| 1 |
elmex |
1.1 |
/* |
| 2 |
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CrossFire, A Multiplayer game for X-windows |
| 3 |
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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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| 21 |
root |
1.10 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
| 22 |
elmex |
1.1 |
*/ |
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| 24 |
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#include <global.h> |
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#include <funcpoint.h> |
| 26 |
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| 27 |
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/* |
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* This code is no longer highly inefficient 8) |
| 29 |
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*/ |
| 30 |
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| 31 |
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/* |
| 32 |
elmex |
1.3 |
* elmex: |
| 33 |
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* This function takes a objectlink list with all the objects are going to be activated. |
| 34 |
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* state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. |
| 35 |
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* The source argument can be 0 or the source object for this activation. |
| 36 |
elmex |
1.1 |
*/ |
| 37 |
root |
1.7 |
void |
| 38 |
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activate_connection_link (objectlink * ol, bool state, object *source = 0) |
| 39 |
elmex |
1.3 |
{ |
| 40 |
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object *tmp = 0; |
| 41 |
elmex |
1.1 |
|
| 42 |
elmex |
1.3 |
for (; ol; ol = ol->next) |
| 43 |
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{ |
| 44 |
root |
1.12 |
if (!ol->ob) |
| 45 |
elmex |
1.3 |
{ |
| 46 |
root |
1.12 |
LOG (llevError, "Internal error in activate_connection_link.\n"); |
| 47 |
elmex |
1.3 |
continue; |
| 48 |
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} |
| 49 |
root |
1.12 |
|
| 50 |
elmex |
1.3 |
/* a button link object can become freed when the map is saving. As |
| 51 |
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* a map is saved, objects are removed and freed, and if an object is |
| 52 |
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* on top of a button, this function is eventually called. If a map |
| 53 |
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* is getting moved out of memory, the status of buttons and levers |
| 54 |
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* probably isn't important - it will get sorted out when the map is |
| 55 |
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* re-loaded. As such, just exit this function if that is the case. |
| 56 |
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*/ |
| 57 |
elmex |
1.1 |
|
| 58 |
elmex |
1.3 |
if (QUERY_FLAG (ol->ob, FLAG_FREED)) |
| 59 |
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return; |
| 60 |
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tmp = ol->ob; |
| 61 |
root |
1.2 |
|
| 62 |
elmex |
1.3 |
/* if the criteria isn't appropriate, don't do anything */ |
| 63 |
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if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) |
| 64 |
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continue; |
| 65 |
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if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) |
| 66 |
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continue; |
| 67 |
root |
1.2 |
|
| 68 |
elmex |
1.3 |
switch (tmp->type) |
| 69 |
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{ |
| 70 |
root |
1.7 |
case GATE: |
| 71 |
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case HOLE: |
| 72 |
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tmp->value = tmp->stats.maxsp ? !state : state; |
| 73 |
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tmp->speed = 0.5; |
| 74 |
elmex |
1.3 |
update_ob_speed (tmp); |
| 75 |
root |
1.7 |
break; |
| 76 |
root |
1.2 |
|
| 77 |
root |
1.7 |
case CF_HANDLE: |
| 78 |
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SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); |
| 79 |
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update_object (tmp, UP_OBJ_FACE); |
| 80 |
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break; |
| 81 |
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| 82 |
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case SIGN: |
| 83 |
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if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) |
| 84 |
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{ |
| 85 |
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new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); |
| 86 |
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if (tmp->stats.food) |
| 87 |
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tmp->last_eat++; |
| 88 |
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} |
| 89 |
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break; |
| 90 |
root |
1.2 |
|
| 91 |
root |
1.7 |
case ALTAR: |
| 92 |
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tmp->value = 1; |
| 93 |
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SET_ANIMATION (tmp, tmp->value); |
| 94 |
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update_object (tmp, UP_OBJ_FACE); |
| 95 |
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break; |
| 96 |
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| 97 |
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case BUTTON: |
| 98 |
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case PEDESTAL: |
| 99 |
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tmp->value = state; |
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SET_ANIMATION (tmp, tmp->value); |
| 101 |
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update_object (tmp, UP_OBJ_FACE); |
| 102 |
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break; |
| 103 |
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| 104 |
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case MOOD_FLOOR: |
| 105 |
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do_mood_floor (tmp, source); |
| 106 |
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break; |
| 107 |
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| 108 |
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case TIMED_GATE: |
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tmp->speed = tmp->arch->clone.speed; |
| 110 |
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update_ob_speed (tmp); /* original values */ |
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tmp->value = tmp->arch->clone.value; |
| 112 |
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tmp->stats.sp = 1; |
| 113 |
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tmp->stats.hp = tmp->stats.maxhp; |
| 114 |
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/* Handle multipart gates. We copy the value for the other parts |
| 115 |
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* from the head - this ensures that the data will consistent |
| 116 |
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*/ |
| 117 |
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for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) |
| 118 |
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{ |
| 119 |
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tmp->speed = tmp->head->speed; |
| 120 |
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tmp->value = tmp->head->value; |
| 121 |
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tmp->stats.sp = tmp->head->stats.sp; |
| 122 |
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tmp->stats.hp = tmp->head->stats.hp; |
| 123 |
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update_ob_speed (tmp); |
| 124 |
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} |
| 125 |
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break; |
| 126 |
elmex |
1.3 |
|
| 127 |
root |
1.7 |
case DIRECTOR: |
| 128 |
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case FIREWALL: |
| 129 |
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if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) |
| 130 |
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move_firewall (tmp); |
| 131 |
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else |
| 132 |
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{ |
| 133 |
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if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ |
| 134 |
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tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; |
| 135 |
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animate_turning (tmp); |
| 136 |
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} |
| 137 |
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break; |
| 138 |
elmex |
1.3 |
|
| 139 |
root |
1.7 |
case TELEPORTER: |
| 140 |
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move_teleporter (tmp); |
| 141 |
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break; |
| 142 |
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| 143 |
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case CREATOR: |
| 144 |
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move_creator (tmp); |
| 145 |
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break; |
| 146 |
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| 147 |
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case TRIGGER_MARKER: |
| 148 |
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move_marker (tmp); |
| 149 |
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break; |
| 150 |
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| 151 |
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case DUPLICATOR: |
| 152 |
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move_duplicator (tmp); |
| 153 |
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break; |
| 154 |
elmex |
1.3 |
} |
| 155 |
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} |
| 156 |
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} |
| 157 |
root |
1.2 |
|
| 158 |
elmex |
1.3 |
/* |
| 159 |
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* elmex: |
| 160 |
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* This is the new push_button function, it got split up so that |
| 161 |
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* you can activate connections without a button now! |
| 162 |
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* old but still valid comment: |
| 163 |
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* |
| 164 |
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* Push the specified object. This can affect other buttons/gates/handles |
| 165 |
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* altars/pedestals/holes in the whole map. |
| 166 |
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* Changed the routine to loop through _all_ objects. |
| 167 |
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* Better hurry with that linked list... |
| 168 |
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* |
| 169 |
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*/ |
| 170 |
root |
1.7 |
void |
| 171 |
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push_button (object *op) |
| 172 |
elmex |
1.3 |
{ |
| 173 |
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oblinkpt *obp = get_button_links (op); |
| 174 |
root |
1.2 |
|
| 175 |
elmex |
1.4 |
if (!obp) |
| 176 |
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return; |
| 177 |
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|
| 178 |
root |
1.7 |
if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value))) |
| 179 |
elmex |
1.3 |
return; |
| 180 |
root |
1.2 |
|
| 181 |
elmex |
1.4 |
activate_connection_link (obp->link, op->value, op); |
| 182 |
elmex |
1.3 |
} |
| 183 |
root |
1.2 |
|
| 184 |
elmex |
1.3 |
/* |
| 185 |
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* elmex: |
| 186 |
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* This activates a connection, similar to push_button (object *op) but it takes |
| 187 |
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* only a map, a connection value and a true or false flag that indicated whether |
| 188 |
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* the connection was 'state' or 'released'. So that you can activate objects |
| 189 |
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* who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. |
| 190 |
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* |
| 191 |
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*/ |
| 192 |
root |
1.7 |
void |
| 193 |
root |
1.11 |
activate_connection (maptile *map, long connection, bool state) |
| 194 |
elmex |
1.3 |
{ |
| 195 |
root |
1.7 |
if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) |
| 196 |
elmex |
1.3 |
return; |
| 197 |
root |
1.2 |
|
| 198 |
elmex |
1.3 |
oblinkpt *obp = get_connection_links (map, connection); |
| 199 |
root |
1.7 |
|
| 200 |
elmex |
1.4 |
if (obp) |
| 201 |
elmex |
1.3 |
activate_connection_link (obp->link, state); |
| 202 |
elmex |
1.1 |
} |
| 203 |
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| 204 |
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/* |
| 205 |
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* Updates everything connected with the button op. |
| 206 |
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* After changing the state of a button, this function must be called |
| 207 |
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* to make sure that all gates and other buttons connected to the |
| 208 |
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* button reacts to the (eventual) change of state. |
| 209 |
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*/ |
| 210 |
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| 211 |
root |
1.7 |
void |
| 212 |
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update_button (object *op) |
| 213 |
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{ |
| 214 |
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object *ab, *tmp, *head; |
| 215 |
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int tot, any_down = 0, old_value = op->value; |
| 216 |
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oblinkpt *obp = 0; |
| 217 |
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objectlink *ol; |
| 218 |
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| 219 |
|
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obp = get_button_links (op); |
| 220 |
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/* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
| 221 |
|
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if (obp) |
| 222 |
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for (ol = obp->link; ol; ol = ol->next) |
| 223 |
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{ |
| 224 |
root |
1.12 |
if (!ol->ob) |
| 225 |
root |
1.7 |
{ |
| 226 |
|
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LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
| 227 |
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continue; |
| 228 |
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} |
| 229 |
root |
1.12 |
|
| 230 |
root |
1.7 |
tmp = ol->ob; |
| 231 |
|
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if (tmp->type == BUTTON) |
| 232 |
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{ |
| 233 |
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for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) |
| 234 |
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/* Bug? The pedestal code below looks for the head of |
| 235 |
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* the object, this bit doesn't. I'd think we should check |
| 236 |
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* for head here also. Maybe it also makese sense to |
| 237 |
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* make the for ab=tmp->above loop common, and alter |
| 238 |
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* behaviour based on object within that loop? |
| 239 |
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*/ |
| 240 |
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|
| 241 |
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/* Basically, if the move_type matches that on what the |
| 242 |
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* button wants, we count it. The second check is so that |
| 243 |
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* objects don't move (swords, etc) will count. Note that |
| 244 |
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* this means that more work is needed to make buttons |
| 245 |
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* that are only triggered by flying objects. |
| 246 |
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*/ |
| 247 |
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if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
| 248 |
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tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; |
| 249 |
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|
| 250 |
|
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tmp->value = (tot >= tmp->weight) ? 1 : 0; |
| 251 |
|
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if (tmp->value) |
| 252 |
|
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any_down = 1; |
| 253 |
elmex |
1.3 |
} |
| 254 |
root |
1.7 |
else if (tmp->type == PEDESTAL) |
| 255 |
|
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{ |
| 256 |
|
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tmp->value = 0; |
| 257 |
|
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for (ab = tmp->above; ab != NULL; ab = ab->above) |
| 258 |
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{ |
| 259 |
|
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head = ab->head ? ab->head : ab; |
| 260 |
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/* Same note regarding move_type for buttons above apply here. */ |
| 261 |
|
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if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
| 262 |
|
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(head->race == tmp->slaying || |
| 263 |
|
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((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
| 264 |
|
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(!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
| 265 |
|
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tmp->value = 1; |
| 266 |
elmex |
1.3 |
} |
| 267 |
root |
1.7 |
if (tmp->value) |
| 268 |
|
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any_down = 1; |
| 269 |
elmex |
1.3 |
} |
| 270 |
|
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} |
| 271 |
root |
1.7 |
if (any_down) /* If any other buttons were down, force this to remain down */ |
| 272 |
|
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op->value = 1; |
| 273 |
elmex |
1.1 |
|
| 274 |
root |
1.7 |
/* If this button hasn't changed, don't do anything */ |
| 275 |
|
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if (op->value != old_value) |
| 276 |
|
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{ |
| 277 |
|
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SET_ANIMATION (op, op->value); |
| 278 |
|
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update_object (op, UP_OBJ_FACE); |
| 279 |
|
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push_button (op); /* Make all other buttons the same */ |
| 280 |
elmex |
1.1 |
} |
| 281 |
|
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} |
| 282 |
|
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|
| 283 |
|
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/* |
| 284 |
|
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* Updates every button on the map (by calling update_button() for them). |
| 285 |
|
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*/ |
| 286 |
|
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|
| 287 |
root |
1.7 |
void |
| 288 |
root |
1.11 |
update_buttons (maptile *m) |
| 289 |
root |
1.7 |
{ |
| 290 |
elmex |
1.1 |
objectlink *ol; |
| 291 |
|
|
oblinkpt *obp; |
| 292 |
root |
1.7 |
|
| 293 |
elmex |
1.1 |
for (obp = m->buttons; obp; obp = obp->next) |
| 294 |
root |
1.7 |
for (ol = obp->link; ol; ol = ol->next) |
| 295 |
elmex |
1.1 |
{ |
| 296 |
root |
1.12 |
if (!ol->ob) |
| 297 |
root |
1.7 |
{ |
| 298 |
root |
1.12 |
LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", |
| 299 |
|
|
ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); |
| 300 |
root |
1.7 |
continue; |
| 301 |
|
|
} |
| 302 |
root |
1.12 |
|
| 303 |
root |
1.7 |
if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) |
| 304 |
|
|
{ |
| 305 |
|
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update_button (ol->ob); |
| 306 |
|
|
break; |
| 307 |
|
|
} |
| 308 |
elmex |
1.1 |
} |
| 309 |
|
|
} |
| 310 |
|
|
|
| 311 |
root |
1.7 |
void |
| 312 |
|
|
use_trigger (object *op) |
| 313 |
elmex |
1.1 |
{ |
| 314 |
|
|
|
| 315 |
root |
1.7 |
/* Toggle value */ |
| 316 |
|
|
op->value = !op->value; |
| 317 |
|
|
push_button (op); |
| 318 |
elmex |
1.1 |
} |
| 319 |
|
|
|
| 320 |
|
|
/* |
| 321 |
|
|
* Note: animate_object should be used instead of this, |
| 322 |
|
|
* but it can't handle animations in the 8 directions |
| 323 |
|
|
*/ |
| 324 |
|
|
|
| 325 |
root |
1.7 |
void |
| 326 |
|
|
animate_turning (object *op) /* only one part objects */ |
| 327 |
elmex |
1.1 |
{ |
| 328 |
root |
1.7 |
if (++op->state >= NUM_ANIMATIONS (op) / 8) |
| 329 |
|
|
op->state = 0; |
| 330 |
|
|
SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); |
| 331 |
|
|
update_object (op, UP_OBJ_FACE); |
| 332 |
elmex |
1.1 |
} |
| 333 |
|
|
|
| 334 |
|
|
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) |
| 335 |
|
|
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) |
| 336 |
|
|
|
| 337 |
|
|
/* Returns true if the sacrifice meets the needs of the altar. |
| 338 |
|
|
* |
| 339 |
|
|
* Function put in (0.92.1) so that identify altars won't grab money |
| 340 |
|
|
* unnecessarily - we can see if there is sufficient money, see if something |
| 341 |
|
|
* needs to be identified, and then remove money if needed. |
| 342 |
|
|
* |
| 343 |
|
|
* 0.93.4: Linked objects (ie, objects that are connected) can not be |
| 344 |
|
|
* sacrificed. This fixes a bug of trying to put multiple altars/related |
| 345 |
|
|
* objects on the same space that take the same sacrifice. |
| 346 |
|
|
*/ |
| 347 |
root |
1.7 |
|
| 348 |
|
|
int |
| 349 |
|
|
check_altar_sacrifice (const object *altar, const object *sacrifice) |
| 350 |
elmex |
1.1 |
{ |
| 351 |
root |
1.7 |
if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) |
| 352 |
|
|
{ |
| 353 |
|
|
if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || |
| 354 |
|
|
ARCH_SACRIFICE (altar) == sacrifice->name || |
| 355 |
|
|
ARCH_SACRIFICE (altar) == sacrifice->slaying || |
| 356 |
|
|
(!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) |
| 357 |
|
|
&& NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) |
| 358 |
|
|
return 1; |
| 359 |
|
|
if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 |
| 360 |
|
|
&& sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
| 361 |
|
|
return 1; |
| 362 |
|
|
} |
| 363 |
elmex |
1.1 |
return 0; |
| 364 |
|
|
} |
| 365 |
|
|
|
| 366 |
|
|
/* |
| 367 |
|
|
* operate_altar checks if sacrifice was accepted and removes sacrificed |
| 368 |
|
|
* objects. If sacrifice was succeed return 1 else 0. Might be better to |
| 369 |
|
|
* call check_altar_sacrifice (above) than depend on the return value, |
| 370 |
|
|
* since operate_altar will remove the sacrifice also. |
| 371 |
|
|
* |
| 372 |
|
|
* If this function returns 1, '*sacrifice' is modified to point to the |
| 373 |
|
|
* remaining sacrifice, or is set to NULL if the sacrifice was used up. |
| 374 |
|
|
*/ |
| 375 |
root |
1.7 |
int |
| 376 |
|
|
operate_altar (object *altar, object **sacrifice) |
| 377 |
elmex |
1.1 |
{ |
| 378 |
root |
1.7 |
if (!altar->map) |
| 379 |
|
|
{ |
| 380 |
|
|
LOG (llevError, "BUG: operate_altar(): altar has no map\n"); |
| 381 |
|
|
return 0; |
| 382 |
|
|
} |
| 383 |
elmex |
1.1 |
|
| 384 |
|
|
if (!altar->slaying || altar->value) |
| 385 |
|
|
return 0; |
| 386 |
|
|
|
| 387 |
root |
1.7 |
if (!check_altar_sacrifice (altar, *sacrifice)) |
| 388 |
elmex |
1.1 |
return 0; |
| 389 |
|
|
|
| 390 |
|
|
/* check_altar_sacrifice should have already verified that enough money |
| 391 |
|
|
* has been dropped. |
| 392 |
|
|
*/ |
| 393 |
root |
1.7 |
if (!strcmp (ARCH_SACRIFICE (altar), "money")) |
| 394 |
|
|
{ |
| 395 |
|
|
int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; |
| 396 |
elmex |
1.1 |
|
| 397 |
root |
1.7 |
/* Round up any sacrifices. Altars don't make change either */ |
| 398 |
|
|
if (NROF_SACRIFICE (altar) % (*sacrifice)->value) |
| 399 |
|
|
number++; |
| 400 |
root |
1.9 |
|
| 401 |
root |
1.7 |
*sacrifice = decrease_ob_nr (*sacrifice, number); |
| 402 |
|
|
} |
| 403 |
elmex |
1.1 |
else |
| 404 |
root |
1.7 |
*sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); |
| 405 |
|
|
|
| 406 |
elmex |
1.1 |
if (altar->msg) |
| 407 |
root |
1.7 |
new_info_map (NDI_BLACK, altar->map, altar->msg); |
| 408 |
root |
1.9 |
|
| 409 |
elmex |
1.1 |
return 1; |
| 410 |
|
|
} |
| 411 |
|
|
|
| 412 |
root |
1.7 |
void |
| 413 |
|
|
trigger_move (object *op, int state) /* 1 down and 0 up */ |
| 414 |
elmex |
1.1 |
{ |
| 415 |
root |
1.7 |
op->stats.wc = state; |
| 416 |
|
|
if (state) |
| 417 |
|
|
{ |
| 418 |
|
|
use_trigger (op); |
| 419 |
|
|
if (op->stats.exp > 0) /* check sanity */ |
| 420 |
|
|
op->speed = 1.0 / op->stats.exp; |
| 421 |
|
|
else |
| 422 |
|
|
op->speed = 1.0; |
| 423 |
|
|
update_ob_speed (op); |
| 424 |
|
|
op->speed_left = -1; |
| 425 |
|
|
} |
| 426 |
|
|
else |
| 427 |
|
|
{ |
| 428 |
|
|
use_trigger (op); |
| 429 |
|
|
op->speed = 0; |
| 430 |
|
|
update_ob_speed (op); |
| 431 |
elmex |
1.1 |
} |
| 432 |
|
|
} |
| 433 |
|
|
|
| 434 |
|
|
|
| 435 |
|
|
/* |
| 436 |
|
|
* cause != NULL: something has moved on top of op |
| 437 |
|
|
* |
| 438 |
|
|
* cause == NULL: nothing has moved, we have been called from |
| 439 |
|
|
* animate_trigger(). |
| 440 |
|
|
* |
| 441 |
|
|
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. |
| 442 |
|
|
* |
| 443 |
|
|
* TRIGGER: Returns 1 if handle could be moved, 0 if not. |
| 444 |
|
|
* |
| 445 |
|
|
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. |
| 446 |
|
|
*/ |
| 447 |
root |
1.7 |
int |
| 448 |
|
|
check_trigger (object *op, object *cause) |
| 449 |
elmex |
1.1 |
{ |
| 450 |
root |
1.7 |
object *tmp; |
| 451 |
|
|
int push = 0, tot = 0; |
| 452 |
|
|
int in_movement = op->stats.wc || op->speed; |
| 453 |
elmex |
1.1 |
|
| 454 |
root |
1.7 |
switch (op->type) |
| 455 |
|
|
{ |
| 456 |
root |
1.2 |
case TRIGGER_BUTTON: |
| 457 |
root |
1.7 |
if (op->weight > 0) |
| 458 |
|
|
{ |
| 459 |
|
|
if (cause) |
| 460 |
|
|
{ |
| 461 |
|
|
for (tmp = op->above; tmp; tmp = tmp->above) |
| 462 |
|
|
/* Comment reproduced from update_buttons(): */ |
| 463 |
|
|
/* Basically, if the move_type matches that on what the |
| 464 |
|
|
* button wants, we count it. The second check is so that |
| 465 |
|
|
* objects that don't move (swords, etc) will count. Note that |
| 466 |
|
|
* this means that more work is needed to make buttons |
| 467 |
|
|
* that are only triggered by flying objects. |
| 468 |
|
|
*/ |
| 469 |
|
|
|
| 470 |
|
|
if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
| 471 |
|
|
{ |
| 472 |
|
|
tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; |
| 473 |
|
|
} |
| 474 |
|
|
if (tot >= op->weight) |
| 475 |
root |
1.2 |
push = 1; |
| 476 |
root |
1.7 |
if (op->stats.ac == push) |
| 477 |
|
|
return 0; |
| 478 |
|
|
op->stats.ac = push; |
| 479 |
|
|
if (NUM_ANIMATIONS (op) > 1) |
| 480 |
|
|
{ |
| 481 |
|
|
SET_ANIMATION (op, push); |
| 482 |
|
|
update_object (op, UP_OBJ_FACE); |
| 483 |
elmex |
1.1 |
} |
| 484 |
root |
1.7 |
if (in_movement || !push) |
| 485 |
|
|
return 0; |
| 486 |
root |
1.2 |
} |
| 487 |
root |
1.7 |
trigger_move (op, push); |
| 488 |
root |
1.2 |
} |
| 489 |
root |
1.7 |
return 0; |
| 490 |
root |
1.2 |
|
| 491 |
|
|
case TRIGGER_PEDESTAL: |
| 492 |
root |
1.7 |
if (cause) |
| 493 |
|
|
{ |
| 494 |
|
|
for (tmp = op->above; tmp; tmp = tmp->above) |
| 495 |
|
|
{ |
| 496 |
|
|
object *head = tmp->head ? tmp->head : tmp; |
| 497 |
|
|
|
| 498 |
|
|
/* See comment in TRIGGER_BUTTON about move_types */ |
| 499 |
|
|
if (((head->move_type & op->move_on) || head->move_type == 0) |
| 500 |
|
|
&& (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
| 501 |
|
|
{ |
| 502 |
|
|
push = 1; |
| 503 |
|
|
break; |
| 504 |
root |
1.2 |
} |
| 505 |
|
|
} |
| 506 |
root |
1.7 |
if (op->stats.ac == push) |
| 507 |
|
|
return 0; |
| 508 |
|
|
op->stats.ac = push; |
| 509 |
|
|
if (NUM_ANIMATIONS (op) > 1) |
| 510 |
|
|
{ |
| 511 |
|
|
SET_ANIMATION (op, push); |
| 512 |
|
|
update_object (op, UP_OBJ_FACE); |
| 513 |
elmex |
1.1 |
} |
| 514 |
root |
1.7 |
update_object (op, UP_OBJ_FACE); |
| 515 |
|
|
if (in_movement || !push) |
| 516 |
|
|
return 0; |
| 517 |
root |
1.2 |
} |
| 518 |
root |
1.7 |
trigger_move (op, push); |
| 519 |
|
|
return 0; |
| 520 |
root |
1.2 |
|
| 521 |
|
|
case TRIGGER_ALTAR: |
| 522 |
root |
1.7 |
if (cause) |
| 523 |
|
|
{ |
| 524 |
|
|
if (in_movement) |
| 525 |
|
|
return 0; |
| 526 |
|
|
if (operate_altar (op, &cause)) |
| 527 |
|
|
{ |
| 528 |
|
|
if (NUM_ANIMATIONS (op) > 1) |
| 529 |
|
|
{ |
| 530 |
|
|
SET_ANIMATION (op, 1); |
| 531 |
|
|
update_object (op, UP_OBJ_FACE); |
| 532 |
elmex |
1.1 |
} |
| 533 |
root |
1.7 |
if (op->last_sp >= 0) |
| 534 |
|
|
{ |
| 535 |
|
|
trigger_move (op, 1); |
| 536 |
|
|
if (op->last_sp > 0) |
| 537 |
root |
1.2 |
op->last_sp = -op->last_sp; |
| 538 |
|
|
} |
| 539 |
root |
1.7 |
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); |
| 546 |
|
|
op->last_sp = -op->last_sp; |
| 547 |
|
|
op->value = !op->value; |
| 548 |
root |
1.2 |
} |
| 549 |
root |
1.7 |
return cause == NULL; |
| 550 |
|
|
} |
| 551 |
|
|
else |
| 552 |
|
|
{ |
| 553 |
|
|
return 0; |
| 554 |
|
|
} |
| 555 |
|
|
} |
| 556 |
|
|
else |
| 557 |
|
|
{ |
| 558 |
|
|
if (NUM_ANIMATIONS (op) > 1) |
| 559 |
|
|
{ |
| 560 |
|
|
SET_ANIMATION (op, 0); |
| 561 |
|
|
update_object (op, UP_OBJ_FACE); |
| 562 |
root |
1.2 |
} |
| 563 |
root |
1.7 |
|
| 564 |
|
|
/* If trigger_altar has "last_sp > 0" set on the map, |
| 565 |
|
|
* it will push the connected value only once per sacrifice. |
| 566 |
|
|
* Otherwise (default), the connected value will be |
| 567 |
|
|
* pushed twice: First by sacrifice, second by reset! -AV |
| 568 |
|
|
*/ |
| 569 |
|
|
if (!op->last_sp) |
| 570 |
|
|
trigger_move (op, 0); |
| 571 |
|
|
else |
| 572 |
|
|
{ |
| 573 |
|
|
op->stats.wc = 0; |
| 574 |
|
|
op->value = !op->value; |
| 575 |
|
|
op->speed = 0; |
| 576 |
|
|
update_ob_speed (op); |
| 577 |
root |
1.2 |
} |
| 578 |
|
|
} |
| 579 |
root |
1.7 |
return 0; |
| 580 |
root |
1.2 |
|
| 581 |
|
|
case TRIGGER: |
| 582 |
root |
1.7 |
if (cause) |
| 583 |
|
|
{ |
| 584 |
|
|
if (in_movement) |
| 585 |
|
|
return 0; |
| 586 |
|
|
push = 1; |
| 587 |
root |
1.2 |
} |
| 588 |
root |
1.7 |
if (NUM_ANIMATIONS (op) > 1) |
| 589 |
|
|
{ |
| 590 |
|
|
SET_ANIMATION (op, push); |
| 591 |
|
|
update_object (op, UP_OBJ_FACE); |
| 592 |
elmex |
1.1 |
} |
| 593 |
root |
1.7 |
trigger_move (op, push); |
| 594 |
|
|
return 1; |
| 595 |
elmex |
1.1 |
|
| 596 |
root |
1.2 |
default: |
| 597 |
root |
1.7 |
LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
| 598 |
|
|
return 0; |
| 599 |
elmex |
1.1 |
} |
| 600 |
|
|
} |
| 601 |
|
|
|
| 602 |
root |
1.7 |
void |
| 603 |
root |
1.11 |
add_button_link (object *button, maptile *map, int connected) |
| 604 |
root |
1.7 |
{ |
| 605 |
elmex |
1.1 |
oblinkpt *obp; |
| 606 |
root |
1.7 |
objectlink *ol = get_objectlink (); |
| 607 |
|
|
|
| 608 |
|
|
if (!map) |
| 609 |
|
|
{ |
| 610 |
|
|
LOG (llevError, "Tried to add button-link without map.\n"); |
| 611 |
|
|
return; |
| 612 |
|
|
} |
| 613 |
|
|
if (!editor) |
| 614 |
|
|
button->path_attuned = connected; /* peterm: I need this so I can rebuild |
| 615 |
|
|
a connected map from a template map. */ |
| 616 |
elmex |
1.1 |
|
| 617 |
|
|
/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ |
| 618 |
|
|
|
| 619 |
root |
1.7 |
SET_FLAG (button, FLAG_IS_LINKED); |
| 620 |
elmex |
1.1 |
|
| 621 |
|
|
ol->ob = button; |
| 622 |
|
|
|
| 623 |
|
|
for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); |
| 624 |
|
|
|
| 625 |
root |
1.7 |
if (obp) |
| 626 |
|
|
{ |
| 627 |
|
|
ol->next = obp->link; |
| 628 |
|
|
obp->link = ol; |
| 629 |
|
|
} |
| 630 |
|
|
else |
| 631 |
|
|
{ |
| 632 |
|
|
obp = get_objectlinkpt (); |
| 633 |
|
|
obp->value = connected; |
| 634 |
|
|
|
| 635 |
|
|
obp->next = map->buttons; |
| 636 |
|
|
map->buttons = obp; |
| 637 |
|
|
obp->link = ol; |
| 638 |
|
|
} |
| 639 |
elmex |
1.1 |
} |
| 640 |
|
|
|
| 641 |
|
|
/* |
| 642 |
|
|
* Remove the object from the linked lists of buttons in the map. |
| 643 |
|
|
* This is only needed by editors. |
| 644 |
|
|
*/ |
| 645 |
|
|
|
| 646 |
root |
1.7 |
void |
| 647 |
|
|
remove_button_link (object *op) |
| 648 |
|
|
{ |
| 649 |
elmex |
1.1 |
oblinkpt *obp; |
| 650 |
|
|
objectlink **olp, *ol; |
| 651 |
|
|
|
| 652 |
root |
1.7 |
if (op->map == NULL) |
| 653 |
|
|
{ |
| 654 |
|
|
LOG (llevError, "remove_button_link() in object without map.\n"); |
| 655 |
|
|
return; |
| 656 |
|
|
} |
| 657 |
root |
1.12 |
|
| 658 |
root |
1.7 |
if (!QUERY_FLAG (op, FLAG_IS_LINKED)) |
| 659 |
|
|
{ |
| 660 |
|
|
LOG (llevError, "remove_button_linked() in unlinked object.\n"); |
| 661 |
|
|
return; |
| 662 |
|
|
} |
| 663 |
root |
1.12 |
|
| 664 |
elmex |
1.1 |
for (obp = op->map->buttons; obp; obp = obp->next) |
| 665 |
|
|
for (olp = &obp->link; (ol = *olp); olp = &ol->next) |
| 666 |
root |
1.7 |
if (ol->ob == op) |
| 667 |
|
|
{ |
| 668 |
|
|
|
| 669 |
elmex |
1.1 |
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", |
| 670 |
|
|
obp->value, op->name, op->map->path); |
| 671 |
|
|
*/ |
| 672 |
root |
1.7 |
*olp = ol->next; |
| 673 |
root |
1.12 |
delete ol; |
| 674 |
root |
1.7 |
return; |
| 675 |
|
|
} |
| 676 |
root |
1.12 |
|
| 677 |
root |
1.7 |
LOG (llevError, "remove_button_linked(): couldn't find object.\n"); |
| 678 |
|
|
CLEAR_FLAG (op, FLAG_IS_LINKED); |
| 679 |
elmex |
1.1 |
} |
| 680 |
elmex |
1.3 |
|
| 681 |
|
|
/* |
| 682 |
|
|
* Gets the objectlink for this connection from the map. |
| 683 |
|
|
*/ |
| 684 |
root |
1.7 |
oblinkpt * |
| 685 |
root |
1.11 |
get_connection_links (maptile *map, long connection) |
| 686 |
elmex |
1.3 |
{ |
| 687 |
root |
1.7 |
for (oblinkpt * obp = map->buttons; obp; obp = obp->next) |
| 688 |
elmex |
1.3 |
if (obp->value == connection) |
| 689 |
|
|
return obp; |
| 690 |
root |
1.12 |
|
| 691 |
elmex |
1.3 |
return 0; |
| 692 |
|
|
} |
| 693 |
|
|
|
| 694 |
elmex |
1.1 |
/* |
| 695 |
|
|
* Return the first objectlink in the objects linked to this one |
| 696 |
|
|
*/ |
| 697 |
|
|
|
| 698 |
root |
1.7 |
oblinkpt * |
| 699 |
|
|
get_button_links (const object *button) |
| 700 |
|
|
{ |
| 701 |
elmex |
1.1 |
oblinkpt *obp; |
| 702 |
|
|
objectlink *ol; |
| 703 |
|
|
|
| 704 |
|
|
if (!button->map) |
| 705 |
|
|
return NULL; |
| 706 |
root |
1.12 |
|
| 707 |
elmex |
1.1 |
for (obp = button->map->buttons; obp; obp = obp->next) |
| 708 |
|
|
for (ol = obp->link; ol; ol = ol->next) |
| 709 |
root |
1.12 |
if (ol->ob == button) |
| 710 |
elmex |
1.3 |
return obp; |
| 711 |
root |
1.12 |
|
| 712 |
elmex |
1.1 |
return NULL; |
| 713 |
|
|
} |
| 714 |
|
|
|
| 715 |
|
|
/* |
| 716 |
|
|
* Made as a separate function to increase efficiency |
| 717 |
|
|
*/ |
| 718 |
|
|
|
| 719 |
root |
1.7 |
int |
| 720 |
|
|
get_button_value (const object *button) |
| 721 |
|
|
{ |
| 722 |
elmex |
1.1 |
oblinkpt *obp; |
| 723 |
|
|
objectlink *ol; |
| 724 |
|
|
|
| 725 |
|
|
if (!button->map) |
| 726 |
|
|
return 0; |
| 727 |
|
|
for (obp = button->map->buttons; obp; obp = obp->next) |
| 728 |
|
|
for (ol = obp->link; ol; ol = ol->next) |
| 729 |
root |
1.12 |
if (ol->ob == button) |
| 730 |
elmex |
1.1 |
return obp->value; |
| 731 |
|
|
return 0; |
| 732 |
|
|
} |
| 733 |
|
|
|
| 734 |
|
|
/* This routine makes monsters who are |
| 735 |
|
|
* standing on the 'mood floor' change their |
| 736 |
|
|
* disposition if it is different. |
| 737 |
|
|
* If floor is to be triggered must have |
| 738 |
|
|
* a speed of zero (default is 1 for all |
| 739 |
|
|
* but the charm floor type). |
| 740 |
|
|
* by b.t. thomas@nomad.astro.psu.edu |
| 741 |
|
|
*/ |
| 742 |
|
|
|
| 743 |
root |
1.7 |
void |
| 744 |
|
|
do_mood_floor (object *op, object *source) |
| 745 |
|
|
{ |
| 746 |
|
|
object *tmp; |
| 747 |
|
|
object *tmp2; |
| 748 |
|
|
|
| 749 |
|
|
if (!source) |
| 750 |
|
|
source = op; |
| 751 |
|
|
|
| 752 |
|
|
for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
| 753 |
|
|
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
| 754 |
|
|
break; |
| 755 |
|
|
|
| 756 |
|
|
/* doesn't effect players, and if there is a player on this space, won't also |
| 757 |
|
|
* be a monster here. |
| 758 |
|
|
*/ |
| 759 |
|
|
if (!tmp || tmp->type == PLAYER) |
| 760 |
|
|
return; |
| 761 |
|
|
|
| 762 |
|
|
switch (op->last_sp) |
| 763 |
|
|
{ |
| 764 |
root |
1.8 |
case 0: /* furious--make all monsters mad */ |
| 765 |
|
|
if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
| 766 |
|
|
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
| 767 |
|
|
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
| 768 |
|
|
{ |
| 769 |
|
|
CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
| 770 |
|
|
remove_friendly_object (tmp); |
| 771 |
|
|
tmp->attack_movement = 0; |
| 772 |
|
|
/* lots of checks here, but want to make sure we don't |
| 773 |
|
|
* dereference a null value |
| 774 |
|
|
*/ |
| 775 |
|
|
if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) |
| 776 |
root |
1.13 |
tmp->owner->contr->ranges[range_golem] = 0; |
| 777 |
|
|
|
| 778 |
root |
1.8 |
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 |
root |
1.7 |
break; |
| 801 |
|
|
|
| 802 |
root |
1.8 |
if (tmp2->type != PLAYER) |
| 803 |
root |
1.7 |
break; |
| 804 |
root |
1.14 |
tmp->set_owner (tmp2); |
| 805 |
root |
1.8 |
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 |
elmex |
1.1 |
|
| 812 |
root |
1.8 |
default: |
| 813 |
|
|
break; |
| 814 |
elmex |
1.1 |
} |
| 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 |
root |
1.7 |
object * |
| 825 |
|
|
check_inv_recursive (object *op, const object *trig) |
| 826 |
elmex |
1.1 |
{ |
| 827 |
root |
1.7 |
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 |
elmex |
1.1 |
|
| 834 |
root |
1.7 |
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 |
root |
1.2 |
} |
| 842 |
root |
1.7 |
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 |
elmex |
1.1 |
} |
| 846 |
root |
1.7 |
return NULL; |
| 847 |
elmex |
1.1 |
} |
| 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 |
root |
1.7 |
void |
| 859 |
elmex |
1.15 |
check_inv (object *op, object *trig, bool move_on) |
| 860 |
root |
1.7 |
{ |
| 861 |
|
|
object *match; |
| 862 |
elmex |
1.1 |
|
| 863 |
root |
1.7 |
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 |
elmex |
1.15 |
|
| 871 |
|
|
trig->value = move_on ? 1 : 0; |
| 872 |
|
|
|
| 873 |
|
|
push_button (trig); |
| 874 |
elmex |
1.1 |
} |
| 875 |
root |
1.7 |
else if (!match && !trig->last_sp) |
| 876 |
elmex |
1.15 |
{ |
| 877 |
|
|
trig->value = move_on ? 1 : 0; |
| 878 |
|
|
push_button (trig); |
| 879 |
|
|
} |
| 880 |
elmex |
1.1 |
} |
| 881 |
|
|
|