. thomas@nomad.astro.psu.edu |
713 |
*/ |
714 |
|
715 |
void |
716 |
do_mood_floor (object *op, object *source) |
717 |
{ |
718 |
if (!source) |
719 |
source = op; |
720 |
|
721 |
mapspace &ms = op->ms (); |
722 |
|
723 |
if (!(ms.flags () & P_IS_ALIVE)) |
724 |
return; |
725 |
|
726 |
object *tmp; |
727 |
|
728 |
for (tmp = ms.top; tmp; tmp = tmp->below) |
729 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
730 |
break; |
731 |
|
732 |
/* doesn't effect players, and if there is a player on this space, won't also |
733 |
* be a monster here. |
734 |
*/ |
735 |
//TODO: have players really FLAG_MONSTER? kept it for safety |
736 |
if (!tmp || tmp->type == PLAYER) |
737 |
return; |
738 |
|
739 |
switch (op->last_sp) |
740 |
{ |
741 |
case 0: /* furious--make all monsters mad */ |
742 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
743 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
744 |
|
745 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
746 |
{ |
747 |
tmp->attack_movement = 0; |
748 |
/* lots of checks here, but want to make sure we don't |
749 |
* dereference a null value |
750 |
*/ |
751 |
if (tmp->type == GOLEM |
752 |
&& tmp->owner |
753 |
&& tmp->owner->type == PLAYER |
754 |
&& tmp->owner->contr->golem == tmp) |
755 |
tmp->owner->contr->golem = 0; |
756 |
|
757 |
tmp->owner = 0; |
758 |
|
759 |
remove_friendly_object (tmp); |
760 |
} |
761 |
break; |
762 |
|
763 |
case 1: /* angry -- get neutral monsters mad */ |
764 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
765 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
766 |
break; |
767 |
|
768 |
case 2: /* calm -- pacify unfriendly monsters */ |
769 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
770 |
break; |
771 |
|
772 |
case 3: /* make all monsters fall asleep */ |
773 |
SET_FLAG (tmp, FLAG_SLEEP); |
774 |
break; |
775 |
|
776 |
case 4: /* charm all monsters */ |
777 |
if (op == source) |
778 |
break; /* only if 'connected' */ |
779 |
|
780 |
if (object *pl = source->ms ().player ()) |
781 |
{ |
782 |
tmp->set_owner (pl); |
783 |
SET_FLAG (tmp, FLAG_MONSTER); |
784 |
|
785 |
tmp->stats.exp = 0; |
786 |
|
787 |
add_friendly_object (tmp); |
788 |
tmp->attack_movement = PETMOVE; |
789 |
} |
790 |
break; |
791 |
|
792 |
case 6: // kill monsters |
793 |
if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
794 |
break; |
795 |
|
796 |
// FALL THROUGH |
797 |
case 5: // kill all alives |
798 |
if (!tmp->flag [FLAG_PRECIOUS]) |
799 |
{ |
800 |
get_archetype ("burnout")->insert_at (tmp, source); |
801 |
tmp->destroy (); |
802 |
} |
803 |
break; |
804 |
|
805 |
default: |
806 |
break; |
807 |
} |
808 |
} |
809 |
|
810 |
/* this function returns the object it matches, or NULL if non. |
811 |
* It will descend through containers to find the object. |
812 |
* slaying = match object slaying flag |
813 |
* race = match object archetype name flag |
814 |
* hp = match object type (excpt type '0'== PLAYER) |
815 |
*/ |
816 |
object * |
817 |
check_inv_recursive (object *op, const object *trig) |
818 |
{ |
819 |
object *tmp, *ret = NULL; |
820 |
|
821 |
/* First check the object itself. */ |
822 |
if ((trig->stats.hp && (op->type == trig->stats.hp)) |
823 |
|| (trig->slaying && (op->slaying == trig->slaying)) |
824 |
|| (trig->race && (op->arch->archname == trig->race))) |
825 |
return op; |
826 |
|
827 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
828 |
{ |
829 |
if (tmp->inv) |
830 |
{ |
831 |
ret = check_inv_recursive (tmp, trig); |
832 |
if (ret) |
833 |
return ret; |
834 |
} |
835 |
else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
836 |
|| (trig->slaying && (tmp->slaying == trig->slaying)) |
837 |
|| (trig->race && (tmp->arch->archname == trig->race))) |
838 |
return tmp; |
839 |
} |
840 |
return NULL; |
841 |
} |
842 |
|
843 |
/* check_inv(), a function to search the inventory, |
844 |
* of a player and then based on a set of conditions, |
845 |
* the square will activate connected items. |
846 |
* Monsters can't trigger this square (for now) |
847 |
* Values are: last_sp = 1/0 obj/no obj triggers |
848 |
* last_heal = 1/0 remove/dont remove obj if triggered |
849 |
* -b.t. (thomas@nomad.astro.psu.edu |
850 |
* |
851 |
* Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op |
852 |
* because the check-inventory semantic essentially only applies when |
853 |
* something is above the inventory checker. |
854 |
* The semantic prior this change was: trigger if something has moved on or off |
855 |
* and has a matching item. Imagine what happens if someone steps on the inventory |
856 |
* checker with a matching item, has it, activates the connection, throws the item |
857 |
* away, and then leaves the inventory checker. That would've caused an always-enabled |
858 |
* state in the inventory checker. This won't happen anymore now. |
859 |
* |
860 |
* Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
861 |
* whether op is on this mapspace or not, because the value (1|0) depends |
862 |
* on this information. also make sure to only push_button if op has |
863 |
* a matching item (because when we do a push_button with value=0 timed gates |
864 |
* will still open)! (i hope i got the semantics right this time) |
865 |
* |
866 |
*/ |
867 |
void |
868 |
check_inv (object *op, object *trig) |
869 |
{ |
870 |
trig->value = 0; // deactivate if none of the following conditions apply |
871 |
|
872 |
object *pl = trig->ms ().player (); |
873 |
object *match = check_inv_recursive (op, trig); |
874 |
|
875 |
// elmex: a note about (pl == op): |
876 |
// if pl == 0 then the player has left this space |
877 |
// if pl != 0 then a player is on this mapspace, but then |
878 |
// we still have to check whether it's the player that triggered |
879 |
// this inv-checker, because if not, then the op left this inv-checker |
880 |
// and we have to set the value to 0 |
881 |
|
882 |
if (match && trig->last_sp) // match == having |
883 |
{ |
884 |
if (trig->last_heal) |
885 |
decrease_ob (match); |
886 |
|
887 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
888 |
push_button (trig); |
889 |
} |
890 |
else if (!match && !trig->last_sp) // match == not having |
891 |
{ |
892 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
893 |
push_button (trig); |
894 |
} |
895 |
} |
896 |
|