1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
* |
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* Deliantra 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 |
10 |
* the Free Software Foundation, either version 3 of the License, or |
11 |
* (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, |
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 |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
23 |
|
24 |
#include <global.h> |
25 |
|
26 |
/* |
27 |
* This code is no longer highly inefficient 8) |
28 |
*/ |
29 |
|
30 |
/* |
31 |
* elmex: |
32 |
* This function takes a objectlink list with all the objects are going to be activated. |
33 |
* state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
34 |
* The activator argument can be 0 or the source object for this activation. |
35 |
* the originator is the player or monster who did something. |
36 |
*/ |
37 |
static void |
38 |
activate_connection_link (objectlink *ol, bool state, object *activator, object *originator) |
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 |
|
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 |
if (!tmp->active) |
73 |
tmp->play_sound (tmp->sound |
74 |
? tmp->sound |
75 |
: sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole")); |
76 |
tmp->value = tmp->stats.maxsp ? !state : state; |
77 |
tmp->set_speed (0.5); |
78 |
break; |
79 |
|
80 |
case CF_HANDLE: |
81 |
SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
82 |
update_object (tmp, UP_OBJ_FACE); |
83 |
break; |
84 |
|
85 |
case SIGN: |
86 |
if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
87 |
{ |
88 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign")); |
89 |
new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
90 |
if (tmp->stats.food) |
91 |
tmp->last_eat++; |
92 |
} |
93 |
break; |
94 |
|
95 |
case ALTAR: |
96 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_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: |
104 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button")); |
105 |
tmp->value = state; |
106 |
SET_ANIMATION (tmp, tmp->value); |
107 |
update_object (tmp, UP_OBJ_FACE); |
108 |
break; |
109 |
|
110 |
case MOOD_FLOOR: |
111 |
do_mood_floor (tmp, activator); |
112 |
break; |
113 |
|
114 |
case TIMED_GATE: |
115 |
if (!tmp->active) |
116 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); |
117 |
|
118 |
tmp->set_speed (tmp->arch->speed); |
119 |
tmp->value = tmp->arch->value; |
120 |
tmp->stats.sp = 1; |
121 |
tmp->stats.hp = tmp->stats.maxhp; |
122 |
/* Handle multipart gates. We copy the value for the other parts |
123 |
* from the head - this ensures that the data will consistent |
124 |
*/ |
125 |
for (object *part = tmp->more; part; part = part->more) |
126 |
{ |
127 |
part->value = tmp->value; |
128 |
part->stats.sp = tmp->stats.sp; |
129 |
part->stats.hp = tmp->stats.hp; |
130 |
part->set_speed (tmp->speed); |
131 |
} |
132 |
break; |
133 |
|
134 |
case DIRECTOR: |
135 |
case FIREWALL: |
136 |
if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
137 |
move_firewall (tmp); |
138 |
else |
139 |
{ |
140 |
if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
141 |
tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
142 |
|
143 |
animate_turning (tmp); |
144 |
} |
145 |
break; |
146 |
|
147 |
case TELEPORTER: |
148 |
move_teleporter (tmp); |
149 |
break; |
150 |
|
151 |
case CREATOR: |
152 |
move_creator (tmp); |
153 |
break; |
154 |
|
155 |
case TRIGGER_MARKER: |
156 |
//tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker")); |
157 |
move_marker (tmp); |
158 |
break; |
159 |
|
160 |
case DUPLICATOR: |
161 |
move_duplicator (tmp); |
162 |
break; |
163 |
|
164 |
case MAPSCRIPT: |
165 |
cfperl_mapscript_activate (tmp, state, activator, originator); |
166 |
break; |
167 |
} |
168 |
} |
169 |
} |
170 |
|
171 |
/* |
172 |
* elmex: |
173 |
* This is the new push_button function, it got split up so that |
174 |
* you can activate connections without a button now! |
175 |
* old but still valid comment: |
176 |
* |
177 |
* Push the specified object. This can affect other buttons/gates/handles |
178 |
* altars/pedestals/holes in the whole map. |
179 |
* Changed the routine to loop through _all_ objects. |
180 |
* Better hurry with that linked list... |
181 |
* |
182 |
*/ |
183 |
void |
184 |
push_button (object *op, object *originator) |
185 |
{ |
186 |
if (oblinkpt *obp = op->find_link ()) |
187 |
{ |
188 |
if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator))) |
189 |
return; |
190 |
|
191 |
activate_connection_link (obp->link, op->value, op, originator); |
192 |
} |
193 |
} |
194 |
|
195 |
/* |
196 |
* elmex: |
197 |
* This activates a connection, similar to push_button (object *op) but it takes |
198 |
* only a map, a connection value and a true or false flag that indicated whether |
199 |
* the connection was 'state' or 'released'. So that you can activate objects |
200 |
* who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
201 |
* |
202 |
*/ |
203 |
void |
204 |
maptile::trigger (shstr_tmp id, bool state, object *activator, object *originator) |
205 |
{ |
206 |
if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator))) |
207 |
return; |
208 |
|
209 |
if (oblinkpt *obp = find_link (id)) |
210 |
activate_connection_link (obp->link, state, activator, originator); |
211 |
} |
212 |
|
213 |
/* |
214 |
* Updates everything connected with the button op. |
215 |
* After changing the state of a button, this function must be called |
216 |
* to make sure that all gates and other buttons connected to the |
217 |
* button reacts to the (eventual) change of state. |
218 |
*/ |
219 |
void |
220 |
update_button (object *op, object *originator) |
221 |
{ |
222 |
int any_down = 0, old_value = op->value; |
223 |
|
224 |
if (oblinkpt *obp = op->find_link ()) |
225 |
for (objectlink *ol = obp->link; ol; ol = ol->next) |
226 |
{ |
227 |
if (!ol->ob) |
228 |
{ |
229 |
LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
230 |
continue; |
231 |
} |
232 |
|
233 |
object *tmp = ol->ob; |
234 |
|
235 |
if (tmp->type == BUTTON) |
236 |
{ |
237 |
sint32 total = 0; |
238 |
|
239 |
for (object *ab = tmp->above; ab; ab = ab->above) |
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 who 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 |
total += ab->head_ ()->total_weight (); |
248 |
|
249 |
tmp->value = total >= tmp->weight; |
250 |
|
251 |
any_down = any_down || tmp->value; |
252 |
} |
253 |
else if (tmp->type == PEDESTAL) |
254 |
{ |
255 |
tmp->value = 0; |
256 |
|
257 |
for (object *ab = tmp->above; ab; ab = ab->above) |
258 |
{ |
259 |
object *head = ab->head_ (); |
260 |
|
261 |
/* Same note regarding move_type for buttons above apply here. */ |
262 |
if (((ab->move_type & tmp->move_on) || ab->move_type == 0) |
263 |
&& (head->race == tmp->slaying |
264 |
|| (head->type == SPECIAL_KEY && head->slaying == tmp->slaying) |
265 |
|| (tmp->slaying == shstr_player && head->type == PLAYER))) |
266 |
tmp->value = 1; |
267 |
} |
268 |
|
269 |
any_down = any_down || tmp->value; |
270 |
} |
271 |
} |
272 |
|
273 |
if (any_down) /* If any other buttons were down, force this to remain down */ |
274 |
op->value = 1; |
275 |
|
276 |
//LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value); |
277 |
|
278 |
/* If this button hasn't changed, don't do anything */ |
279 |
if (op->value != old_value) |
280 |
{ |
281 |
SET_ANIMATION (op, op->value); |
282 |
update_object (op, UP_OBJ_FACE); |
283 |
push_button (op, originator); /* Make all other buttons the same */ |
284 |
} |
285 |
} |
286 |
|
287 |
void |
288 |
use_trigger (object *op, object *originator) |
289 |
{ |
290 |
/* Toggle value */ |
291 |
op->value = !op->value; |
292 |
|
293 |
push_button (op, originator); |
294 |
} |
295 |
|
296 |
/* |
297 |
* Note: animate_object should be used instead of this, |
298 |
* but it can't handle animations in the 8 directions |
299 |
*/ |
300 |
void |
301 |
animate_turning (object *op) /* only one part objects */ |
302 |
{ |
303 |
if (++op->state >= NUM_ANIMATIONS (op) / 8) |
304 |
op->state = 0; |
305 |
SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
306 |
update_object (op, UP_OBJ_FACE); |
307 |
} |
308 |
|
309 |
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
310 |
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
311 |
|
312 |
/* Returns true if the sacrifice meets the needs of the altar. |
313 |
* |
314 |
* Function put in (0.92.1) so that identify altars won't grab money |
315 |
* unnecessarily - we can see if there is sufficient money, see if something |
316 |
* needs to be identified, and then remove money if needed. |
317 |
* |
318 |
* 0.93.4: Linked objects (ie, objects that are connected) can not be |
319 |
* sacrificed. This fixes a bug of trying to put multiple altars/related |
320 |
* objects on the same space that take the same sacrifice. |
321 |
*/ |
322 |
|
323 |
int |
324 |
check_altar_sacrifice (const object *altar, const object *sacrifice) |
325 |
{ |
326 |
if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) |
327 |
&& !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
328 |
&& sacrifice->type != PLAYER) |
329 |
{ |
330 |
if (ARCH_SACRIFICE (altar) == shstr_money |
331 |
&& sacrifice->type == MONEY |
332 |
&& sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
333 |
return 1; |
334 |
|
335 |
if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
336 |
|| ARCH_SACRIFICE (altar) == sacrifice->name |
337 |
|| ARCH_SACRIFICE (altar) == sacrifice->slaying |
338 |
|| strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) |
339 |
&& NROF_SACRIFICE (altar) <= sacrifice->number_of ()) |
340 |
return 1; |
341 |
} |
342 |
|
343 |
return 0; |
344 |
} |
345 |
|
346 |
/* |
347 |
* operate_altar checks if sacrifice was accepted and removes sacrificed |
348 |
* objects. If sacrifice was succeed return 1 else 0. Might be better to |
349 |
* call check_altar_sacrifice (above) than depend on the return value, |
350 |
* since operate_altar will remove the sacrifice also. |
351 |
* |
352 |
* If this function returns 1, '*sacrifice' is modified to point to the |
353 |
* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
354 |
*/ |
355 |
int |
356 |
operate_altar (object *altar, object **sacrifice) |
357 |
{ |
358 |
if (!altar->map) |
359 |
{ |
360 |
LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
361 |
return 0; |
362 |
} |
363 |
|
364 |
if (!altar->slaying || altar->value) |
365 |
return 0; |
366 |
|
367 |
if (!check_altar_sacrifice (altar, *sacrifice)) |
368 |
return 0; |
369 |
|
370 |
/* check_altar_sacrifice should have already verified that enough money |
371 |
* has been dropped. |
372 |
*/ |
373 |
if (ARCH_SACRIFICE (altar) == shstr_money) |
374 |
{ |
375 |
int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
376 |
|
377 |
/* Round up any sacrifices. Altars don't make change either */ |
378 |
if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
379 |
number++; |
380 |
|
381 |
if (!(*sacrifice)->decrease (number)) |
382 |
*sacrifice = 0; |
383 |
} |
384 |
else |
385 |
if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar))) |
386 |
*sacrifice = 0; |
387 |
|
388 |
if (altar->msg) |
389 |
new_info_map (NDI_BLACK, altar->map, altar->msg); |
390 |
|
391 |
return 1; |
392 |
} |
393 |
|
394 |
void |
395 |
trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */ |
396 |
{ |
397 |
op->stats.wc = state; |
398 |
|
399 |
if (state) |
400 |
{ |
401 |
use_trigger (op, originator); |
402 |
op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
403 |
op->speed_left = -1; |
404 |
} |
405 |
else |
406 |
{ |
407 |
use_trigger (op, originator); |
408 |
op->set_speed (0); |
409 |
} |
410 |
} |
411 |
|
412 |
|
413 |
/* |
414 |
* cause != NULL: something has moved on top of op |
415 |
* |
416 |
* cause == NULL: nothing has moved, we have been called from |
417 |
* animate_trigger(). |
418 |
* |
419 |
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
420 |
* |
421 |
* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
422 |
* |
423 |
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
424 |
*/ |
425 |
int |
426 |
check_trigger (object *op, object *cause) |
427 |
{ |
428 |
object *tmp; |
429 |
int push = 0, tot = 0; |
430 |
int in_movement = op->stats.wc || op->speed; |
431 |
|
432 |
switch (op->type) |
433 |
{ |
434 |
case TRIGGER_BUTTON: |
435 |
if (op->weight > 0) |
436 |
{ |
437 |
if (cause) |
438 |
{ |
439 |
for (tmp = op->above; tmp; tmp = tmp->above) |
440 |
/* Comment reproduced from update_buttons(): */ |
441 |
/* Basically, if the move_type matches that on what the |
442 |
* button wants, we count it. The second check is so that |
443 |
* objects that don't move (swords, etc) will count. Note that |
444 |
* this means that more work is needed to make buttons |
445 |
* that are only triggered by flying objects. |
446 |
*/ |
447 |
if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
448 |
tot += tmp->head_ ()->total_weight (); |
449 |
|
450 |
if (tot >= op->weight) |
451 |
push = 1; |
452 |
|
453 |
if (op->stats.ac == push) |
454 |
return 0; |
455 |
|
456 |
op->stats.ac = push; |
457 |
if (NUM_ANIMATIONS (op) > 1) |
458 |
{ |
459 |
SET_ANIMATION (op, push); |
460 |
update_object (op, UP_OBJ_FACE); |
461 |
} |
462 |
|
463 |
if (in_movement || !push) |
464 |
return 0; |
465 |
} |
466 |
|
467 |
trigger_move (op, push, cause); |
468 |
} |
469 |
|
470 |
return 0; |
471 |
|
472 |
case TRIGGER_PEDESTAL: |
473 |
if (cause) |
474 |
{ |
475 |
for (tmp = op->above; tmp; tmp = tmp->above) |
476 |
{ |
477 |
object *head = tmp->head_ (); |
478 |
|
479 |
/* See comment in TRIGGER_BUTTON about move_types */ |
480 |
if (((head->move_type & op->move_on) || head->move_type == 0) |
481 |
&& (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER))) |
482 |
{ |
483 |
push = 1; |
484 |
break; |
485 |
} |
486 |
} |
487 |
|
488 |
if (op->stats.ac == push) |
489 |
return 0; |
490 |
|
491 |
op->stats.ac = push; |
492 |
|
493 |
if (NUM_ANIMATIONS (op) > 1) |
494 |
{ |
495 |
SET_ANIMATION (op, push); |
496 |
update_object (op, UP_OBJ_FACE); |
497 |
} |
498 |
|
499 |
update_object (op, UP_OBJ_FACE); |
500 |
|
501 |
if (in_movement || !push) |
502 |
return 0; |
503 |
} |
504 |
|
505 |
trigger_move (op, push, cause); |
506 |
return 0; |
507 |
|
508 |
case TRIGGER_ALTAR: |
509 |
if (cause) |
510 |
{ |
511 |
if (in_movement) |
512 |
return 0; |
513 |
|
514 |
if (operate_altar (op, &cause)) |
515 |
{ |
516 |
if (NUM_ANIMATIONS (op) > 1) |
517 |
{ |
518 |
SET_ANIMATION (op, 1); |
519 |
update_object (op, UP_OBJ_FACE); |
520 |
} |
521 |
|
522 |
if (op->last_sp >= 0) |
523 |
{ |
524 |
trigger_move (op, 1, cause); |
525 |
|
526 |
if (op->last_sp > 0) |
527 |
op->last_sp = -op->last_sp; |
528 |
} |
529 |
else |
530 |
{ |
531 |
/* for trigger altar with last_sp, the ON/OFF |
532 |
* status (-> +/- value) is "simulated": |
533 |
*/ |
534 |
op->value = !op->value; |
535 |
trigger_move (op, 1, cause); |
536 |
op->last_sp = -op->last_sp; |
537 |
op->value = !op->value; |
538 |
} |
539 |
|
540 |
return cause == NULL; |
541 |
} |
542 |
else |
543 |
return 0; |
544 |
} |
545 |
else |
546 |
{ |
547 |
if (NUM_ANIMATIONS (op) > 1) |
548 |
{ |
549 |
SET_ANIMATION (op, 0); |
550 |
update_object (op, UP_OBJ_FACE); |
551 |
} |
552 |
|
553 |
/* If trigger_altar has "last_sp > 0" set on the map, |
554 |
* it will push the connected value only once per sacrifice. |
555 |
* Otherwise (default), the connected value will be |
556 |
* pushed twice: First by sacrifice, second by reset! -AV |
557 |
*/ |
558 |
if (!op->last_sp) |
559 |
trigger_move (op, 0, cause); |
560 |
else |
561 |
{ |
562 |
op->stats.wc = 0; |
563 |
op->value = !op->value; |
564 |
op->set_speed (0); |
565 |
} |
566 |
} |
567 |
return 0; |
568 |
|
569 |
case TRIGGER: |
570 |
if (cause) |
571 |
{ |
572 |
if (in_movement) |
573 |
return 0; |
574 |
|
575 |
push = 1; |
576 |
} |
577 |
|
578 |
if (NUM_ANIMATIONS (op) > 1) |
579 |
{ |
580 |
SET_ANIMATION (op, push); |
581 |
update_object (op, UP_OBJ_FACE); |
582 |
} |
583 |
|
584 |
trigger_move (op, push, cause); |
585 |
return 1; |
586 |
|
587 |
default: |
588 |
LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
589 |
return 0; |
590 |
} |
591 |
} |
592 |
|
593 |
void |
594 |
object::add_link (maptile *map, shstr_tmp id) |
595 |
{ |
596 |
if (!map) |
597 |
{ |
598 |
LOG (llevError, "Tried to add button-link without map.\n"); |
599 |
return; |
600 |
} |
601 |
|
602 |
flag [FLAG_IS_LINKED] = true; |
603 |
|
604 |
objectlink *ol = get_objectlink (); |
605 |
ol->ob = this; |
606 |
|
607 |
for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
608 |
if (obp->id == id) |
609 |
{ |
610 |
ol->next = obp->link; |
611 |
obp->link = ol; |
612 |
return; |
613 |
} |
614 |
|
615 |
oblinkpt *obp = get_objectlinkpt (); |
616 |
obp->id = id; |
617 |
|
618 |
obp->next = map->buttons; |
619 |
map->buttons = obp; |
620 |
obp->link = ol; |
621 |
} |
622 |
|
623 |
/* |
624 |
* Remove the object from the linked lists of buttons in the map. |
625 |
* This is only needed by editors. |
626 |
*/ |
627 |
void |
628 |
object::remove_link () |
629 |
{ |
630 |
if (!map) |
631 |
{ |
632 |
LOG (llevError, "remove_button_link() in object without map.\n"); |
633 |
return; |
634 |
} |
635 |
|
636 |
if (!flag [FLAG_IS_LINKED]) |
637 |
{ |
638 |
LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
639 |
return; |
640 |
} |
641 |
|
642 |
flag [FLAG_IS_LINKED] = false; |
643 |
|
644 |
for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
645 |
for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next) |
646 |
if ((*olp)->ob == this) |
647 |
{ |
648 |
objectlink *ol = *olp; |
649 |
*olp = ol->next; |
650 |
delete ol; |
651 |
return; |
652 |
} |
653 |
|
654 |
LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
655 |
} |
656 |
|
657 |
/* |
658 |
* Updates every button on the map (by calling update_button() for them). |
659 |
*/ |
660 |
void |
661 |
maptile::update_buttons () |
662 |
{ |
663 |
for (oblinkpt *obp = buttons; obp; obp = obp->next) |
664 |
for (objectlink *ol = obp->link; ol; ol = ol->next) |
665 |
{ |
666 |
if (!ol->ob) |
667 |
{ |
668 |
LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", |
669 |
ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id); |
670 |
continue; |
671 |
} |
672 |
|
673 |
if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) |
674 |
{ |
675 |
update_button (ol->ob, 0); |
676 |
break; |
677 |
} |
678 |
} |
679 |
} |
680 |
|
681 |
/* |
682 |
* Gets the objectlink for this connection from the map. |
683 |
*/ |
684 |
oblinkpt * |
685 |
maptile::find_link (shstr_tmp id) |
686 |
{ |
687 |
for (oblinkpt *obp = buttons; obp; obp = obp->next) |
688 |
if (obp->id == id) |
689 |
return obp; |
690 |
|
691 |
return 0; |
692 |
} |
693 |
|
694 |
/* |
695 |
* Return the first objectlink in the objects linked to this one |
696 |
*/ |
697 |
oblinkpt * |
698 |
object::find_link () const |
699 |
{ |
700 |
if (map) |
701 |
for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
702 |
for (objectlink *ol = obp->link; ol; ol = ol->next) |
703 |
if (ol->ob == this) |
704 |
return obp; |
705 |
|
706 |
return 0; |
707 |
} |
708 |
|
709 |
/* This routine makes monsters who are |
710 |
* standing on the 'mood floor' change their |
711 |
* disposition if it is different. |
712 |
* If floor is to be triggered must have |
713 |
* a speed of zero (default is 1 for all |
714 |
* but the charm floor type). |
715 |
* by b.t. thomas@nomad.astro.psu.edu |
716 |
*/ |
717 |
void |
718 |
do_mood_floor (object *op, object *source) |
719 |
{ |
720 |
if (!source) |
721 |
source = op; |
722 |
|
723 |
mapspace &ms = op->ms (); |
724 |
|
725 |
if (!(ms.flags () & P_IS_ALIVE)) |
726 |
return; |
727 |
|
728 |
object *tmp; |
729 |
|
730 |
for (tmp = ms.top; tmp; tmp = tmp->below) |
731 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
732 |
break; |
733 |
|
734 |
/* doesn't effect players, and if there is a player on this space, won't also |
735 |
* be a monster here. |
736 |
*/ |
737 |
//TODO: have players really FLAG_MONSTER? kept it for safety |
738 |
if (!tmp || tmp->type == PLAYER) |
739 |
return; |
740 |
|
741 |
switch (op->last_sp) |
742 |
{ |
743 |
case 0: /* furious--make all monsters mad */ |
744 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
745 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
746 |
|
747 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
748 |
{ |
749 |
tmp->attack_movement = 0; |
750 |
/* lots of checks here, but want to make sure we don't |
751 |
* dereference a null value |
752 |
*/ |
753 |
if (tmp->type == GOLEM |
754 |
&& tmp->owner |
755 |
&& tmp->owner->type == PLAYER |
756 |
&& tmp->owner->contr->golem == tmp) |
757 |
tmp->owner->contr->golem = 0; |
758 |
|
759 |
tmp->owner = 0; |
760 |
|
761 |
remove_friendly_object (tmp); |
762 |
} |
763 |
break; |
764 |
|
765 |
case 1: /* angry -- get neutral monsters mad */ |
766 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
767 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
768 |
break; |
769 |
|
770 |
case 2: /* calm -- pacify unfriendly monsters */ |
771 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
772 |
break; |
773 |
|
774 |
case 3: /* make all monsters fall asleep */ |
775 |
SET_FLAG (tmp, FLAG_SLEEP); |
776 |
break; |
777 |
|
778 |
case 4: /* charm all monsters */ |
779 |
if (op == source) |
780 |
break; /* only if 'connected' */ |
781 |
|
782 |
if (object *pl = source->ms ().player ()) |
783 |
{ |
784 |
tmp->set_owner (pl); |
785 |
SET_FLAG (tmp, FLAG_MONSTER); |
786 |
|
787 |
tmp->stats.exp = 0; |
788 |
|
789 |
add_friendly_object (tmp); |
790 |
tmp->attack_movement = PETMOVE; |
791 |
} |
792 |
break; |
793 |
|
794 |
case 6: // kill monsters |
795 |
if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
796 |
break; |
797 |
|
798 |
// FALL THROUGH |
799 |
case 5: // kill all alives |
800 |
if (!tmp->flag [FLAG_PRECIOUS]) |
801 |
{ |
802 |
archetype::get (shstr_burnout)->insert_at (tmp, source); |
803 |
tmp->destroy (); |
804 |
} |
805 |
break; |
806 |
|
807 |
default: |
808 |
break; |
809 |
} |
810 |
} |
811 |
|
812 |
/* this function returns the object it matches, or NULL if non. |
813 |
* It will descend through containers to find the object. |
814 |
* slaying = match object slaying flag |
815 |
* race = match object archetype name flag |
816 |
* hp = match object type (excpt type '0'== PLAYER) |
817 |
*/ |
818 |
object * |
819 |
check_inv_recursive (object *op, const object *trig) |
820 |
{ |
821 |
object *tmp, *ret = NULL; |
822 |
|
823 |
/* First check the object itself. */ |
824 |
if ((trig->stats.hp && (op->type == trig->stats.hp)) |
825 |
|| (trig->slaying && (op->slaying == trig->slaying)) |
826 |
|| (trig->race && (op->arch->archname == trig->race))) |
827 |
return op; |
828 |
|
829 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
830 |
{ |
831 |
if (tmp->inv) |
832 |
{ |
833 |
ret = check_inv_recursive (tmp, trig); |
834 |
if (ret) |
835 |
return ret; |
836 |
} |
837 |
else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
838 |
|| (trig->slaying && (tmp->slaying == trig->slaying)) |
839 |
|| (trig->race && (tmp->arch->archname == trig->race))) |
840 |
return tmp; |
841 |
} |
842 |
return NULL; |
843 |
} |
844 |
|
845 |
/* check_inv(), a function to search the inventory, |
846 |
* of a player and then based on a set of conditions, |
847 |
* the square will activate connected items. |
848 |
* Monsters can't trigger this square (for now) |
849 |
* Values are: last_sp = 1/0 obj/no obj triggers |
850 |
* last_heal = 1/0 remove/dont remove obj if triggered |
851 |
* -b.t. (thomas@nomad.astro.psu.edu |
852 |
* |
853 |
* Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op |
854 |
* because the check-inventory semantic essentially only applies when |
855 |
* something is above the inventory checker. |
856 |
* The semantic prior this change was: trigger if something has moved on or off |
857 |
* and has a matching item. Imagine what happens if someone steps on the inventory |
858 |
* checker with a matching item, has it, activates the connection, throws the item |
859 |
* away, and then leaves the inventory checker. That would've caused an always-enabled |
860 |
* state in the inventory checker. This won't happen anymore now. |
861 |
* |
862 |
* Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
863 |
* whether op is on this mapspace or not, because the value (1|0) depends |
864 |
* on this information. also make sure to only push_button if op has |
865 |
* a matching item (because when we do a push_button with value=0 timed gates |
866 |
* will still open)! (i hope i got the semantics right this time) |
867 |
* |
868 |
*/ |
869 |
void |
870 |
check_inv (object *op, object *trig) |
871 |
{ |
872 |
trig->value = 0; // deactivate if none of the following conditions apply |
873 |
|
874 |
object *pl = trig->ms ().player (); |
875 |
object *match = check_inv_recursive (op, trig); |
876 |
|
877 |
// elmex: a note about (pl == op): |
878 |
// if pl == 0 then the player has left this space |
879 |
// if pl != 0 then a player is on this mapspace, but then |
880 |
// we still have to check whether it's the player that triggered |
881 |
// this inv-checker, because if not, then the op left this inv-checker |
882 |
// and we have to set the value to 0 |
883 |
|
884 |
if (match && trig->last_sp) // match == having |
885 |
{ |
886 |
if (trig->last_heal) |
887 |
match->decrease (); |
888 |
|
889 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
890 |
push_button (trig, op); |
891 |
} |
892 |
else if (!match && !trig->last_sp) // match == not having |
893 |
{ |
894 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
895 |
push_button (trig, op); |
896 |
} |
897 |
} |
898 |
|