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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file
* This handles triggers, buttons, altars and associated objects.
*/
#include "global.h"
#include <stdlib.h>
#include <string.h>
#include "sproto.h"
static objectlink *get_button_links(const object *button);
/**
* Trigger every object in an objectlink. This was originally
* part of push_button but has been extracted to make it
* possible to trigger the connected object on a map
* from a plugin without requiring a source object.
* This method will take care of calling EVENT_TRIGGER of all
* elligible object in list (see state parameter)
* @param ol the objectlink to trigger. This can be acquire from map
* @param cause the object that cause this path to trigger, may be NULL
* @param state which object to apply.
* 0=all object with FLAG_ACTIVATE_ON_PUSH
* other=all object with FLAG_ACTIVATE_ON_RELEASE
*/
void trigger_connected(objectlink *ol, object *cause, const int state) {
object *tmp;
for (; ol; ol = ol->next) {
object *part;
if (!ol->ob || ol->ob->count != ol->id) {
LOG(llevError, "Internal error in trigger_connect. No object associated with link id (%u) (cause='%s'.\n", ol->id, (cause && cause->name) ? cause->name : "");
continue;
}
/* a button link object can become freed when the map is saving. As
* a map is saved, objects are removed and freed, and if an object is
* on top of a button, this function is eventually called. If a map
* is getting moved out of memory, the status of buttons and levers
* probably isn't important - it will get sorted out when the map is
* re-loaded. As such, just exit this function if that is the case.
*/
if (QUERY_FLAG(ol->ob, FLAG_FREED))
return;
tmp = ol->ob;
/* if the criteria isn't appropriate, don't do anything */
if (state && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH))
continue;
if (!state && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE))
continue;
/*
* (tchize) call the triggers of the activated object.
* tmp = activated object
* op is activator (aka button)
*/
if (execute_event(tmp, EVENT_TRIGGER, cause, NULL, NULL, SCRIPT_FIX_ALL) != 0)
continue;
switch (tmp->type) {
case GATE:
case HOLE:
tmp->value = tmp->stats.maxsp ? !state : state;
tmp->speed = 0.5;
object_update_speed(tmp);
break;
case CF_HANDLE:
SET_ANIMATION(tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
object_update(tmp, UP_OBJ_FACE);
break;
case SIGN:
if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) {
ext_info_map(NDI_UNIQUE|NDI_NAVY, tmp->map,
MSG_TYPE_SIGN, MSG_SUBTYPE_NONE,
tmp->msg);
if (tmp->stats.food)
tmp->last_eat++;
}
break;
case ALTAR:
tmp->value = 1;
SET_ANIMATION(tmp, tmp->value);
object_update(tmp, UP_OBJ_FACE);
break;
case BUTTON:
case PEDESTAL:
tmp->value = state;
SET_ANIMATION(tmp, tmp->value);
object_update(tmp, UP_OBJ_FACE);
break;
case TIMED_GATE:
for (part = tmp; tmp != NULL; tmp = tmp->more) {
part->speed = tmp->arch->clone.speed;
part->value = tmp->arch->clone.value;
part->stats.sp = 1;
part->stats.hp = tmp->stats.maxhp;
object_update_speed(part);
}
break;
case DIRECTOR:
if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
tmp->stats.sp = ((tmp->stats.sp-1)%8)+1;
animate_turning(tmp);
break;
case FIREWALL:
// Since director is broken out, we don't need to check on firewall type now
if (!QUERY_FLAG(tmp, FLAG_ANIMATE)/* && tmp->type == FIREWALL*/)
move_firewall(tmp);
else {
if ((tmp->direction += tmp->stats.maxsp) > 8) /* next direction */
tmp->direction = ((tmp->direction-1)%8)+1;
animate_turning(tmp);
}
break;
default:
ob_trigger(tmp, cause, state);
}
}
}
/**
* Push the specified object. This can affect other buttons/gates/handles
* altars/pedestals/holes in the whole map.
* Changed the routine to loop through _all_ linked objects.
* Better hurry with that linked list...
* @param op
* object to push.
*/
void push_button(object *op) {
/* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */
trigger_connected(get_button_links(op), op, op->value);
}
/**
* Updates everything connected with the button op.
* After changing the state of a button, this function must be called
* to make sure that all gates and other buttons connected to the
* button reacts to the (eventual) change of state.
* @param op
* object to update.
*/
void update_button(object *op) {
object *tmp, *head;
int tot, any_down = 0, old_value = op->value;
objectlink *ol;
/* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
for (ol = get_button_links(op); ol; ol = ol->next) {
if (!ol->ob || ol->ob->count != ol->id) {
LOG(llevDebug, "Internal error in update_button (%s).\n", op->name);
continue;
}
tmp = ol->ob;
if (tmp->type == BUTTON) {
tot = 0;
FOR_ABOVE_PREPARE(tmp, ab)
/* Bug? The pedestal code below looks for the head of
* the object, this bit doesn't. I'd think we should check
* for head here also. Maybe it also makese sense to
* make the for ab=tmp->above loop common, and alter
* behaviour based on object within that loop?
*/
/* Basically, if the move_type matches that on what the
* button wants, we count it. The second check is so that
* objects don't move (swords, etc) will count. Note that
* this means that more work is needed to make buttons
* that are only triggered by flying objects.
*/
if ((ab->move_type&tmp->move_on) || ab->move_type == 0)
tot += ab->weight*NROF(ab)+ab->carrying;
FOR_ABOVE_FINISH();
tmp->value = (tot >= tmp->weight) ? 1 : 0;
if (tmp->value)
any_down = 1;
} else if (tmp->type == PEDESTAL) {
tmp->value = 0;
FOR_ABOVE_PREPARE(tmp, ab) {
head = ab->head ? ab->head : ab;
/* Same note regarding move_type for buttons above apply here. */
if (((head->move_type&tmp->move_on) || ab->move_type == 0)
&& (head->race == tmp->slaying
|| ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying))
|| (!strcmp(tmp->slaying, "player") && head->type == PLAYER)))
tmp->value = 1;
} FOR_ABOVE_FINISH();
if (tmp->value)
any_down = 1;
}
}
if (any_down) /* If any other buttons were down, force this to remain down */
op->value = 1;
/* If this button hasn't changed, don't do anything */
if (op->value != old_value) {
SET_ANIMATION(op, op->value);
object_update(op, UP_OBJ_FACE);
push_button(op); /* Make all other buttons the same */
}
}
/**
* Updates every button on the map (by calling update_button() for them).
*/
void update_buttons(mapstruct *m) {
objectlink *ol;
oblinkpt *obp;
for (obp = m->buttons; obp; obp = obp->next)
for (ol = obp->link; ol; ol = ol->next) {
if (!ol->ob || ol->ob->count != ol->id) {
LOG(llevError, "Internal error in update_button (%s (%dx%d):%u, connected %ld).\n",
ol->ob ? ol->ob->name : "null",
ol->ob ? ol->ob->x : -1,
ol->ob ? ol->ob->y : -1,
ol->id,
obp->value);
continue;
}
if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) {
update_button(ol->ob);
break;
}
}
}
/**
* Toggles the state of specified button.
* @param op
* object to toggle.
*/
void use_trigger(object *op) {
/* Toggle value */
op->value = !op->value;
push_button(op);
}
/**
* Animates one step of object.
* @param op
* object to animate.
* @note
* animate_object() should be used instead of this,
* but it can't handle animations in the 8 directions
* @todo
* check if object is really animated?
*/
void animate_turning(object *op) {
if (++op->state >= NUM_ANIMATIONS(op)/8)
op->state = 0;
// Firewalls use direction instead of sp to avoid issues involving the spell transference.
if (op->type == FIREWALL){
SET_ANIMATION(op, (op->direction-1)*NUM_ANIMATIONS(op)/8+op->state);
}
else {
SET_ANIMATION(op, (op->stats.sp-1)*NUM_ANIMATIONS(op)/8+op->state);
}
object_update(op, UP_OBJ_FACE);
}
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
#define NROF_SACRIFICE(xyz) ((uint32_t)(xyz)->stats.food)
/**
* Helper function to check if the item matches altar's requested sacrifice.
* The number of objects is not taken into account.
*
* @param altar
* altar we're checking for. Can't be NULL.
* @param sacrifice
* what object to check for. Can't be NULL.
* @return
* 1 if object is suitable for the altar (number not taken into account), 0 else.
*/
static int matches_sacrifice(const object *altar, const object *sacrifice) {
char name[MAX_BUF];
if ((QUERY_FLAG(sacrifice, FLAG_ALIVE) && object_get_value(altar, "accept_alive") == NULL)
|| QUERY_FLAG(sacrifice, FLAG_IS_LINKED)
|| sacrifice->type == PLAYER)
return 0;
query_base_name(sacrifice, 0, name, MAX_BUF);
if (ARCH_SACRIFICE(altar) == sacrifice->arch->name
|| ARCH_SACRIFICE(altar) == sacrifice->name
|| ARCH_SACRIFICE(altar) == sacrifice->slaying
|| (!strcmp(ARCH_SACRIFICE(altar), name)))
return 1;
if (strcmp(ARCH_SACRIFICE(altar), "money") == 0
&& sacrifice->type == MONEY)
return 1;
return 0;
}
/**
* Checks whether the altar has enough to sacrifice.
*
* Function put in (0.92.1) so that identify altars won't grab money
* unnecessarily - we can see if there is sufficient money, see if something
* needs to be identified, and then remove money if needed.
*
* 0.93.4: Linked objects (ie, objects that are connected) can not be
* sacrificed. This fixes a bug of trying to put multiple altars/related
* objects on the same space that take the same sacrifice.
*
* The function will now check for all items sitting on the altar, so that the player
* can put various matching but non merging items on the altar.
*
* This function can potentially remove other items, if remove_others is set.
*
* @param altar
* item to which there is a sacrifice
* @param sacrifice
* object that may be sacrifed
* @param remove_others
* if 1, will remove enough items apart sacrifice to compensate for not having enough in sacrifice itself.
* @param[out] toremove
* will contain the nrof of sacrifice to really remove to finish operating. Will be set if not NULL only
* if the function returns 1.
* @return
* 1 if the sacrifice meets the needs of the altar, 0 else
*/
int check_altar_sacrifice(const object *altar, const object *sacrifice, int remove_others, int *toremove) {
int money;
uint32_t wanted, rest;
if (!matches_sacrifice(altar, sacrifice))
/* New dropped object doesn't match the altar, other objects already on top are not enough to
* activate altar, else they would have disappeared. */
return 0;
/* Check item is paid for. */
if (QUERY_FLAG(sacrifice, FLAG_UNPAID)) {
return 0;
}
money = (strcmp(ARCH_SACRIFICE(altar), "money") == 0) ? 1 : 0;
/* Easy checks: newly dropped object is enough for sacrifice. */
if (money && sacrifice->nrof*sacrifice->value >= NROF_SACRIFICE(altar)) {
if (toremove) {
*toremove = NROF_SACRIFICE(altar)/sacrifice->value;
/* Round up any sacrifices. Altars don't make change either */
if (NROF_SACRIFICE(altar)%sacrifice->value)
(*toremove)++;
}
return 1;
}
if (!money && NROF_SACRIFICE(altar) <= NROF(sacrifice)) {
if (toremove)
*toremove = NROF_SACRIFICE(altar);
return 1;
}
if (money) {
wanted = NROF_SACRIFICE(altar)-sacrifice->nrof*sacrifice->value;
} else {
wanted = NROF_SACRIFICE(altar)-NROF(sacrifice);
}
rest = wanted;
/* Ok, now we check if we got enough with other items.
* We only check items above altar, and not checking again sacrifice.
*/
FOR_ABOVE_PREPARE(altar, tmp) {
if (wanted <= 0)
break;
if (tmp == sacrifice || !matches_sacrifice(altar, tmp))
continue;
if (money)
wanted -= tmp->nrof*tmp->value;
else
wanted -= NROF(tmp);
} FOR_ABOVE_FINISH();
if (wanted > 0)
/* Not enough value, let's bail out. */
return 0;
/* From there on, we do have enough objects for the altar. */
/* Last dropped object will be totally eaten in any case. */
if (toremove)
*toremove = NROF(sacrifice);
if (!remove_others)
return 1;
/* We loop again, this time to remove what we need. */
FOR_ABOVE_PREPARE(altar, tmp) {
if (rest <= 0)
break;
if (tmp == sacrifice || !matches_sacrifice(altar, tmp))
continue;
if (money) {
wanted = tmp->nrof*tmp->value;
if (rest > wanted) {
object_remove(tmp);
rest -= wanted;
} else {
wanted = rest/tmp->value;
if (rest%tmp->value)
wanted++;
object_decrease_nrof(tmp, wanted);
return 1;
}
} else
if (rest > NROF(tmp)) {
rest -= NROF(tmp);
object_remove(tmp);
} else {
object_decrease_nrof(tmp, rest);
return 1;
}
} FOR_ABOVE_FINISH();
/* Something went wrong, we'll be nice and accept the sacrifice anyway. */
LOG(llevError, "check_altar_sacrifice on %s: found objects to sacrifice, but couldn't remove them??\n", altar->map->path);
return 1;
}
/**
* Checks if sacrifice was accepted and removes sacrificed
* objects. Might be better to
* call check_altar_sacrifice (above) than depend on the return value,
* since operate_altar will remove the sacrifice also.
*
* If this function returns 1, '*sacrifice' is modified to point to the
* remaining sacrifice, or is set to NULL if the sacrifice was used up.
*
* @param altar
* item to which there is a sacrifice
* @param sacrifice
* object that may be sacrifed
* @return
* 1 if sacrifice was accepted, else 0
*/
int operate_altar(object *altar, object **sacrifice) {
int number;
if (!altar->map) {
LOG(llevError, "BUG: operate_altar(): altar has no map\n");
return 0;
}
if (!altar->slaying || altar->value)
return 0;
if (!check_altar_sacrifice(altar, *sacrifice, 1, &number))
return 0;
/* check_altar_sacrifice fills in number for us. */
*sacrifice = object_decrease_nrof(*sacrifice, number);
if (altar->msg)
ext_info_map(NDI_BLACK, altar->map, MSG_TYPE_DIALOG, MSG_TYPE_DIALOG_ALTAR, altar->msg);
return 1;
}
/**
* @todo document?
*/
static void trigger_move(object *op, int state) { /* 1 down and 0 up */
op->stats.wc = state;
if (state) {
use_trigger(op);
if (op->stats.exp > 0) /* check sanity */
op->speed = 1.0/op->stats.exp;
else
op->speed = 1.0;
object_update_speed(op);
op->speed_left = -1;
} else {
use_trigger(op);
op->speed = 0;
object_update_speed(op);
}
}
/**
* @todo document properly
* cause != NULL: something has moved on top of op
*
* cause == NULL: nothing has moved, we have been called from
* animate_trigger().
*
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
*
* TRIGGER: Returns 1 if handle could be moved, 0 if not.
*
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
*/
int check_trigger(object *op, object *cause) {
int push = 0, tot = 0;
int in_movement = op->stats.wc || op->speed;
switch (op->type) {
case TRIGGER_BUTTON:
if (op->weight > 0) {
if (cause) {
FOR_ABOVE_PREPARE(op, tmp)
/* Comment reproduced from update_buttons():
* Basically, if the move_type matches that on what the
* button wants, we count it. The second check is so that
* objects that don't move (swords, etc) will count. Note that
* this means that more work is needed to make buttons
* that are only triggered by flying objects.
*/
if ((tmp->move_type&op->move_on) || tmp->move_type == 0) {
tot += tmp->weight*NROF(tmp)+tmp->carrying;
}
FOR_ABOVE_FINISH();
if (tot >= op->weight)
push = 1;
if (op->stats.ac == push)
return 0;
op->stats.ac = push;
if (NUM_ANIMATIONS(op) > 1) {
SET_ANIMATION(op, push);
object_update(op, UP_OBJ_FACE);
}
if (in_movement || !push)
return 0;
}
trigger_move(op, push);
}
return 0;
case TRIGGER_PEDESTAL:
if (cause) {
FOR_ABOVE_PREPARE(op, tmp) {
object *head = tmp->head ? tmp->head : tmp;
/* See comment in TRIGGER_BUTTON about move_types */
if (((head->move_type&op->move_on) || head->move_type == 0)
&& (head->race == op->slaying || (!strcmp(op->slaying, "player") && head->type == PLAYER))) {
push = 1;
break;
}
} FOR_ABOVE_FINISH();
if (op->stats.ac == push)
return 0;
op->stats.ac = push;
if (NUM_ANIMATIONS(op) > 1) {
SET_ANIMATION(op, push);
object_update(op, UP_OBJ_FACE);
}
if (in_movement || !push)
return 0;
}
trigger_move(op, push);
return 0;
case TRIGGER_ALTAR:
if (cause) {
if (in_movement)
return 0;
if (operate_altar(op, &cause)) {
if (NUM_ANIMATIONS(op) > 1) {
SET_ANIMATION(op, 1);
object_update(op, UP_OBJ_FACE);
}
if (op->last_sp >= 0) {
trigger_move(op, 1);
if (op->last_sp > 0)
op->last_sp = -op->last_sp;
} else {
/* for trigger altar with last_sp, the ON/OFF
* status (-> +/- value) is "simulated":
*/
op->value = !op->value;
trigger_move(op, 1);
op->last_sp = -op->last_sp;
op->value = !op->value;
}
return cause == NULL;
} else {
return 0;
}
} else {
if (NUM_ANIMATIONS(op) > 1) {
SET_ANIMATION(op, 0);
object_update(op, UP_OBJ_FACE);
}
/* If trigger_altar has "last_sp > 0" set on the map,
* it will push the connected value only once per sacrifice.
* Otherwise (default), the connected value will be
* pushed twice: First by sacrifice, second by reset! -AV
*/
if (!op->last_sp)
trigger_move(op, 0);
else {
op->stats.wc = 0;
op->value = !op->value;
op->speed = 0;
object_update_speed(op);
}
}
return 0;
case TRIGGER:
if (cause) {
if (in_movement)
return 0;
push = 1;
}
if (NUM_ANIMATIONS(op) > 1) {
SET_ANIMATION(op, push);
object_update(op, UP_OBJ_FACE);
}
trigger_move(op, push);
return 1;
default:
LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type);
return 0;
}
}
/**
* Links specified object in the map.
* @param button
* object to link. Must not be NULL.
* @param map
* map we are on. Should not be NULL.
* @param connected
* connection value for the item.
*/
void add_button_link(object *button, mapstruct *map, int connected) {
oblinkpt *obp;
objectlink *ol = get_objectlink();
if (!map) {
LOG(llevError, "Tried to add button-link without map.\n");
free_objectlink(ol);
return;
}
SET_FLAG(button, FLAG_IS_LINKED);
ol->ob = button;
ol->id = button->count;
for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
;
if (obp) {
ol->next = obp->link;
obp->link = ol;
} else {
obp = get_objectlinkpt();
obp->value = connected;
obp->next = map->buttons;
map->buttons = obp;
obp->link = ol;
}
}
/**
* Remove the object from the linked lists of buttons in the map.
* This is only needed by editors.
* @param op
* object to remove. Must be on a map, and linked.
*/
void remove_button_link(object *op) {
oblinkpt *obp;
objectlink **olp, *ol;
if (op->map == NULL) {
LOG(llevError, "remove_button_link() in object without map.\n");
return;
}
if (!QUERY_FLAG(op, FLAG_IS_LINKED)) {
LOG(llevError, "remove_button_linked() in unlinked object.\n");
return;
}
for (obp = op->map->buttons; obp; obp = obp->next)
for (olp = &obp->link; (ol = *olp); olp = &ol->next)
if (ol->ob == op) {
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
obp->value, op->name, op->map->path);
*/
*olp = ol->next;
free(ol);
return;
}
LOG(llevError, "remove_button_linked(): couldn't find object.\n");
CLEAR_FLAG(op, FLAG_IS_LINKED);
}
/**
* Return the first objectlink in the objects linked to this one
* @param button
* object to check. Must not be NULL.
* @return
* ::objectlink for this object, or NULL.
*/
static objectlink *get_button_links(const object *button) {
oblinkpt *obp;
objectlink *ol;
if (!button->map)
return NULL;
for (obp = button->map->buttons; obp; obp = obp->next)
for (ol = obp->link; ol; ol = ol->next)
if (ol->ob == button && ol->id == button->count)
return obp->link;
return NULL;
}
/**
* Returns the first value linked to this button.
* Made as a separate function to increase efficiency
* @param button
* object to check. Must not be NULL.
* @return
* connection value, or 0 if not connected.
*/
int get_button_value(const object *button) {
oblinkpt *obp;
objectlink *ol;
if (!button->map)
return 0;
for (obp = button->map->buttons; obp; obp = obp->next)
for (ol = obp->link; ol; ol = ol->next)
if (ol->ob == button && ol->id == button->count)
return obp->value;
return 0;
}
/**
* Checks object and its inventory for specific item.
*
* It will descend through containers to find the object.
* slaying = match object slaying flag
* race = match object archetype name flag
* hp = match object type (excpt type '0'== PLAYER)
* title = match object title
* unpaid = 1 -> match only unpaid, 0 -> match only not unpaid
* Searching by title only is not recommended, as it can be a rather slow
* operation; use it in combination with archetype or type.
* @param op
* object of which to search inventory
* @param trig
* what to search
* @return
* object that matches, or NULL if none matched.
*/
object *check_inv_recursive(object *op, const object *trig) {
object *ret = NULL;
/* First check the object itself. */
if ((!trig->stats.hp || (op->type == trig->stats.hp))
&& (!trig->slaying || (op->slaying == trig->slaying))
&& (!trig->race || (op->arch->name == trig->race))
&& (!trig->title || (op->title == trig->title))
&& (QUERY_FLAG(op, FLAG_UNPAID) == QUERY_FLAG(trig, FLAG_UNPAID)))
return op;
FOR_INV_PREPARE(op, tmp) {
if (tmp->inv) {
ret = check_inv_recursive(tmp, trig);
if (ret)
return ret;
} else if ((!trig->stats.hp || (tmp->type == trig->stats.hp))
&& (!trig->slaying || (tmp->slaying == trig->slaying))
&& (!trig->race || (tmp->arch->name == trig->race))
&& (!trig->title || (tmp->title == trig->title))
&& (QUERY_FLAG(tmp, FLAG_UNPAID) == QUERY_FLAG(trig, FLAG_UNPAID)))
return tmp;
} FOR_INV_FINISH();
return NULL;
}
/**
* Function to search the inventory,
* of a player and then based on a set of conditions,
* the square will activate connected items.
*
* Monsters can't trigger this square (for now)
* Values are: last_sp = 1/0 obj/no obj triggers
* last_heal = 1/0 remove/dont remove obj if triggered
* -b.t. (thomas@nomad.astro.psu.edu
*
* @param op
* object to check. Must be a player.
* @param trig
* trigger object that may be activated.
*/
void check_inv(object *op, object *trig) {
object *match;
if (op->type != PLAYER)
return;
match = check_inv_recursive(op, trig);
if (match && trig->last_sp) {
if (trig->last_heal)
object_decrease_nrof_by_one(match);
use_trigger(trig);
} else if (!match && !trig->last_sp)
use_trigger(trig);
}
/**
* This does a minimal check of the button link consistency for object
* map. All it really does it much sure the object id link that is set
* matches what the object has.
*
* Will log to error level.
*
* @param map
* map to check.
*/
void verify_button_links(const mapstruct *map) {
oblinkpt *obp;
objectlink *ol;
if (!map)
return;
for (obp = map->buttons; obp; obp = obp->next) {
for (ol = obp->link; ol; ol = ol->next) {
if (ol->id != ol->ob->count)
LOG(llevError, "verify_button_links: object %s on list is corrupt (%u!=%u)\n", ol->ob->name, ol->id, ol->ob->count);
}
}
}
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