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 |
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* 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, |
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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, 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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*/ |
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|
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, int 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 |
tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */ |
141 |
animate_turning (tmp); |
142 |
} |
143 |
break; |
144 |
|
145 |
case TELEPORTER: |
146 |
move_teleporter (tmp); |
147 |
break; |
148 |
|
149 |
case CREATOR: |
150 |
move_creator (tmp); |
151 |
break; |
152 |
|
153 |
case TRIGGER_MARKER: |
154 |
//tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker")); |
155 |
move_marker (tmp); |
156 |
break; |
157 |
|
158 |
case DUPLICATOR: |
159 |
move_duplicator (tmp); |
160 |
break; |
161 |
|
162 |
case MAPSCRIPT: |
163 |
cfperl_mapscript_activate (tmp, state, activator, originator); |
164 |
break; |
165 |
} |
166 |
} |
167 |
} |
168 |
|
169 |
/* |
170 |
* elmex: |
171 |
* This is the new push_button function, it got split up so that |
172 |
* you can activate connections without a button now! |
173 |
* old but still valid comment: |
174 |
* |
175 |
* Push the specified object. This can affect other buttons/gates/handles |
176 |
* altars/pedestals/holes in the whole map. |
177 |
* Changed the routine to loop through _all_ objects. |
178 |
* Better hurry with that linked list... |
179 |
* |
180 |
*/ |
181 |
void |
182 |
push_button (object *op, object *originator) |
183 |
{ |
184 |
if (oblinkpt *obp = op->find_link ()) |
185 |
{ |
186 |
if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator))) |
187 |
return; |
188 |
|
189 |
activate_connection_link (obp->link, op->value, op, originator); |
190 |
} |
191 |
} |
192 |
|
193 |
/* |
194 |
* elmex: |
195 |
* This activates a connection, similar to push_button (object *op) but it takes |
196 |
* only a map, a connection value and a true or false flag that indicated whether |
197 |
* the connection was 'state' or 'released'. So that you can activate objects |
198 |
* who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
199 |
* |
200 |
*/ |
201 |
void |
202 |
maptile::trigger (shstr_tmp id, int state, object *activator, object *originator) |
203 |
{ |
204 |
if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator))) |
205 |
return; |
206 |
|
207 |
if (oblinkpt *obp = find_link (id)) |
208 |
activate_connection_link (obp->link, state, activator, originator); |
209 |
} |
210 |
|
211 |
/* |
212 |
* Updates everything connected with the button op. |
213 |
* After changing the state of a button, this function must be called |
214 |
* to make sure that all gates and other buttons connected to the |
215 |
* button reacts to the (eventual) change of state. |
216 |
*/ |
217 |
void |
218 |
update_button (object *op, object *originator) |
219 |
{ |
220 |
int any_down = 0, old_value = op->value; |
221 |
|
222 |
if (oblinkpt *obp = op->find_link ()) |
223 |
for (objectlink *ol = obp->link; ol; ol = ol->next) |
224 |
{ |
225 |
if (!ol->ob) |
226 |
{ |
227 |
LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
228 |
continue; |
229 |
} |
230 |
|
231 |
object *tmp = ol->ob; |
232 |
|
233 |
if (tmp->type == BUTTON) |
234 |
{ |
235 |
sint32 total = 0; |
236 |
|
237 |
for (object *ab = tmp->above; ab; ab = ab->above) |
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 who 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 |
total += ab->head_ ()->total_weight (); |
246 |
|
247 |
tmp->value = total >= tmp->weight; |
248 |
|
249 |
any_down = any_down || tmp->value; |
250 |
} |
251 |
else if (tmp->type == PEDESTAL) |
252 |
{ |
253 |
bool is_match = is_match_expr (tmp->slaying); |
254 |
tmp->value = 0; |
255 |
|
256 |
for (object *ab = tmp->above; ab; ab = ab->above) |
257 |
{ |
258 |
object *head = ab->head_ (); |
259 |
|
260 |
/* Same note regarding move_type for buttons above apply here. */ |
261 |
if (((ab->move_type & tmp->move_on) || ab->move_type == 0)) |
262 |
if (is_match |
263 |
? match (tmp->slaying, head, tmp, originator) |
264 |
: (head->race == tmp->slaying |
265 |
|| (head->type == SPECIAL_KEY && head->slaying == tmp->slaying) |
266 |
|| (tmp->slaying == shstr_player && head->type == PLAYER))) |
267 |
{ |
268 |
tmp->value = 1; |
269 |
break; |
270 |
} |
271 |
} |
272 |
|
273 |
any_down = any_down || tmp->value; |
274 |
} |
275 |
} |
276 |
|
277 |
if (any_down) /* If any other buttons were down, force this to remain down */ |
278 |
op->value = 1; |
279 |
|
280 |
//LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value); |
281 |
|
282 |
/* If this button hasn't changed, don't do anything */ |
283 |
if (op->value != old_value) |
284 |
{ |
285 |
SET_ANIMATION (op, op->value); |
286 |
update_object (op, UP_OBJ_FACE); |
287 |
push_button (op, originator); /* Make all other buttons the same */ |
288 |
} |
289 |
} |
290 |
|
291 |
void |
292 |
use_trigger (object *op, object *originator) |
293 |
{ |
294 |
/* Toggle value */ |
295 |
op->value = !op->value; |
296 |
|
297 |
push_button (op, originator); |
298 |
} |
299 |
|
300 |
/* |
301 |
* Note: animate_object should be used instead of this, |
302 |
* but it can't handle animations in the 8 directions |
303 |
*/ |
304 |
void |
305 |
animate_turning (object *op) /* only one part objects */ |
306 |
{ |
307 |
if (++op->state >= NUM_ANIMATIONS (op) / 8) |
308 |
op->state = 0; |
309 |
SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
310 |
update_object (op, UP_OBJ_FACE); |
311 |
} |
312 |
|
313 |
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
314 |
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
315 |
|
316 |
/* Returns true if the sacrifice meets the needs of the altar. |
317 |
* |
318 |
* Function put in (0.92.1) so that identify altars won't grab money |
319 |
* unnecessarily - we can see if there is sufficient money, see if something |
320 |
* needs to be identified, and then remove money if needed. |
321 |
* |
322 |
* 0.93.4: Linked objects (ie, objects that are connected) can not be |
323 |
* sacrificed. This fixes a bug of trying to put multiple altars/related |
324 |
* objects on the same space that take the same sacrifice. |
325 |
*/ |
326 |
|
327 |
int |
328 |
check_altar_sacrifice (object *altar, object *sacrifice, object *originator) |
329 |
{ |
330 |
if (sacrifice->flag [FLAG_UNPAID]) |
331 |
return 0; |
332 |
|
333 |
if (is_match_expr (ARCH_SACRIFICE (altar))) |
334 |
return match (ARCH_SACRIFICE (altar), altar, originator); |
335 |
|
336 |
if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) |
337 |
&& !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
338 |
&& sacrifice->type != PLAYER) |
339 |
{ |
340 |
if (ARCH_SACRIFICE (altar) == shstr_money |
341 |
&& sacrifice->type == MONEY |
342 |
&& sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
343 |
return 1; |
344 |
|
345 |
if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
346 |
|| ARCH_SACRIFICE (altar) == sacrifice->name |
347 |
|| ARCH_SACRIFICE (altar) == sacrifice->slaying |
348 |
|| strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) |
349 |
&& NROF_SACRIFICE (altar) <= sacrifice->number_of ()) |
350 |
return 1; |
351 |
} |
352 |
|
353 |
return 0; |
354 |
} |
355 |
|
356 |
/* |
357 |
* operate_altar checks if sacrifice was accepted and removes sacrificed |
358 |
* objects. If sacrifice was succeed return 1 else 0. Might be better to |
359 |
* call check_altar_sacrifice (above) than depend on the return value, |
360 |
* since operate_altar will remove the sacrifice also. |
361 |
* |
362 |
* If this function returns 1, '*sacrifice' is modified to point to the |
363 |
* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
364 |
*/ |
365 |
int |
366 |
operate_altar (object *altar, object **sacrifice, object *originator) |
367 |
{ |
368 |
if (!altar->map) |
369 |
{ |
370 |
LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
371 |
return 0; |
372 |
} |
373 |
|
374 |
if (!altar->slaying || altar->value) |
375 |
return 0; |
376 |
|
377 |
if (!check_altar_sacrifice (altar, *sacrifice, originator)) |
378 |
return 0; |
379 |
|
380 |
/* check_altar_sacrifice should have already verified that enough money |
381 |
* has been dropped. |
382 |
*/ |
383 |
if (ARCH_SACRIFICE (altar) == shstr_money) |
384 |
{ |
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) |
389 |
number++; |
390 |
|
391 |
if (!(*sacrifice)->decrease (number)) |
392 |
*sacrifice = 0; |
393 |
} |
394 |
else |
395 |
if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar))) |
396 |
*sacrifice = 0; |
397 |
|
398 |
if (altar->msg) |
399 |
new_info_map (NDI_BLACK, altar->map, altar->msg); |
400 |
|
401 |
return 1; |
402 |
} |
403 |
|
404 |
void |
405 |
trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */ |
406 |
{ |
407 |
op->stats.wc = state; |
408 |
|
409 |
if (state) |
410 |
{ |
411 |
use_trigger (op, originator); |
412 |
op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); |
413 |
op->speed_left = -1; |
414 |
} |
415 |
else |
416 |
{ |
417 |
use_trigger (op, originator); |
418 |
op->set_speed (0); |
419 |
} |
420 |
} |
421 |
|
422 |
|
423 |
/* |
424 |
* cause != NULL: something has moved on top of op |
425 |
* |
426 |
* cause == NULL: nothing has moved, we have been called from |
427 |
* animate_trigger(). |
428 |
* |
429 |
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
430 |
* |
431 |
* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
432 |
* |
433 |
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
434 |
*/ |
435 |
int |
436 |
check_trigger (object *op, object *cause, object *originator) |
437 |
{ |
438 |
object *tmp; |
439 |
int push = 0, tot = 0; |
440 |
int in_movement = op->stats.wc || op->speed; |
441 |
|
442 |
switch (op->type) |
443 |
{ |
444 |
case TRIGGER_BUTTON: |
445 |
if (op->weight > 0) |
446 |
{ |
447 |
if (cause) |
448 |
{ |
449 |
for (tmp = op->above; tmp; tmp = tmp->above) |
450 |
/* Comment reproduced from update_buttons(): */ |
451 |
/* Basically, if the move_type matches that on what the |
452 |
* button wants, we count it. The second check is so that |
453 |
* objects that don't move (swords, etc) will count. Note that |
454 |
* this means that more work is needed to make buttons |
455 |
* that are only triggered by flying objects. |
456 |
*/ |
457 |
if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
458 |
tot += tmp->head_ ()->total_weight (); |
459 |
|
460 |
if (tot >= op->weight) |
461 |
push = 1; |
462 |
|
463 |
if (op->stats.ac == push) |
464 |
return 0; |
465 |
|
466 |
op->stats.ac = push; |
467 |
if (NUM_ANIMATIONS (op) > 1) |
468 |
{ |
469 |
SET_ANIMATION (op, push); |
470 |
update_object (op, UP_OBJ_FACE); |
471 |
} |
472 |
|
473 |
if (in_movement || !push) |
474 |
return 0; |
475 |
} |
476 |
|
477 |
trigger_move (op, push, cause); |
478 |
} |
479 |
|
480 |
return 0; |
481 |
|
482 |
case TRIGGER_PEDESTAL: |
483 |
if (cause) |
484 |
{ |
485 |
for (tmp = op->above; tmp; tmp = tmp->above) |
486 |
{ |
487 |
object *head = tmp->head_ (); |
488 |
|
489 |
/* See comment in TRIGGER_BUTTON about move_types */ |
490 |
if (((head->move_type & op->move_on) || head->move_type == 0) |
491 |
&& (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER))) |
492 |
{ |
493 |
push = 1; |
494 |
break; |
495 |
} |
496 |
} |
497 |
|
498 |
if (op->stats.ac == push) |
499 |
return 0; |
500 |
|
501 |
op->stats.ac = push; |
502 |
|
503 |
if (NUM_ANIMATIONS (op) > 1) |
504 |
{ |
505 |
SET_ANIMATION (op, push); |
506 |
update_object (op, UP_OBJ_FACE); |
507 |
} |
508 |
|
509 |
update_object (op, UP_OBJ_FACE); |
510 |
|
511 |
if (in_movement || !push) |
512 |
return 0; |
513 |
} |
514 |
|
515 |
trigger_move (op, push, cause); |
516 |
return 0; |
517 |
|
518 |
case TRIGGER_ALTAR: |
519 |
if (cause) |
520 |
{ |
521 |
if (in_movement) |
522 |
return 0; |
523 |
|
524 |
if (operate_altar (op, &cause)) /* TODO: originator? */ |
525 |
{ |
526 |
if (NUM_ANIMATIONS (op) > 1) |
527 |
{ |
528 |
SET_ANIMATION (op, 1); |
529 |
update_object (op, UP_OBJ_FACE); |
530 |
} |
531 |
|
532 |
if (op->last_sp >= 0) |
533 |
{ |
534 |
trigger_move (op, 1, cause); |
535 |
|
536 |
if (op->last_sp > 0) |
537 |
op->last_sp = -op->last_sp; |
538 |
} |
539 |
else |
540 |
{ |
541 |
/* for trigger altar with last_sp, the ON/OFF |
542 |
* status (-> +/- value) is "simulated": |
543 |
*/ |
544 |
op->value = !op->value; |
545 |
trigger_move (op, 1, cause); |
546 |
op->last_sp = -op->last_sp; |
547 |
op->value = !op->value; |
548 |
} |
549 |
|
550 |
return cause == NULL; |
551 |
} |
552 |
else |
553 |
return 0; |
554 |
} |
555 |
else |
556 |
{ |
557 |
if (NUM_ANIMATIONS (op) > 1) |
558 |
{ |
559 |
SET_ANIMATION (op, 0); |
560 |
update_object (op, UP_OBJ_FACE); |
561 |
} |
562 |
|
563 |
/* If trigger_altar has "last_sp > 0" set on the map, |
564 |
* it will push the connected value only once per sacrifice. |
565 |
* Otherwise (default), the connected value will be |
566 |
* pushed twice: First by sacrifice, second by reset! -AV |
567 |
*/ |
568 |
if (!op->last_sp) |
569 |
trigger_move (op, 0, cause); |
570 |
else |
571 |
{ |
572 |
op->stats.wc = 0; |
573 |
op->value = !op->value; |
574 |
op->set_speed (0); |
575 |
} |
576 |
} |
577 |
return 0; |
578 |
|
579 |
case TRIGGER: |
580 |
if (cause) |
581 |
{ |
582 |
if (in_movement) |
583 |
return 0; |
584 |
|
585 |
push = 1; |
586 |
} |
587 |
|
588 |
if (NUM_ANIMATIONS (op) > 1) |
589 |
{ |
590 |
SET_ANIMATION (op, push); |
591 |
update_object (op, UP_OBJ_FACE); |
592 |
} |
593 |
|
594 |
trigger_move (op, push, cause); |
595 |
return 1; |
596 |
|
597 |
default: |
598 |
LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
599 |
return 0; |
600 |
} |
601 |
} |
602 |
|
603 |
void |
604 |
object::add_link (maptile *map, shstr_tmp id) |
605 |
{ |
606 |
if (!map) |
607 |
{ |
608 |
LOG (llevError, "Tried to add button-link without map.\n"); |
609 |
return; |
610 |
} |
611 |
|
612 |
flag [FLAG_IS_LINKED] = true; |
613 |
|
614 |
objectlink *ol = get_objectlink (); |
615 |
ol->ob = this; |
616 |
|
617 |
for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
618 |
if (obp->id == id) |
619 |
{ |
620 |
ol->next = obp->link; |
621 |
obp->link = ol; |
622 |
return; |
623 |
} |
624 |
|
625 |
oblinkpt *obp = get_objectlinkpt (); |
626 |
obp->id = id; |
627 |
|
628 |
obp->next = map->buttons; |
629 |
map->buttons = obp; |
630 |
obp->link = ol; |
631 |
} |
632 |
|
633 |
/* |
634 |
* Remove the object from the linked lists of buttons in the map. |
635 |
* This is only needed by editors. |
636 |
*/ |
637 |
void |
638 |
object::remove_link () |
639 |
{ |
640 |
if (!map) |
641 |
{ |
642 |
LOG (llevError, "remove_button_link() in object without map.\n"); |
643 |
return; |
644 |
} |
645 |
|
646 |
if (!flag [FLAG_IS_LINKED]) |
647 |
{ |
648 |
LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
649 |
return; |
650 |
} |
651 |
|
652 |
flag [FLAG_IS_LINKED] = false; |
653 |
|
654 |
for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
655 |
for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next) |
656 |
if ((*olp)->ob == this) |
657 |
{ |
658 |
objectlink *ol = *olp; |
659 |
*olp = ol->next; |
660 |
delete ol; |
661 |
return; |
662 |
} |
663 |
|
664 |
LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
665 |
} |
666 |
|
667 |
/* |
668 |
* Updates every button on the map (by calling update_button() for them). |
669 |
*/ |
670 |
void |
671 |
maptile::update_buttons () |
672 |
{ |
673 |
for (oblinkpt *obp = buttons; obp; obp = obp->next) |
674 |
for (objectlink *ol = obp->link; ol; ol = ol->next) |
675 |
{ |
676 |
if (!ol->ob) |
677 |
{ |
678 |
LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", |
679 |
ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id); |
680 |
continue; |
681 |
} |
682 |
|
683 |
if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) |
684 |
{ |
685 |
update_button (ol->ob, 0); |
686 |
break; |
687 |
} |
688 |
} |
689 |
} |
690 |
|
691 |
/* |
692 |
* Gets the objectlink for this connection from the map. |
693 |
*/ |
694 |
oblinkpt * |
695 |
maptile::find_link (shstr_tmp id) |
696 |
{ |
697 |
for (oblinkpt *obp = buttons; obp; obp = obp->next) |
698 |
if (obp->id == id) |
699 |
return obp; |
700 |
|
701 |
return 0; |
702 |
} |
703 |
|
704 |
/* |
705 |
* Return the first objectlink in the objects linked to this one |
706 |
*/ |
707 |
oblinkpt * |
708 |
object::find_link () const |
709 |
{ |
710 |
if (map) |
711 |
for (oblinkpt *obp = map->buttons; obp; obp = obp->next) |
712 |
for (objectlink *ol = obp->link; ol; ol = ol->next) |
713 |
if (ol->ob == this) |
714 |
return obp; |
715 |
|
716 |
return 0; |
717 |
} |
718 |
|
719 |
/* This routine makes monsters who are |
720 |
* standing on the 'mood floor' change their |
721 |
* disposition if it is different. |
722 |
* If floor is to be triggered must have |
723 |
* a speed of zero (default is 1 for all |
724 |
* but the charm floor type). |
725 |
* by b.t. thomas@nomad.astro.psu.edu |
726 |
*/ |
727 |
void |
728 |
do_mood_floor (object *op, object *source) |
729 |
{ |
730 |
if (!source) |
731 |
source = op; |
732 |
|
733 |
mapspace &ms = op->ms (); |
734 |
|
735 |
if (!(ms.flags () & P_IS_ALIVE)) |
736 |
return; |
737 |
|
738 |
object *tmp; |
739 |
|
740 |
for (tmp = ms.top; tmp; tmp = tmp->below) |
741 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
742 |
break; |
743 |
|
744 |
/* doesn't effect players, and if there is a player on this space, won't also |
745 |
* be a monster here. |
746 |
*/ |
747 |
//TODO: have players really FLAG_MONSTER? kept it for safety |
748 |
if (!tmp || tmp->type == PLAYER) |
749 |
return; |
750 |
|
751 |
switch (op->last_sp) |
752 |
{ |
753 |
case 0: /* furious--make all monsters mad */ |
754 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
755 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
756 |
|
757 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
758 |
{ |
759 |
tmp->attack_movement = 0; |
760 |
/* lots of checks here, but want to make sure we don't |
761 |
* dereference a null value |
762 |
*/ |
763 |
if (tmp->type == GOLEM |
764 |
&& tmp->owner |
765 |
&& tmp->owner->type == PLAYER |
766 |
&& tmp->owner->contr->golem == tmp) |
767 |
tmp->owner->contr->golem = 0; |
768 |
|
769 |
tmp->owner = 0; |
770 |
|
771 |
remove_friendly_object (tmp); |
772 |
} |
773 |
break; |
774 |
|
775 |
case 1: /* angry -- get neutral monsters mad */ |
776 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
777 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
778 |
break; |
779 |
|
780 |
case 2: /* calm -- pacify unfriendly monsters */ |
781 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
782 |
break; |
783 |
|
784 |
case 3: /* make all monsters fall asleep */ |
785 |
SET_FLAG (tmp, FLAG_SLEEP); |
786 |
break; |
787 |
|
788 |
case 4: /* charm all monsters */ |
789 |
if (op == source) |
790 |
break; /* only if 'connected' */ |
791 |
|
792 |
if (object *pl = source->ms ().player ()) |
793 |
{ |
794 |
tmp->set_owner (pl); |
795 |
SET_FLAG (tmp, FLAG_MONSTER); |
796 |
|
797 |
tmp->stats.exp = 0; |
798 |
|
799 |
add_friendly_object (tmp); |
800 |
tmp->attack_movement = PETMOVE; |
801 |
} |
802 |
break; |
803 |
|
804 |
case 6: // kill monsters |
805 |
if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
806 |
break; |
807 |
|
808 |
// FALL THROUGH |
809 |
case 5: // kill all alives |
810 |
if (!tmp->flag [FLAG_PRECIOUS]) |
811 |
{ |
812 |
archetype::get (shstr_burnout)->insert_at (tmp, source); |
813 |
tmp->destroy (); |
814 |
} |
815 |
break; |
816 |
|
817 |
default: |
818 |
break; |
819 |
} |
820 |
} |
821 |
|
822 |
/* this function returns the object it matches, or NULL if non. |
823 |
* It will descend through containers to find the object. |
824 |
* slaying = match object slaying flag |
825 |
* race = match object archetype name flag |
826 |
* hp = match object type (excpt type '0'== PLAYER) |
827 |
*/ |
828 |
object * |
829 |
check_inv_recursive (object *op, const object *trig) |
830 |
{ |
831 |
object *tmp, *ret = NULL; |
832 |
|
833 |
/* First check the object itself. */ |
834 |
if ((trig->stats.hp && (op->type == trig->stats.hp)) |
835 |
|| (trig->slaying && (op->slaying == trig->slaying)) |
836 |
|| (trig->race && (op->arch->archname == trig->race))) |
837 |
return op; |
838 |
|
839 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
840 |
{ |
841 |
if (tmp->inv) |
842 |
{ |
843 |
ret = check_inv_recursive (tmp, trig); |
844 |
if (ret) |
845 |
return ret; |
846 |
} |
847 |
else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
848 |
|| (trig->slaying && (tmp->slaying == trig->slaying)) |
849 |
|| (trig->race && (tmp->arch->archname == trig->race))) |
850 |
return tmp; |
851 |
} |
852 |
return NULL; |
853 |
} |
854 |
|
855 |
/* check_inv(), a function to search the inventory, |
856 |
* of a player and then based on a set of conditions, |
857 |
* the square will activate connected items. |
858 |
* Monsters can't trigger this square (for now) |
859 |
* Values are: last_sp = 1/0 obj/no obj triggers |
860 |
* last_heal = 1/0 remove/dont remove obj if triggered |
861 |
* -b.t. (thomas@nomad.astro.psu.edu |
862 |
* |
863 |
* Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op |
864 |
* because the check-inventory semantic essentially only applies when |
865 |
* something is above the inventory checker. |
866 |
* The semantic prior this change was: trigger if something has moved on or off |
867 |
* and has a matching item. Imagine what happens if someone steps on the inventory |
868 |
* checker with a matching item, has it, activates the connection, throws the item |
869 |
* away, and then leaves the inventory checker. That would've caused an always-enabled |
870 |
* state in the inventory checker. This won't happen anymore now. |
871 |
* |
872 |
* Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
873 |
* whether op is on this mapspace or not, because the value (1|0) depends |
874 |
* on this information. also make sure to only push_button if op has |
875 |
* a matching item (because when we do a push_button with value=0 timed gates |
876 |
* will still open)! (i hope i got the semantics right this time) |
877 |
* |
878 |
*/ |
879 |
void |
880 |
check_inv (object *op, object *trig) |
881 |
{ |
882 |
trig->value = 0; // deactivate if none of the following conditions apply |
883 |
|
884 |
object *pl = trig->ms ().player (); |
885 |
object *match = check_inv_recursive (op, trig); |
886 |
|
887 |
// elmex: a note about (pl == op): |
888 |
// if pl == 0 then the player has left this space |
889 |
// if pl != 0 then a player is on this mapspace, but then |
890 |
// we still have to check whether it's the player that triggered |
891 |
// this inv-checker, because if not, then the op left this inv-checker |
892 |
// and we have to set the value to 0 |
893 |
|
894 |
if (match && trig->last_sp) // match == having |
895 |
{ |
896 |
if (trig->last_heal) |
897 |
match->decrease (); |
898 |
|
899 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
900 |
push_button (trig, op); |
901 |
} |
902 |
else if (!match && !trig->last_sp) // match == not having |
903 |
{ |
904 |
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
905 |
push_button (trig, op); |
906 |
} |
907 |
} |
908 |
|