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root |
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/* |
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* static char *rcsid_button_c = |
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* "$Id: button.c,v 1.30 2005/11/16 08:16:00 mwedel Exp $"; |
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*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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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 |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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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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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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#include <global.h> |
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#include <funcpoint.h> |
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/* |
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* This code is no longer highly inefficient 8) |
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*/ |
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/* |
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* Push the specified object. This can affect other buttons/gates/handles |
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* altars/pedestals/holes in the whole map. |
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* Changed the routine to loop through _all_ objects. |
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* Better hurry with that linked list... |
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*/ |
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void push_button(object *op) { |
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object *tmp; |
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objectlink *ol; |
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/* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */ |
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for (ol = get_button_links(op); ol; ol = ol->next) { |
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if (!ol->ob || ol->ob->count != ol->id) { |
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LOG(llevError, "Internal error in push_button (%s).\n", op->name); |
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continue; |
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} |
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/* a button link object can become freed when the map is saving. As |
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* a map is saved, objects are removed and freed, and if an object is |
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* on top of a button, this function is eventually called. If a map |
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* is getting moved out of memory, the status of buttons and levers |
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* probably isn't important - it will get sorted out when the map is |
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* re-loaded. As such, just exit this function if that is the case. |
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*/ |
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if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; |
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tmp = ol->ob; |
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/* if the criteria isn't appropriate, don't do anything */ |
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if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; |
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if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue; |
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switch(tmp->type) { |
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case GATE: |
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case HOLE: |
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tmp->value=tmp->stats.maxsp?!op->value:op->value; |
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tmp->speed=0.5; |
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update_ob_speed(tmp); |
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break; |
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case CF_HANDLE: |
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SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value)); |
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update_object(tmp,UP_OBJ_FACE); |
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break; |
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case SIGN: |
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if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { |
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new_info_map(NDI_UNIQUE | NDI_NAVY,tmp->map,tmp->msg); |
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if (tmp->stats.food) tmp->last_eat++; |
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} |
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break; |
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case ALTAR: |
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tmp->value = 1; |
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SET_ANIMATION(tmp, tmp->value); |
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update_object(tmp,UP_OBJ_FACE); |
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break; |
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case BUTTON: |
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case PEDESTAL: |
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tmp->value=op->value; |
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SET_ANIMATION(tmp, tmp->value); |
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update_object(tmp,UP_OBJ_FACE); |
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break; |
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case MOOD_FLOOR: |
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do_mood_floor(tmp, op); |
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break; |
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case TIMED_GATE: |
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tmp->speed = tmp->arch->clone.speed; |
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update_ob_speed(tmp); /* original values */ |
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tmp->value = tmp->arch->clone.value; |
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tmp->stats.sp = 1; |
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tmp->stats.hp = tmp->stats.maxhp; |
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/* Handle multipart gates. We copy the value for the other parts |
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* from the head - this ensures that the data will consistent |
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*/ |
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for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) { |
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tmp->speed = tmp->head->speed; |
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tmp->value = tmp->head->value; |
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tmp->stats.sp = tmp->head->stats.sp; |
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tmp->stats.hp = tmp->head->stats.hp; |
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update_ob_speed(tmp); |
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} |
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break; |
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case DIRECTOR: |
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case FIREWALL: |
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if(!QUERY_FLAG(tmp,FLAG_ANIMATE)&&tmp->type==FIREWALL) move_firewall(tmp); |
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else { |
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if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
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tmp->stats.sp = ((tmp->stats.sp-1)%8)+1; |
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animate_turning(tmp); |
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} |
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break; |
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case TELEPORTER: |
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move_teleporter(tmp); |
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break; |
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case CREATOR: |
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move_creator(tmp); |
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break; |
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case TRIGGER_MARKER: |
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move_marker(tmp); |
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break; |
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case DUPLICATOR: |
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move_duplicator(tmp); |
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break; |
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} |
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} |
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} |
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/* |
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* Updates everything connected with the button op. |
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* After changing the state of a button, this function must be called |
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* to make sure that all gates and other buttons connected to the |
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* button reacts to the (eventual) change of state. |
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*/ |
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void update_button(object *op) { |
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object *ab,*tmp,*head; |
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int tot,any_down=0, old_value=op->value; |
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objectlink *ol; |
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/* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
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for (ol = get_button_links(op); ol; ol = ol->next) { |
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if (!ol->ob || ol->ob->count != ol->id) { |
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LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); |
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continue; |
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} |
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tmp = ol->ob; |
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if (tmp->type==BUTTON) { |
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for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) |
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/* Bug? The pedestal code below looks for the head of |
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* the object, this bit doesn't. I'd think we should check |
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* for head here also. Maybe it also makese sense to |
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* make the for ab=tmp->above loop common, and alter |
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* behaviour based on object within that loop? |
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*/ |
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/* Basically, if the move_type matches that on what the |
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* button wants, we count it. The second check is so that |
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* objects don't move (swords, etc) will count. Note that |
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* this means that more work is needed to make buttons |
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* that are only triggered by flying objects. |
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*/ |
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if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) |
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tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; |
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tmp->value=(tot>=tmp->weight)?1:0; |
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if(tmp->value) |
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any_down=1; |
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} else if (tmp->type == PEDESTAL) { |
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tmp->value = 0; |
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for(ab=tmp->above; ab!=NULL; ab=ab->above) { |
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head = ab->head ? ab->head : ab; |
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/* Same note regarding move_type for buttons above apply here. */ |
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if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && |
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(head->race==tmp->slaying || |
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((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || |
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(!strcmp (tmp->slaying, "player") && |
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head->type == PLAYER))) |
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tmp->value = 1; |
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} |
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if(tmp->value) |
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any_down=1; |
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} |
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} |
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if(any_down) /* If any other buttons were down, force this to remain down */ |
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op->value=1; |
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/* If this button hasn't changed, don't do anything */ |
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if (op->value != old_value) { |
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SET_ANIMATION(op, op->value); |
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update_object(op, UP_OBJ_FACE); |
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push_button(op); /* Make all other buttons the same */ |
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} |
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} |
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/* |
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* Updates every button on the map (by calling update_button() for them). |
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*/ |
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void update_buttons(mapstruct *m) { |
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objectlink *ol; |
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oblinkpt *obp; |
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for (obp = m->buttons; obp; obp = obp->next) |
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for (ol = obp->link; ol; ol = ol->next) { |
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if (!ol->ob || ol->ob->count != ol->id) { |
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LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", |
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ol->ob?ol->ob->name:"null", |
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ol->ob?ol->ob->x:-1, |
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ol->ob?ol->ob->y:-1, |
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ol->id, |
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obp->value); |
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continue; |
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} |
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if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL) |
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{ |
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update_button(ol->ob); |
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break; |
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} |
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} |
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} |
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void use_trigger(object *op) |
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{ |
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/* Toggle value */ |
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op->value = !op->value; |
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push_button(op); |
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} |
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/* |
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* Note: animate_object should be used instead of this, |
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* but it can't handle animations in the 8 directions |
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*/ |
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void animate_turning(object *op) /* only one part objects */ |
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{ |
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if (++op->state >= NUM_ANIMATIONS(op)/8) |
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op->state=0; |
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SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + |
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op->state); |
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update_object(op,UP_OBJ_FACE); |
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} |
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#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
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#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
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/* Returns true if the sacrifice meets the needs of the altar. |
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* |
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* Function put in (0.92.1) so that identify altars won't grab money |
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* unnecessarily - we can see if there is sufficient money, see if something |
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* needs to be identified, and then remove money if needed. |
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* |
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* 0.93.4: Linked objects (ie, objects that are connected) can not be |
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* sacrificed. This fixes a bug of trying to put multiple altars/related |
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* objects on the same space that take the same sacrifice. |
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*/ |
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282 |
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int check_altar_sacrifice (object *altar, object *sacrifice) |
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{ |
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if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) |
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&& ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
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&& sacrifice->type != PLAYER) |
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{ |
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if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || |
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ARCH_SACRIFICE(altar) == sacrifice->name || |
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ARCH_SACRIFICE(altar) == sacrifice->slaying || |
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(!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) |
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&& NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) |
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return 1; |
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if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 |
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&& sacrifice->type == MONEY |
296 |
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&& sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) |
297 |
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return 1; |
298 |
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} |
299 |
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return 0; |
300 |
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} |
301 |
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302 |
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303 |
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/* |
304 |
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* operate_altar checks if sacrifice was accepted and removes sacrificed |
305 |
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* objects. If sacrifice was succeed return 1 else 0. Might be better to |
306 |
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* call check_altar_sacrifice (above) than depend on the return value, |
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* since operate_altar will remove the sacrifice also. |
308 |
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* |
309 |
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* If this function returns 1, '*sacrifice' is modified to point to the |
310 |
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* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
311 |
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*/ |
312 |
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313 |
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int operate_altar (object *altar, object **sacrifice) |
314 |
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{ |
315 |
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316 |
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if ( ! altar->map) { |
317 |
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LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
318 |
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return 0; |
319 |
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} |
320 |
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321 |
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if (!altar->slaying || altar->value) |
322 |
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return 0; |
323 |
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324 |
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if ( ! check_altar_sacrifice (altar, *sacrifice)) |
325 |
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return 0; |
326 |
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327 |
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/* check_altar_sacrifice should have already verified that enough money |
328 |
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* has been dropped. |
329 |
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*/ |
330 |
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if (!strcmp(ARCH_SACRIFICE(altar), "money")) { |
331 |
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int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; |
332 |
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333 |
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/* Round up any sacrifices. Altars don't make change either */ |
334 |
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if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; |
335 |
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*sacrifice = decrease_ob_nr (*sacrifice, number); |
336 |
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} |
337 |
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else |
338 |
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*sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); |
339 |
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340 |
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if (altar->msg) |
341 |
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new_info_map(NDI_BLACK, altar->map, altar->msg); |
342 |
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return 1; |
343 |
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} |
344 |
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345 |
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void trigger_move (object *op, int state) /* 1 down and 0 up */ |
346 |
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{ |
347 |
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op->stats.wc = state; |
348 |
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if (state) { |
349 |
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use_trigger(op); |
350 |
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if (op->stats.exp > 0) /* check sanity */ |
351 |
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op->speed = 1.0 / op->stats.exp; |
352 |
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else |
353 |
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op->speed = 1.0; |
354 |
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update_ob_speed(op); |
355 |
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op->speed_left = -1; |
356 |
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} else { |
357 |
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use_trigger(op); |
358 |
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op->speed = 0; |
359 |
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update_ob_speed(op); |
360 |
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} |
361 |
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} |
362 |
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363 |
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364 |
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/* |
365 |
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* cause != NULL: something has moved on top of op |
366 |
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* |
367 |
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* cause == NULL: nothing has moved, we have been called from |
368 |
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* animate_trigger(). |
369 |
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* |
370 |
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* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
371 |
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* |
372 |
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* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
373 |
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* |
374 |
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* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
375 |
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*/ |
376 |
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int check_trigger (object *op, object *cause) |
377 |
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{ |
378 |
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object *tmp; |
379 |
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int push = 0, tot = 0; |
380 |
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int in_movement = op->stats.wc || op->speed; |
381 |
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|
382 |
|
|
switch (op->type) { |
383 |
|
|
case TRIGGER_BUTTON: |
384 |
|
|
if (op->weight > 0) { |
385 |
|
|
if (cause) { |
386 |
|
|
for (tmp = op->above; tmp; tmp = tmp->above) |
387 |
|
|
/* Comment reproduced from update_buttons(): */ |
388 |
|
|
/* Basically, if the move_type matches that on what the |
389 |
|
|
* button wants, we count it. The second check is so that |
390 |
|
|
* objects that don't move (swords, etc) will count. Note that |
391 |
|
|
* this means that more work is needed to make buttons |
392 |
|
|
* that are only triggered by flying objects. |
393 |
|
|
*/ |
394 |
|
|
|
395 |
|
|
if ((tmp->move_type & op->move_on) || tmp->move_type==0) { |
396 |
|
|
tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) |
397 |
|
|
+ tmp->carrying; |
398 |
|
|
} |
399 |
|
|
if (tot >= op->weight) |
400 |
|
|
push = 1; |
401 |
|
|
if (op->stats.ac == push) |
402 |
|
|
return 0; |
403 |
|
|
op->stats.ac = push; |
404 |
|
|
SET_ANIMATION (op, push); |
405 |
|
|
update_object (op, UP_OBJ_FACE); |
406 |
|
|
if (in_movement || ! push) |
407 |
|
|
return 0; |
408 |
|
|
} |
409 |
|
|
trigger_move (op, push); |
410 |
|
|
} |
411 |
|
|
return 0; |
412 |
|
|
|
413 |
|
|
case TRIGGER_PEDESTAL: |
414 |
|
|
if (cause) { |
415 |
|
|
for (tmp = op->above; tmp; tmp = tmp->above) { |
416 |
|
|
object *head = tmp->head ? tmp->head : tmp; |
417 |
|
|
|
418 |
|
|
/* See comment in TRIGGER_BUTTON about move_types */ |
419 |
|
|
if (((head->move_type & op->move_on) || head->move_type==0) |
420 |
|
|
&& (head->race==op->slaying || |
421 |
|
|
(!strcmp (op->slaying, "player") && head->type == PLAYER))) { |
422 |
|
|
push = 1; |
423 |
|
|
break; |
424 |
|
|
} |
425 |
|
|
} |
426 |
|
|
if (op->stats.ac == push) |
427 |
|
|
return 0; |
428 |
|
|
op->stats.ac = push; |
429 |
|
|
SET_ANIMATION (op, push); |
430 |
|
|
update_object(op,UP_OBJ_FACE); |
431 |
|
|
if (in_movement || ! push) |
432 |
|
|
return 0; |
433 |
|
|
} |
434 |
|
|
trigger_move (op, push); |
435 |
|
|
return 0; |
436 |
|
|
|
437 |
|
|
case TRIGGER_ALTAR: |
438 |
|
|
if (cause) { |
439 |
|
|
if (in_movement) |
440 |
|
|
return 0; |
441 |
|
|
if (operate_altar (op, &cause)) { |
442 |
|
|
SET_ANIMATION (op, 1); |
443 |
|
|
update_object(op,UP_OBJ_FACE); |
444 |
|
|
|
445 |
|
|
if (op->last_sp >= 0) { |
446 |
|
|
trigger_move (op, 1); |
447 |
|
|
if (op->last_sp > 0) |
448 |
|
|
op->last_sp = -op->last_sp; |
449 |
|
|
} |
450 |
|
|
else { |
451 |
|
|
/* for trigger altar with last_sp, the ON/OFF |
452 |
|
|
* status (-> +/- value) is "simulated": |
453 |
|
|
*/ |
454 |
|
|
op->value = !op->value; |
455 |
|
|
trigger_move (op, 1); |
456 |
|
|
op->last_sp = -op->last_sp; |
457 |
|
|
op->value = !op->value; |
458 |
|
|
} |
459 |
|
|
return cause == NULL; |
460 |
|
|
} else { |
461 |
|
|
return 0; |
462 |
|
|
} |
463 |
|
|
} else { |
464 |
|
|
SET_ANIMATION (op, 0); |
465 |
|
|
update_object(op,UP_OBJ_FACE); |
466 |
|
|
|
467 |
|
|
/* If trigger_altar has "last_sp > 0" set on the map, |
468 |
|
|
* it will push the connected value only once per sacrifice. |
469 |
|
|
* Otherwise (default), the connected value will be |
470 |
|
|
* pushed twice: First by sacrifice, second by reset! -AV |
471 |
|
|
*/ |
472 |
|
|
if (!op->last_sp) |
473 |
|
|
trigger_move (op, 0); |
474 |
|
|
else { |
475 |
|
|
op->stats.wc = 0; |
476 |
|
|
op->value = !op->value; |
477 |
|
|
op->speed = 0; |
478 |
|
|
update_ob_speed(op); |
479 |
|
|
} |
480 |
|
|
} |
481 |
|
|
return 0; |
482 |
|
|
|
483 |
|
|
case TRIGGER: |
484 |
|
|
if (cause) { |
485 |
|
|
if (in_movement) |
486 |
|
|
return 0; |
487 |
|
|
push = 1; |
488 |
|
|
} |
489 |
|
|
SET_ANIMATION (op, push); |
490 |
|
|
update_object(op,UP_OBJ_FACE); |
491 |
|
|
trigger_move (op, push); |
492 |
|
|
return 1; |
493 |
|
|
|
494 |
|
|
default: |
495 |
|
|
LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); |
496 |
|
|
return 0; |
497 |
|
|
} |
498 |
|
|
} |
499 |
|
|
|
500 |
|
|
void add_button_link(object *button, mapstruct *map, int connected) { |
501 |
|
|
oblinkpt *obp; |
502 |
|
|
objectlink *ol = get_objectlink(); |
503 |
|
|
|
504 |
|
|
if (!map) { |
505 |
|
|
LOG(llevError, "Tried to add button-link without map.\n"); |
506 |
|
|
return; |
507 |
|
|
} |
508 |
|
|
if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild |
509 |
|
|
a connected map from a template map. */ |
510 |
|
|
/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ |
511 |
|
|
|
512 |
|
|
SET_FLAG(button,FLAG_IS_LINKED); |
513 |
|
|
|
514 |
|
|
ol->ob = button; |
515 |
|
|
ol->id = button->count; |
516 |
|
|
|
517 |
|
|
for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); |
518 |
|
|
|
519 |
|
|
if (obp) { |
520 |
|
|
ol->next = obp->link; |
521 |
|
|
obp->link = ol; |
522 |
|
|
} else { |
523 |
|
|
obp = get_objectlinkpt(); |
524 |
|
|
obp->value = connected; |
525 |
|
|
|
526 |
|
|
obp->next = map->buttons; |
527 |
|
|
map->buttons = obp; |
528 |
|
|
obp->link = ol; |
529 |
|
|
} |
530 |
|
|
} |
531 |
|
|
|
532 |
|
|
/* |
533 |
|
|
* Remove the object from the linked lists of buttons in the map. |
534 |
|
|
* This is only needed by editors. |
535 |
|
|
*/ |
536 |
|
|
|
537 |
|
|
void remove_button_link(object *op) { |
538 |
|
|
oblinkpt *obp; |
539 |
|
|
objectlink **olp, *ol; |
540 |
|
|
|
541 |
|
|
if (op->map == NULL) { |
542 |
|
|
LOG(llevError, "remove_button_link() in object without map.\n"); |
543 |
|
|
return; |
544 |
|
|
} |
545 |
|
|
if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { |
546 |
|
|
LOG(llevError, "remove_button_linked() in unlinked object.\n"); |
547 |
|
|
return; |
548 |
|
|
} |
549 |
|
|
for (obp = op->map->buttons; obp; obp = obp->next) |
550 |
|
|
for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
551 |
|
|
if (ol->ob == op) { |
552 |
|
|
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
553 |
|
|
obp->value, op->name, op->map->path); |
554 |
|
|
*/ |
555 |
|
|
*olp = ol->next; |
556 |
|
|
free(ol); |
557 |
|
|
return; |
558 |
|
|
} |
559 |
|
|
LOG(llevError, "remove_button_linked(): couldn't find object.\n"); |
560 |
|
|
CLEAR_FLAG(op,FLAG_IS_LINKED); |
561 |
|
|
} |
562 |
|
|
|
563 |
|
|
/* |
564 |
|
|
* Return the first objectlink in the objects linked to this one |
565 |
|
|
*/ |
566 |
|
|
|
567 |
|
|
objectlink *get_button_links(object *button) { |
568 |
|
|
oblinkpt *obp; |
569 |
|
|
objectlink *ol; |
570 |
|
|
|
571 |
|
|
if (!button->map) |
572 |
|
|
return NULL; |
573 |
|
|
for (obp = button->map->buttons; obp; obp = obp->next) |
574 |
|
|
for (ol = obp->link; ol; ol = ol->next) |
575 |
|
|
if (ol->ob == button && ol->id == button->count) |
576 |
|
|
return obp->link; |
577 |
|
|
return NULL; |
578 |
|
|
} |
579 |
|
|
|
580 |
|
|
/* |
581 |
|
|
* Made as a separate function to increase efficiency |
582 |
|
|
*/ |
583 |
|
|
|
584 |
|
|
int get_button_value(object *button) { |
585 |
|
|
oblinkpt *obp; |
586 |
|
|
objectlink *ol; |
587 |
|
|
|
588 |
|
|
if (!button->map) |
589 |
|
|
return 0; |
590 |
|
|
for (obp = button->map->buttons; obp; obp = obp->next) |
591 |
|
|
for (ol = obp->link; ol; ol = ol->next) |
592 |
|
|
if (ol->ob == button && ol->id == button->count) |
593 |
|
|
return obp->value; |
594 |
|
|
return 0; |
595 |
|
|
} |
596 |
|
|
|
597 |
|
|
/* This routine makes monsters who are |
598 |
|
|
* standing on the 'mood floor' change their |
599 |
|
|
* disposition if it is different. |
600 |
|
|
* If floor is to be triggered must have |
601 |
|
|
* a speed of zero (default is 1 for all |
602 |
|
|
* but the charm floor type). |
603 |
|
|
* by b.t. thomas@nomad.astro.psu.edu |
604 |
|
|
*/ |
605 |
|
|
|
606 |
|
|
void do_mood_floor(object *op, object *op2) { |
607 |
|
|
object *tmp; |
608 |
|
|
object *tmp2; |
609 |
|
|
|
610 |
|
|
for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) |
611 |
|
|
if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; |
612 |
|
|
|
613 |
|
|
/* doesn't effect players, and if there is a player on this space, won't also |
614 |
|
|
* be a monster here. |
615 |
|
|
*/ |
616 |
|
|
if (!tmp || tmp->type == PLAYER) return; |
617 |
|
|
|
618 |
|
|
switch(op->last_sp) { |
619 |
|
|
case 0: /* furious--make all monsters mad */ |
620 |
|
|
if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) |
621 |
|
|
CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); |
622 |
|
|
if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) { |
623 |
|
|
CLEAR_FLAG(tmp, FLAG_FRIENDLY); |
624 |
|
|
remove_friendly_object(tmp); |
625 |
|
|
tmp->attack_movement = 0; |
626 |
|
|
/* lots of checks here, but want to make sure we don't |
627 |
|
|
* dereference a null value |
628 |
|
|
*/ |
629 |
|
|
if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER && |
630 |
|
|
tmp->owner->contr->ranges[range_golem]==tmp) { |
631 |
|
|
tmp->owner->contr->ranges[range_golem]=NULL; |
632 |
|
|
tmp->owner->contr->golem_count = 0; |
633 |
|
|
} |
634 |
|
|
tmp->owner = 0; |
635 |
|
|
} |
636 |
|
|
break; |
637 |
|
|
case 1: /* angry -- get neutral monsters mad */ |
638 |
|
|
if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&& |
639 |
|
|
!QUERY_FLAG(tmp, FLAG_FRIENDLY)) |
640 |
|
|
CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); |
641 |
|
|
break; |
642 |
|
|
case 2: /* calm -- pacify unfriendly monsters */ |
643 |
|
|
if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) |
644 |
|
|
SET_FLAG(tmp, FLAG_UNAGGRESSIVE); |
645 |
|
|
break; |
646 |
|
|
case 3: /* make all monsters fall asleep */ |
647 |
|
|
if(!QUERY_FLAG(tmp, FLAG_SLEEP)) |
648 |
|
|
SET_FLAG(tmp, FLAG_SLEEP); |
649 |
|
|
break; |
650 |
|
|
case 4: /* charm all monsters */ |
651 |
|
|
|
652 |
|
|
if(op == op2) break; /* only if 'connected' */ |
653 |
|
|
|
654 |
|
|
for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */ |
655 |
|
|
tmp2->type!=PLAYER;tmp2=tmp2->above) |
656 |
|
|
if(tmp2->above==NULL) break; |
657 |
|
|
|
658 |
|
|
if (tmp2->type != PLAYER) |
659 |
|
|
break; |
660 |
|
|
set_owner(tmp,tmp2); |
661 |
|
|
SET_FLAG(tmp,FLAG_MONSTER); |
662 |
|
|
tmp->stats.exp = 0; |
663 |
|
|
SET_FLAG(tmp, FLAG_FRIENDLY); |
664 |
|
|
add_friendly_object (tmp); |
665 |
|
|
tmp->attack_movement = PETMOVE; |
666 |
|
|
break; |
667 |
|
|
|
668 |
|
|
default: |
669 |
|
|
break; |
670 |
|
|
|
671 |
|
|
} |
672 |
|
|
} |
673 |
|
|
|
674 |
|
|
/* this function returns the object it matches, or NULL if non. |
675 |
|
|
* It will descend through containers to find the object. |
676 |
|
|
* slaying = match object slaying flag |
677 |
|
|
* race = match object archetype name flag |
678 |
|
|
* hp = match object type (excpt type '0'== PLAYER) |
679 |
|
|
*/ |
680 |
|
|
|
681 |
|
|
object * check_inv_recursive(object *op, object *trig) |
682 |
|
|
{ |
683 |
|
|
object *tmp,*ret=NULL; |
684 |
|
|
|
685 |
|
|
/* First check the object itself. */ |
686 |
|
|
if((trig->stats.hp && (op->type == trig->stats.hp)) |
687 |
|
|
|| (trig->slaying && (op->slaying == trig->slaying)) |
688 |
|
|
|| (trig->race && (op->arch->name == trig->race))) |
689 |
|
|
return op; |
690 |
|
|
|
691 |
|
|
for(tmp=op->inv; tmp; tmp=tmp->below) { |
692 |
|
|
if (tmp->inv) { |
693 |
|
|
ret=check_inv_recursive(tmp, trig); |
694 |
|
|
if (ret) return ret; |
695 |
|
|
} |
696 |
|
|
else if((trig->stats.hp && (tmp->type == trig->stats.hp)) |
697 |
|
|
|| (trig->slaying && (tmp->slaying == trig->slaying)) |
698 |
|
|
|| (trig->race && (tmp->arch->name == trig->race))) |
699 |
|
|
return tmp; |
700 |
|
|
} |
701 |
|
|
return NULL; |
702 |
|
|
} |
703 |
|
|
|
704 |
|
|
/* check_inv(), a function to search the inventory, |
705 |
|
|
* of a player and then based on a set of conditions, |
706 |
|
|
* the square will activate connected items. |
707 |
|
|
* Monsters can't trigger this square (for now) |
708 |
|
|
* Values are: last_sp = 1/0 obj/no obj triggers |
709 |
|
|
* last_heal = 1/0 remove/dont remove obj if triggered |
710 |
|
|
* -b.t. (thomas@nomad.astro.psu.edu |
711 |
|
|
*/ |
712 |
|
|
|
713 |
|
|
void check_inv (object *op, object *trig) { |
714 |
|
|
object *match; |
715 |
|
|
|
716 |
|
|
if(op->type != PLAYER) return; |
717 |
|
|
match = check_inv_recursive(op,trig); |
718 |
|
|
if (match && trig->last_sp) { |
719 |
|
|
if(trig->last_heal) |
720 |
|
|
decrease_ob(match); |
721 |
|
|
use_trigger(trig); |
722 |
|
|
} |
723 |
|
|
else if (!match && !trig->last_sp) |
724 |
|
|
use_trigger(trig); |
725 |
|
|
} |
726 |
|
|
|
727 |
|
|
|
728 |
|
|
/* This does a minimal check of the button link consistency for object |
729 |
|
|
* map. All it really does it much sure the object id link that is set |
730 |
|
|
* matches what the object has. |
731 |
|
|
*/ |
732 |
|
|
void verify_button_links(mapstruct *map) { |
733 |
|
|
oblinkpt *obp; |
734 |
|
|
objectlink *ol; |
735 |
|
|
|
736 |
|
|
if (!map) return; |
737 |
|
|
|
738 |
|
|
for (obp = map->buttons; obp; obp = obp->next) { |
739 |
|
|
for (ol=obp->link; ol; ol=ol->next) { |
740 |
|
|
if (ol->id!=ol->ob->count) |
741 |
|
|
LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count); |
742 |
|
|
} |
743 |
|
|
} |
744 |
|
|
} |