1 |
|
2 |
/* |
3 |
* static char *rcsid_button_c = |
4 |
* "$Id: button.C,v 1.8 2006-09-11 20:28:37 root Exp $"; |
5 |
*/ |
6 |
|
7 |
/* |
8 |
CrossFire, A Multiplayer game for X-windows |
9 |
|
10 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
11 |
Copyright (C) 1992 Frank Tore Johansen |
12 |
|
13 |
This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
15 |
the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
17 |
|
18 |
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 |
24 |
along with this program; if not, write to the Free Software |
25 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 |
|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
28 |
*/ |
29 |
|
30 |
#include <global.h> |
31 |
#include <funcpoint.h> |
32 |
|
33 |
/* |
34 |
* This code is no longer highly inefficient 8) |
35 |
*/ |
36 |
|
37 |
/* |
38 |
* elmex: |
39 |
* This function takes a objectlink list with all the objects are going to be activated. |
40 |
* state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
41 |
* The source argument can be 0 or the source object for this activation. |
42 |
*/ |
43 |
void |
44 |
activate_connection_link (objectlink * ol, bool state, object *source = 0) |
45 |
{ |
46 |
object *tmp = 0; |
47 |
|
48 |
for (; ol; ol = ol->next) |
49 |
{ |
50 |
if (!ol->ob || ol->ob->count != ol->id) |
51 |
{ |
52 |
LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); |
53 |
continue; |
54 |
} |
55 |
/* a button link object can become freed when the map is saving. As |
56 |
* a map is saved, objects are removed and freed, and if an object is |
57 |
* on top of a button, this function is eventually called. If a map |
58 |
* is getting moved out of memory, the status of buttons and levers |
59 |
* probably isn't important - it will get sorted out when the map is |
60 |
* re-loaded. As such, just exit this function if that is the case. |
61 |
*/ |
62 |
|
63 |
if (QUERY_FLAG (ol->ob, FLAG_FREED)) |
64 |
return; |
65 |
tmp = ol->ob; |
66 |
|
67 |
/* if the criteria isn't appropriate, don't do anything */ |
68 |
if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
69 |
continue; |
70 |
if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
71 |
continue; |
72 |
|
73 |
switch (tmp->type) |
74 |
{ |
75 |
case GATE: |
76 |
case HOLE: |
77 |
tmp->value = tmp->stats.maxsp ? !state : state; |
78 |
tmp->speed = 0.5; |
79 |
update_ob_speed (tmp); |
80 |
break; |
81 |
|
82 |
case CF_HANDLE: |
83 |
SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
84 |
update_object (tmp, UP_OBJ_FACE); |
85 |
break; |
86 |
|
87 |
case SIGN: |
88 |
if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
89 |
{ |
90 |
new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
91 |
if (tmp->stats.food) |
92 |
tmp->last_eat++; |
93 |
} |
94 |
break; |
95 |
|
96 |
case ALTAR: |
97 |
tmp->value = 1; |
98 |
SET_ANIMATION (tmp, tmp->value); |
99 |
update_object (tmp, UP_OBJ_FACE); |
100 |
break; |
101 |
|
102 |
case BUTTON: |
103 |
case PEDESTAL: |
104 |
tmp->value = state; |
105 |
SET_ANIMATION (tmp, tmp->value); |
106 |
update_object (tmp, UP_OBJ_FACE); |
107 |
break; |
108 |
|
109 |
case MOOD_FLOOR: |
110 |
do_mood_floor (tmp, source); |
111 |
break; |
112 |
|
113 |
case TIMED_GATE: |
114 |
tmp->speed = tmp->arch->clone.speed; |
115 |
update_ob_speed (tmp); /* original values */ |
116 |
tmp->value = tmp->arch->clone.value; |
117 |
tmp->stats.sp = 1; |
118 |
tmp->stats.hp = tmp->stats.maxhp; |
119 |
/* Handle multipart gates. We copy the value for the other parts |
120 |
* from the head - this ensures that the data will consistent |
121 |
*/ |
122 |
for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) |
123 |
{ |
124 |
tmp->speed = tmp->head->speed; |
125 |
tmp->value = tmp->head->value; |
126 |
tmp->stats.sp = tmp->head->stats.sp; |
127 |
tmp->stats.hp = tmp->head->stats.hp; |
128 |
update_ob_speed (tmp); |
129 |
} |
130 |
break; |
131 |
|
132 |
case DIRECTOR: |
133 |
case FIREWALL: |
134 |
if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
135 |
move_firewall (tmp); |
136 |
else |
137 |
{ |
138 |
if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
139 |
tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
140 |
animate_turning (tmp); |
141 |
} |
142 |
break; |
143 |
|
144 |
case TELEPORTER: |
145 |
move_teleporter (tmp); |
146 |
break; |
147 |
|
148 |
case CREATOR: |
149 |
move_creator (tmp); |
150 |
break; |
151 |
|
152 |
case TRIGGER_MARKER: |
153 |
move_marker (tmp); |
154 |
break; |
155 |
|
156 |
case DUPLICATOR: |
157 |
move_duplicator (tmp); |
158 |
break; |
159 |
} |
160 |
} |
161 |
} |
162 |
|
163 |
/* |
164 |
* elmex: |
165 |
* This is the new push_button function, it got split up so that |
166 |
* you can activate connections without a button now! |
167 |
* old but still valid comment: |
168 |
* |
169 |
* Push the specified object. This can affect other buttons/gates/handles |
170 |
* altars/pedestals/holes in the whole map. |
171 |
* Changed the routine to loop through _all_ objects. |
172 |
* Better hurry with that linked list... |
173 |
* |
174 |
*/ |
175 |
void |
176 |
push_button (object *op) |
177 |
{ |
178 |
oblinkpt *obp = get_button_links (op); |
179 |
|
180 |
if (!obp) |
181 |
return; |
182 |
|
183 |
if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value))) |
184 |
return; |
185 |
|
186 |
activate_connection_link (obp->link, op->value, op); |
187 |
} |
188 |
|
189 |
/* |
190 |
* elmex: |
191 |
* This activates a connection, similar to push_button (object *op) but it takes |
192 |
* only a map, a connection value and a true or false flag that indicated whether |
193 |
* the connection was 'state' or 'released'. So that you can activate objects |
194 |
* who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
195 |
* |
196 |
*/ |
197 |
void |
198 |
activate_connection (mapstruct *map, long connection, bool state) |
199 |
{ |
200 |
if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) |
201 |
return; |
202 |
|
203 |
oblinkpt *obp = get_connection_links (map, connection); |
204 |
|
205 |
if (obp) |
206 |
activate_connection_link (obp->link, state); |
207 |
} |
208 |
|
209 |
/* |
210 |
* Updates everything connected with the button op. |
211 |
* After changing the state of a button, this function must be called |
212 |
* to make sure that all gates and other buttons connected to the |
213 |
* button reacts to the (eventual) change of state. |
214 |
*/ |
215 |
|
216 |
void |
217 |
update_button (object *op) |
218 |
{ |
219 |
object *ab, *tmp, *head; |
220 |
int tot, any_down = 0, old_value = op->value; |
221 |
oblinkpt *obp = 0; |
222 |
objectlink *ol; |
223 |
|
224 |
obp = get_button_links (op); |
225 |
/* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
226 |
if (obp) |
227 |
for (ol = obp->link; ol; ol = ol->next) |
228 |
{ |
229 |
if (!ol->ob || ol->ob->count != ol->id) |
230 |
{ |
231 |
LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
232 |
continue; |
233 |
} |
234 |
tmp = ol->ob; |
235 |
if (tmp->type == BUTTON) |
236 |
{ |
237 |
for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) |
238 |
/* Bug? The pedestal code below looks for the head of |
239 |
* the object, this bit doesn't. I'd think we should check |
240 |
* for head here also. Maybe it also makese sense to |
241 |
* make the for ab=tmp->above loop common, and alter |
242 |
* behaviour based on object within that loop? |
243 |
*/ |
244 |
|
245 |
/* Basically, if the move_type matches that on what the |
246 |
* button wants, we count it. The second check is so that |
247 |
* objects don't move (swords, etc) will count. Note that |
248 |
* this means that more work is needed to make buttons |
249 |
* that are only triggered by flying objects. |
250 |
*/ |
251 |
if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
252 |
tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; |
253 |
|
254 |
tmp->value = (tot >= tmp->weight) ? 1 : 0; |
255 |
if (tmp->value) |
256 |
any_down = 1; |
257 |
} |
258 |
else if (tmp->type == PEDESTAL) |
259 |
{ |
260 |
tmp->value = 0; |
261 |
for (ab = tmp->above; ab != NULL; ab = ab->above) |
262 |
{ |
263 |
head = ab->head ? ab->head : ab; |
264 |
/* Same note regarding move_type for buttons above apply here. */ |
265 |
if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
266 |
(head->race == tmp->slaying || |
267 |
((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
268 |
(!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
269 |
tmp->value = 1; |
270 |
} |
271 |
if (tmp->value) |
272 |
any_down = 1; |
273 |
} |
274 |
} |
275 |
if (any_down) /* If any other buttons were down, force this to remain down */ |
276 |
op->value = 1; |
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); /* Make all other buttons the same */ |
284 |
} |
285 |
} |
286 |
|
287 |
/* |
288 |
* Updates every button on the map (by calling update_button() for them). |
289 |
*/ |
290 |
|
291 |
void |
292 |
update_buttons (mapstruct *m) |
293 |
{ |
294 |
objectlink *ol; |
295 |
oblinkpt *obp; |
296 |
|
297 |
for (obp = m->buttons; obp; obp = obp->next) |
298 |
for (ol = obp->link; ol; ol = ol->next) |
299 |
{ |
300 |
if (!ol->ob || ol->ob->count != ol->id) |
301 |
{ |
302 |
LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", |
303 |
ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value); |
304 |
continue; |
305 |
} |
306 |
if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) |
307 |
{ |
308 |
update_button (ol->ob); |
309 |
break; |
310 |
} |
311 |
} |
312 |
} |
313 |
|
314 |
void |
315 |
use_trigger (object *op) |
316 |
{ |
317 |
|
318 |
/* Toggle value */ |
319 |
op->value = !op->value; |
320 |
push_button (op); |
321 |
} |
322 |
|
323 |
/* |
324 |
* Note: animate_object should be used instead of this, |
325 |
* but it can't handle animations in the 8 directions |
326 |
*/ |
327 |
|
328 |
void |
329 |
animate_turning (object *op) /* only one part objects */ |
330 |
{ |
331 |
if (++op->state >= NUM_ANIMATIONS (op) / 8) |
332 |
op->state = 0; |
333 |
SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
334 |
update_object (op, UP_OBJ_FACE); |
335 |
} |
336 |
|
337 |
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
338 |
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
339 |
|
340 |
/* Returns true if the sacrifice meets the needs of the altar. |
341 |
* |
342 |
* Function put in (0.92.1) so that identify altars won't grab money |
343 |
* unnecessarily - we can see if there is sufficient money, see if something |
344 |
* needs to be identified, and then remove money if needed. |
345 |
* |
346 |
* 0.93.4: Linked objects (ie, objects that are connected) can not be |
347 |
* sacrificed. This fixes a bug of trying to put multiple altars/related |
348 |
* objects on the same space that take the same sacrifice. |
349 |
*/ |
350 |
|
351 |
int |
352 |
check_altar_sacrifice (const object *altar, const object *sacrifice) |
353 |
{ |
354 |
if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) |
355 |
{ |
356 |
if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || |
357 |
ARCH_SACRIFICE (altar) == sacrifice->name || |
358 |
ARCH_SACRIFICE (altar) == sacrifice->slaying || |
359 |
(!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) |
360 |
&& NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) |
361 |
return 1; |
362 |
if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 |
363 |
&& sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
364 |
return 1; |
365 |
} |
366 |
return 0; |
367 |
} |
368 |
|
369 |
/* |
370 |
* operate_altar checks if sacrifice was accepted and removes sacrificed |
371 |
* objects. If sacrifice was succeed return 1 else 0. Might be better to |
372 |
* call check_altar_sacrifice (above) than depend on the return value, |
373 |
* since operate_altar will remove the sacrifice also. |
374 |
* |
375 |
* If this function returns 1, '*sacrifice' is modified to point to the |
376 |
* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
377 |
*/ |
378 |
int |
379 |
operate_altar (object *altar, object **sacrifice) |
380 |
{ |
381 |
if (!altar->map) |
382 |
{ |
383 |
LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
384 |
return 0; |
385 |
} |
386 |
|
387 |
if (!altar->slaying || altar->value) |
388 |
return 0; |
389 |
|
390 |
if (!check_altar_sacrifice (altar, *sacrifice)) |
391 |
return 0; |
392 |
|
393 |
/* check_altar_sacrifice should have already verified that enough money |
394 |
* has been dropped. |
395 |
*/ |
396 |
if (!strcmp (ARCH_SACRIFICE (altar), "money")) |
397 |
{ |
398 |
int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
399 |
|
400 |
/* Round up any sacrifices. Altars don't make change either */ |
401 |
if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
402 |
number++; |
403 |
|
404 |
*sacrifice = decrease_ob_nr (*sacrifice, number); |
405 |
} |
406 |
else |
407 |
*sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); |
408 |
|
409 |
if (altar->msg) |
410 |
new_info_map (NDI_BLACK, altar->map, altar->msg); |
411 |
|
412 |
return 1; |
413 |
} |
414 |
|
415 |
void |
416 |
trigger_move (object *op, int state) /* 1 down and 0 up */ |
417 |
{ |
418 |
op->stats.wc = state; |
419 |
if (state) |
420 |
{ |
421 |
use_trigger (op); |
422 |
if (op->stats.exp > 0) /* check sanity */ |
423 |
op->speed = 1.0 / op->stats.exp; |
424 |
else |
425 |
op->speed = 1.0; |
426 |
update_ob_speed (op); |
427 |
op->speed_left = -1; |
428 |
} |
429 |
else |
430 |
{ |
431 |
use_trigger (op); |
432 |
op->speed = 0; |
433 |
update_ob_speed (op); |
434 |
} |
435 |
} |
436 |
|
437 |
|
438 |
/* |
439 |
* cause != NULL: something has moved on top of op |
440 |
* |
441 |
* cause == NULL: nothing has moved, we have been called from |
442 |
* animate_trigger(). |
443 |
* |
444 |
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
445 |
* |
446 |
* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
447 |
* |
448 |
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
449 |
*/ |
450 |
int |
451 |
check_trigger (object *op, object *cause) |
452 |
{ |
453 |
object *tmp; |
454 |
int push = 0, tot = 0; |
455 |
int in_movement = op->stats.wc || op->speed; |
456 |
|
457 |
switch (op->type) |
458 |
{ |
459 |
case TRIGGER_BUTTON: |
460 |
if (op->weight > 0) |
461 |
{ |
462 |
if (cause) |
463 |
{ |
464 |
for (tmp = op->above; tmp; tmp = tmp->above) |
465 |
/* Comment reproduced from update_buttons(): */ |
466 |
/* Basically, if the move_type matches that on what the |
467 |
* button wants, we count it. The second check is so that |
468 |
* objects that don't move (swords, etc) will count. Note that |
469 |
* this means that more work is needed to make buttons |
470 |
* that are only triggered by flying objects. |
471 |
*/ |
472 |
|
473 |
if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
474 |
{ |
475 |
tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; |
476 |
} |
477 |
if (tot >= op->weight) |
478 |
push = 1; |
479 |
if (op->stats.ac == push) |
480 |
return 0; |
481 |
op->stats.ac = push; |
482 |
if (NUM_ANIMATIONS (op) > 1) |
483 |
{ |
484 |
SET_ANIMATION (op, push); |
485 |
update_object (op, UP_OBJ_FACE); |
486 |
} |
487 |
if (in_movement || !push) |
488 |
return 0; |
489 |
} |
490 |
trigger_move (op, push); |
491 |
} |
492 |
return 0; |
493 |
|
494 |
case TRIGGER_PEDESTAL: |
495 |
if (cause) |
496 |
{ |
497 |
for (tmp = op->above; tmp; tmp = tmp->above) |
498 |
{ |
499 |
object *head = tmp->head ? tmp->head : tmp; |
500 |
|
501 |
/* See comment in TRIGGER_BUTTON about move_types */ |
502 |
if (((head->move_type & op->move_on) || head->move_type == 0) |
503 |
&& (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
504 |
{ |
505 |
push = 1; |
506 |
break; |
507 |
} |
508 |
} |
509 |
if (op->stats.ac == push) |
510 |
return 0; |
511 |
op->stats.ac = push; |
512 |
if (NUM_ANIMATIONS (op) > 1) |
513 |
{ |
514 |
SET_ANIMATION (op, push); |
515 |
update_object (op, UP_OBJ_FACE); |
516 |
} |
517 |
update_object (op, UP_OBJ_FACE); |
518 |
if (in_movement || !push) |
519 |
return 0; |
520 |
} |
521 |
trigger_move (op, push); |
522 |
return 0; |
523 |
|
524 |
case TRIGGER_ALTAR: |
525 |
if (cause) |
526 |
{ |
527 |
if (in_movement) |
528 |
return 0; |
529 |
if (operate_altar (op, &cause)) |
530 |
{ |
531 |
if (NUM_ANIMATIONS (op) > 1) |
532 |
{ |
533 |
SET_ANIMATION (op, 1); |
534 |
update_object (op, UP_OBJ_FACE); |
535 |
} |
536 |
if (op->last_sp >= 0) |
537 |
{ |
538 |
trigger_move (op, 1); |
539 |
if (op->last_sp > 0) |
540 |
op->last_sp = -op->last_sp; |
541 |
} |
542 |
else |
543 |
{ |
544 |
/* for trigger altar with last_sp, the ON/OFF |
545 |
* status (-> +/- value) is "simulated": |
546 |
*/ |
547 |
op->value = !op->value; |
548 |
trigger_move (op, 1); |
549 |
op->last_sp = -op->last_sp; |
550 |
op->value = !op->value; |
551 |
} |
552 |
return cause == NULL; |
553 |
} |
554 |
else |
555 |
{ |
556 |
return 0; |
557 |
} |
558 |
} |
559 |
else |
560 |
{ |
561 |
if (NUM_ANIMATIONS (op) > 1) |
562 |
{ |
563 |
SET_ANIMATION (op, 0); |
564 |
update_object (op, UP_OBJ_FACE); |
565 |
} |
566 |
|
567 |
/* If trigger_altar has "last_sp > 0" set on the map, |
568 |
* it will push the connected value only once per sacrifice. |
569 |
* Otherwise (default), the connected value will be |
570 |
* pushed twice: First by sacrifice, second by reset! -AV |
571 |
*/ |
572 |
if (!op->last_sp) |
573 |
trigger_move (op, 0); |
574 |
else |
575 |
{ |
576 |
op->stats.wc = 0; |
577 |
op->value = !op->value; |
578 |
op->speed = 0; |
579 |
update_ob_speed (op); |
580 |
} |
581 |
} |
582 |
return 0; |
583 |
|
584 |
case TRIGGER: |
585 |
if (cause) |
586 |
{ |
587 |
if (in_movement) |
588 |
return 0; |
589 |
push = 1; |
590 |
} |
591 |
if (NUM_ANIMATIONS (op) > 1) |
592 |
{ |
593 |
SET_ANIMATION (op, push); |
594 |
update_object (op, UP_OBJ_FACE); |
595 |
} |
596 |
trigger_move (op, push); |
597 |
return 1; |
598 |
|
599 |
default: |
600 |
LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
601 |
return 0; |
602 |
} |
603 |
} |
604 |
|
605 |
void |
606 |
add_button_link (object *button, mapstruct *map, int connected) |
607 |
{ |
608 |
oblinkpt *obp; |
609 |
objectlink *ol = get_objectlink (); |
610 |
|
611 |
if (!map) |
612 |
{ |
613 |
LOG (llevError, "Tried to add button-link without map.\n"); |
614 |
return; |
615 |
} |
616 |
if (!editor) |
617 |
button->path_attuned = connected; /* peterm: I need this so I can rebuild |
618 |
a connected map from a template map. */ |
619 |
|
620 |
/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ |
621 |
|
622 |
SET_FLAG (button, FLAG_IS_LINKED); |
623 |
|
624 |
ol->ob = button; |
625 |
ol->id = button->count; |
626 |
|
627 |
for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); |
628 |
|
629 |
if (obp) |
630 |
{ |
631 |
ol->next = obp->link; |
632 |
obp->link = ol; |
633 |
} |
634 |
else |
635 |
{ |
636 |
obp = get_objectlinkpt (); |
637 |
obp->value = connected; |
638 |
|
639 |
obp->next = map->buttons; |
640 |
map->buttons = obp; |
641 |
obp->link = ol; |
642 |
} |
643 |
} |
644 |
|
645 |
/* |
646 |
* Remove the object from the linked lists of buttons in the map. |
647 |
* This is only needed by editors. |
648 |
*/ |
649 |
|
650 |
void |
651 |
remove_button_link (object *op) |
652 |
{ |
653 |
oblinkpt *obp; |
654 |
objectlink **olp, *ol; |
655 |
|
656 |
if (op->map == NULL) |
657 |
{ |
658 |
LOG (llevError, "remove_button_link() in object without map.\n"); |
659 |
return; |
660 |
} |
661 |
if (!QUERY_FLAG (op, FLAG_IS_LINKED)) |
662 |
{ |
663 |
LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
664 |
return; |
665 |
} |
666 |
for (obp = op->map->buttons; obp; obp = obp->next) |
667 |
for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
668 |
if (ol->ob == op) |
669 |
{ |
670 |
|
671 |
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
672 |
obp->value, op->name, op->map->path); |
673 |
*/ |
674 |
*olp = ol->next; |
675 |
free (ol); |
676 |
return; |
677 |
} |
678 |
LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
679 |
CLEAR_FLAG (op, FLAG_IS_LINKED); |
680 |
} |
681 |
|
682 |
/* |
683 |
* Gets the objectlink for this connection from the map. |
684 |
*/ |
685 |
oblinkpt * |
686 |
get_connection_links (mapstruct *map, long connection) |
687 |
{ |
688 |
for (oblinkpt * obp = map->buttons; obp; obp = obp->next) |
689 |
if (obp->value == connection) |
690 |
return obp; |
691 |
return 0; |
692 |
} |
693 |
|
694 |
/* |
695 |
* Return the first objectlink in the objects linked to this one |
696 |
*/ |
697 |
|
698 |
oblinkpt * |
699 |
get_button_links (const object *button) |
700 |
{ |
701 |
oblinkpt *obp; |
702 |
objectlink *ol; |
703 |
|
704 |
if (!button->map) |
705 |
return NULL; |
706 |
for (obp = button->map->buttons; obp; obp = obp->next) |
707 |
for (ol = obp->link; ol; ol = ol->next) |
708 |
if (ol->ob == button && ol->id == button->count) |
709 |
return obp; |
710 |
return NULL; |
711 |
} |
712 |
|
713 |
/* |
714 |
* Made as a separate function to increase efficiency |
715 |
*/ |
716 |
|
717 |
int |
718 |
get_button_value (const object *button) |
719 |
{ |
720 |
oblinkpt *obp; |
721 |
objectlink *ol; |
722 |
|
723 |
if (!button->map) |
724 |
return 0; |
725 |
for (obp = button->map->buttons; obp; obp = obp->next) |
726 |
for (ol = obp->link; ol; ol = ol->next) |
727 |
if (ol->ob == button && ol->id == button->count) |
728 |
return obp->value; |
729 |
return 0; |
730 |
} |
731 |
|
732 |
/* This routine makes monsters who are |
733 |
* standing on the 'mood floor' change their |
734 |
* disposition if it is different. |
735 |
* If floor is to be triggered must have |
736 |
* a speed of zero (default is 1 for all |
737 |
* but the charm floor type). |
738 |
* by b.t. thomas@nomad.astro.psu.edu |
739 |
*/ |
740 |
|
741 |
void |
742 |
do_mood_floor (object *op, object *source) |
743 |
{ |
744 |
object *tmp; |
745 |
object *tmp2; |
746 |
|
747 |
if (!source) |
748 |
source = op; |
749 |
|
750 |
for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
751 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
752 |
break; |
753 |
|
754 |
/* doesn't effect players, and if there is a player on this space, won't also |
755 |
* be a monster here. |
756 |
*/ |
757 |
if (!tmp || tmp->type == PLAYER) |
758 |
return; |
759 |
|
760 |
switch (op->last_sp) |
761 |
{ |
762 |
case 0: /* furious--make all monsters mad */ |
763 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
764 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
765 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
766 |
{ |
767 |
CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
768 |
remove_friendly_object (tmp); |
769 |
tmp->attack_movement = 0; |
770 |
/* lots of checks here, but want to make sure we don't |
771 |
* dereference a null value |
772 |
*/ |
773 |
if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) |
774 |
{ |
775 |
tmp->owner->contr->ranges[range_golem] = NULL; |
776 |
tmp->owner->contr->golem_count = 0; |
777 |
} |
778 |
tmp->owner = 0; |
779 |
} |
780 |
break; |
781 |
case 1: /* angry -- get neutral monsters mad */ |
782 |
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
783 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
784 |
break; |
785 |
case 2: /* calm -- pacify unfriendly monsters */ |
786 |
if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
787 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
788 |
break; |
789 |
case 3: /* make all monsters fall asleep */ |
790 |
if (!QUERY_FLAG (tmp, FLAG_SLEEP)) |
791 |
SET_FLAG (tmp, FLAG_SLEEP); |
792 |
break; |
793 |
case 4: /* charm all monsters */ |
794 |
if (op == source) |
795 |
break; /* only if 'connected' */ |
796 |
|
797 |
for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ |
798 |
tmp2->type != PLAYER; tmp2 = tmp2->above) |
799 |
if (tmp2->above == NULL) |
800 |
break; |
801 |
|
802 |
if (tmp2->type != PLAYER) |
803 |
break; |
804 |
set_owner (tmp, tmp2); |
805 |
SET_FLAG (tmp, FLAG_MONSTER); |
806 |
tmp->stats.exp = 0; |
807 |
SET_FLAG (tmp, FLAG_FRIENDLY); |
808 |
add_friendly_object (tmp); |
809 |
tmp->attack_movement = PETMOVE; |
810 |
break; |
811 |
|
812 |
default: |
813 |
break; |
814 |
} |
815 |
} |
816 |
|
817 |
/* this function returns the object it matches, or NULL if non. |
818 |
* It will descend through containers to find the object. |
819 |
* slaying = match object slaying flag |
820 |
* race = match object archetype name flag |
821 |
* hp = match object type (excpt type '0'== PLAYER) |
822 |
*/ |
823 |
|
824 |
object * |
825 |
check_inv_recursive (object *op, const object *trig) |
826 |
{ |
827 |
object *tmp, *ret = NULL; |
828 |
|
829 |
/* First check the object itself. */ |
830 |
if ((trig->stats.hp && (op->type == trig->stats.hp)) |
831 |
|| (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) |
832 |
return op; |
833 |
|
834 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
835 |
{ |
836 |
if (tmp->inv) |
837 |
{ |
838 |
ret = check_inv_recursive (tmp, trig); |
839 |
if (ret) |
840 |
return ret; |
841 |
} |
842 |
else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) |
843 |
|| (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) |
844 |
return tmp; |
845 |
} |
846 |
return NULL; |
847 |
} |
848 |
|
849 |
/* check_inv(), a function to search the inventory, |
850 |
* of a player and then based on a set of conditions, |
851 |
* the square will activate connected items. |
852 |
* Monsters can't trigger this square (for now) |
853 |
* Values are: last_sp = 1/0 obj/no obj triggers |
854 |
* last_heal = 1/0 remove/dont remove obj if triggered |
855 |
* -b.t. (thomas@nomad.astro.psu.edu |
856 |
*/ |
857 |
|
858 |
void |
859 |
check_inv (object *op, object *trig) |
860 |
{ |
861 |
object *match; |
862 |
|
863 |
if (op->type != PLAYER) |
864 |
return; |
865 |
match = check_inv_recursive (op, trig); |
866 |
if (match && trig->last_sp) |
867 |
{ |
868 |
if (trig->last_heal) |
869 |
decrease_ob (match); |
870 |
use_trigger (trig); |
871 |
} |
872 |
else if (!match && !trig->last_sp) |
873 |
use_trigger (trig); |
874 |
} |
875 |
|
876 |
|
877 |
/* This does a minimal check of the button link consistency for object |
878 |
* map. All it really does it much sure the object id link that is set |
879 |
* matches what the object has. |
880 |
*/ |
881 |
void |
882 |
verify_button_links (const mapstruct *map) |
883 |
{ |
884 |
oblinkpt *obp; |
885 |
objectlink *ol; |
886 |
|
887 |
if (!map) |
888 |
return; |
889 |
|
890 |
for (obp = map->buttons; obp; obp = obp->next) |
891 |
{ |
892 |
for (ol = obp->link; ol; ol = ol->next) |
893 |
{ |
894 |
if (ol->id != ol->ob->count) |
895 |
LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count); |
896 |
} |
897 |
} |
898 |
} |