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/cvs/deliantra/server/common/button.C
Revision: 1.53
Committed: Thu Jan 8 19:23:43 2009 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80, rel-2_76, rel-2_77, rel-2_75, rel-2_79, rel-2_78
Changes since 1.52: +3 -5 lines
Log Message:
mapscript changes

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25
26 /*
27 * This code is no longer highly inefficient 8)
28 */
29
30 /*
31 * elmex:
32 * This function takes a objectlink list with all the objects are going to be activated.
33 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
34 * The activator argument can be 0 or the source object for this activation.
35 * the originator is the player or monster who did something.
36 */
37 static void
38 activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39 {
40 for (; ol; ol = ol->next)
41 {
42 if (!ol->ob)
43 {
44 LOG (llevError, "Internal error in activate_connection_link.\n");
45 continue;
46 }
47
48 /* a button link object can become freed when the map is saving. As
49 * a map is saved, objects are removed and freed, and if an object is
50 * on top of a button, this function is eventually called. If a map
51 * is getting moved out of memory, the status of buttons and levers
52 * probably isn't important - it will get sorted out when the map is
53 * re-loaded. As such, just exit this function if that is the case.
54 */
55
56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
57 return;
58
59 object *tmp = ol->ob;
60
61 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue;
64
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue;
67
68 switch (tmp->type)
69 {
70 case GATE:
71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
76 tmp->value = tmp->stats.maxsp ? !state : state;
77 tmp->set_speed (0.5);
78 break;
79
80 case CF_HANDLE:
81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
82 update_object (tmp, UP_OBJ_FACE);
83 break;
84
85 case SIGN:
86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
90 if (tmp->stats.food)
91 tmp->last_eat++;
92 }
93 break;
94
95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE);
100 break;
101
102 case BUTTON:
103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
105 tmp->value = state;
106 SET_ANIMATION (tmp, tmp->value);
107 update_object (tmp, UP_OBJ_FACE);
108 break;
109
110 case MOOD_FLOOR:
111 do_mood_floor (tmp, activator);
112 break;
113
114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
118 tmp->set_speed (tmp->arch->speed);
119 tmp->value = tmp->arch->value;
120 tmp->stats.sp = 1;
121 tmp->stats.hp = tmp->stats.maxhp;
122 /* Handle multipart gates. We copy the value for the other parts
123 * from the head - this ensures that the data will consistent
124 */
125 for (object *part = tmp->more; part; part = part->more)
126 {
127 part->value = tmp->value;
128 part->stats.sp = tmp->stats.sp;
129 part->stats.hp = tmp->stats.hp;
130 part->set_speed (tmp->speed);
131 }
132 break;
133
134 case DIRECTOR:
135 case FIREWALL:
136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
137 move_firewall (tmp);
138 else
139 {
140 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
141 animate_turning (tmp);
142 }
143 break;
144
145 case TELEPORTER:
146 move_teleporter (tmp);
147 break;
148
149 case CREATOR:
150 move_creator (tmp);
151 break;
152
153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
155 move_marker (tmp);
156 break;
157
158 case DUPLICATOR:
159 move_duplicator (tmp);
160 break;
161
162 case MAPSCRIPT:
163 cfperl_mapscript_activate (tmp, state, activator, originator);
164 break;
165 }
166 }
167 }
168
169 /*
170 * elmex:
171 * This is the new push_button function, it got split up so that
172 * you can activate connections without a button now!
173 * old but still valid comment:
174 *
175 * Push the specified object. This can affect other buttons/gates/handles
176 * altars/pedestals/holes in the whole map.
177 * Changed the routine to loop through _all_ objects.
178 * Better hurry with that linked list...
179 *
180 */
181 void
182 push_button (object *op, object *originator)
183 {
184 if (oblinkpt *obp = op->find_link ())
185 {
186 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
187 return;
188
189 activate_connection_link (obp->link, op->value, op, originator);
190 }
191 }
192
193 /*
194 * elmex:
195 * This activates a connection, similar to push_button (object *op) but it takes
196 * only a map, a connection value and a true or false flag that indicated whether
197 * the connection was 'state' or 'released'. So that you can activate objects
198 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
199 *
200 */
201 void
202 maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
203 {
204 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
205 return;
206
207 if (oblinkpt *obp = find_link (id))
208 activate_connection_link (obp->link, state, activator, originator);
209 }
210
211 /*
212 * Updates everything connected with the button op.
213 * After changing the state of a button, this function must be called
214 * to make sure that all gates and other buttons connected to the
215 * button reacts to the (eventual) change of state.
216 */
217 void
218 update_button (object *op, object *originator)
219 {
220 int any_down = 0, old_value = op->value;
221
222 if (oblinkpt *obp = op->find_link ())
223 for (objectlink *ol = obp->link; ol; ol = ol->next)
224 {
225 if (!ol->ob)
226 {
227 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
228 continue;
229 }
230
231 object *tmp = ol->ob;
232
233 if (tmp->type == BUTTON)
234 {
235 sint32 total = 0;
236
237 for (object *ab = tmp->above; ab; ab = ab->above)
238 /* Basically, if the move_type matches that on what the
239 * button wants, we count it. The second check is so that
240 * objects who don't move (swords, etc) will count. Note that
241 * this means that more work is needed to make buttons
242 * that are only triggered by flying objects.
243 */
244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
245 total += ab->head_ ()->total_weight ();
246
247 tmp->value = total >= tmp->weight;
248
249 any_down = any_down || tmp->value;
250 }
251 else if (tmp->type == PEDESTAL)
252 {
253 tmp->value = 0;
254
255 for (object *ab = tmp->above; ab; ab = ab->above)
256 {
257 object *head = ab->head_ ();
258
259 /* Same note regarding move_type for buttons above apply here. */
260 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
261 && (head->race == tmp->slaying
262 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
263 || (tmp->slaying == shstr_player && head->type == PLAYER)))
264 tmp->value = 1;
265 }
266
267 any_down = any_down || tmp->value;
268 }
269 }
270
271 if (any_down) /* If any other buttons were down, force this to remain down */
272 op->value = 1;
273
274 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
275
276 /* If this button hasn't changed, don't do anything */
277 if (op->value != old_value)
278 {
279 SET_ANIMATION (op, op->value);
280 update_object (op, UP_OBJ_FACE);
281 push_button (op, originator); /* Make all other buttons the same */
282 }
283 }
284
285 void
286 use_trigger (object *op, object *originator)
287 {
288 /* Toggle value */
289 op->value = !op->value;
290
291 push_button (op, originator);
292 }
293
294 /*
295 * Note: animate_object should be used instead of this,
296 * but it can't handle animations in the 8 directions
297 */
298 void
299 animate_turning (object *op) /* only one part objects */
300 {
301 if (++op->state >= NUM_ANIMATIONS (op) / 8)
302 op->state = 0;
303 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
304 update_object (op, UP_OBJ_FACE);
305 }
306
307 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
308 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
309
310 /* Returns true if the sacrifice meets the needs of the altar.
311 *
312 * Function put in (0.92.1) so that identify altars won't grab money
313 * unnecessarily - we can see if there is sufficient money, see if something
314 * needs to be identified, and then remove money if needed.
315 *
316 * 0.93.4: Linked objects (ie, objects that are connected) can not be
317 * sacrificed. This fixes a bug of trying to put multiple altars/related
318 * objects on the same space that take the same sacrifice.
319 */
320
321 int
322 check_altar_sacrifice (const object *altar, const object *sacrifice)
323 {
324 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
325 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
326 && sacrifice->type != PLAYER)
327 {
328 if (ARCH_SACRIFICE (altar) == shstr_money
329 && sacrifice->type == MONEY
330 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
331 return 1;
332
333 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
334 || ARCH_SACRIFICE (altar) == sacrifice->name
335 || ARCH_SACRIFICE (altar) == sacrifice->slaying
336 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
337 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
338 return 1;
339 }
340
341 return 0;
342 }
343
344 /*
345 * operate_altar checks if sacrifice was accepted and removes sacrificed
346 * objects. If sacrifice was succeed return 1 else 0. Might be better to
347 * call check_altar_sacrifice (above) than depend on the return value,
348 * since operate_altar will remove the sacrifice also.
349 *
350 * If this function returns 1, '*sacrifice' is modified to point to the
351 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
352 */
353 int
354 operate_altar (object *altar, object **sacrifice)
355 {
356 if (!altar->map)
357 {
358 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
359 return 0;
360 }
361
362 if (!altar->slaying || altar->value)
363 return 0;
364
365 if (!check_altar_sacrifice (altar, *sacrifice))
366 return 0;
367
368 /* check_altar_sacrifice should have already verified that enough money
369 * has been dropped.
370 */
371 if (ARCH_SACRIFICE (altar) == shstr_money)
372 {
373 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
374
375 /* Round up any sacrifices. Altars don't make change either */
376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
377 number++;
378
379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
381 }
382 else
383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
384 *sacrifice = 0;
385
386 if (altar->msg)
387 new_info_map (NDI_BLACK, altar->map, altar->msg);
388
389 return 1;
390 }
391
392 void
393 trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
394 {
395 op->stats.wc = state;
396
397 if (state)
398 {
399 use_trigger (op, originator);
400 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
401 op->speed_left = -1;
402 }
403 else
404 {
405 use_trigger (op, originator);
406 op->set_speed (0);
407 }
408 }
409
410
411 /*
412 * cause != NULL: something has moved on top of op
413 *
414 * cause == NULL: nothing has moved, we have been called from
415 * animate_trigger().
416 *
417 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
418 *
419 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
420 *
421 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
422 */
423 int
424 check_trigger (object *op, object *cause)
425 {
426 object *tmp;
427 int push = 0, tot = 0;
428 int in_movement = op->stats.wc || op->speed;
429
430 switch (op->type)
431 {
432 case TRIGGER_BUTTON:
433 if (op->weight > 0)
434 {
435 if (cause)
436 {
437 for (tmp = op->above; tmp; tmp = tmp->above)
438 /* Comment reproduced from update_buttons(): */
439 /* Basically, if the move_type matches that on what the
440 * button wants, we count it. The second check is so that
441 * objects that don't move (swords, etc) will count. Note that
442 * this means that more work is needed to make buttons
443 * that are only triggered by flying objects.
444 */
445 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
446 tot += tmp->head_ ()->total_weight ();
447
448 if (tot >= op->weight)
449 push = 1;
450
451 if (op->stats.ac == push)
452 return 0;
453
454 op->stats.ac = push;
455 if (NUM_ANIMATIONS (op) > 1)
456 {
457 SET_ANIMATION (op, push);
458 update_object (op, UP_OBJ_FACE);
459 }
460
461 if (in_movement || !push)
462 return 0;
463 }
464
465 trigger_move (op, push, cause);
466 }
467
468 return 0;
469
470 case TRIGGER_PEDESTAL:
471 if (cause)
472 {
473 for (tmp = op->above; tmp; tmp = tmp->above)
474 {
475 object *head = tmp->head_ ();
476
477 /* See comment in TRIGGER_BUTTON about move_types */
478 if (((head->move_type & op->move_on) || head->move_type == 0)
479 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
480 {
481 push = 1;
482 break;
483 }
484 }
485
486 if (op->stats.ac == push)
487 return 0;
488
489 op->stats.ac = push;
490
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 update_object (op, UP_OBJ_FACE);
498
499 if (in_movement || !push)
500 return 0;
501 }
502
503 trigger_move (op, push, cause);
504 return 0;
505
506 case TRIGGER_ALTAR:
507 if (cause)
508 {
509 if (in_movement)
510 return 0;
511
512 if (operate_altar (op, &cause))
513 {
514 if (NUM_ANIMATIONS (op) > 1)
515 {
516 SET_ANIMATION (op, 1);
517 update_object (op, UP_OBJ_FACE);
518 }
519
520 if (op->last_sp >= 0)
521 {
522 trigger_move (op, 1, cause);
523
524 if (op->last_sp > 0)
525 op->last_sp = -op->last_sp;
526 }
527 else
528 {
529 /* for trigger altar with last_sp, the ON/OFF
530 * status (-> +/- value) is "simulated":
531 */
532 op->value = !op->value;
533 trigger_move (op, 1, cause);
534 op->last_sp = -op->last_sp;
535 op->value = !op->value;
536 }
537
538 return cause == NULL;
539 }
540 else
541 return 0;
542 }
543 else
544 {
545 if (NUM_ANIMATIONS (op) > 1)
546 {
547 SET_ANIMATION (op, 0);
548 update_object (op, UP_OBJ_FACE);
549 }
550
551 /* If trigger_altar has "last_sp > 0" set on the map,
552 * it will push the connected value only once per sacrifice.
553 * Otherwise (default), the connected value will be
554 * pushed twice: First by sacrifice, second by reset! -AV
555 */
556 if (!op->last_sp)
557 trigger_move (op, 0, cause);
558 else
559 {
560 op->stats.wc = 0;
561 op->value = !op->value;
562 op->set_speed (0);
563 }
564 }
565 return 0;
566
567 case TRIGGER:
568 if (cause)
569 {
570 if (in_movement)
571 return 0;
572
573 push = 1;
574 }
575
576 if (NUM_ANIMATIONS (op) > 1)
577 {
578 SET_ANIMATION (op, push);
579 update_object (op, UP_OBJ_FACE);
580 }
581
582 trigger_move (op, push, cause);
583 return 1;
584
585 default:
586 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
587 return 0;
588 }
589 }
590
591 void
592 object::add_link (maptile *map, shstr_tmp id)
593 {
594 if (!map)
595 {
596 LOG (llevError, "Tried to add button-link without map.\n");
597 return;
598 }
599
600 flag [FLAG_IS_LINKED] = true;
601
602 objectlink *ol = get_objectlink ();
603 ol->ob = this;
604
605 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
606 if (obp->id == id)
607 {
608 ol->next = obp->link;
609 obp->link = ol;
610 return;
611 }
612
613 oblinkpt *obp = get_objectlinkpt ();
614 obp->id = id;
615
616 obp->next = map->buttons;
617 map->buttons = obp;
618 obp->link = ol;
619 }
620
621 /*
622 * Remove the object from the linked lists of buttons in the map.
623 * This is only needed by editors.
624 */
625 void
626 object::remove_link ()
627 {
628 if (!map)
629 {
630 LOG (llevError, "remove_button_link() in object without map.\n");
631 return;
632 }
633
634 if (!flag [FLAG_IS_LINKED])
635 {
636 LOG (llevError, "remove_button_linked() in unlinked object.\n");
637 return;
638 }
639
640 flag [FLAG_IS_LINKED] = false;
641
642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
643 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
644 if ((*olp)->ob == this)
645 {
646 objectlink *ol = *olp;
647 *olp = ol->next;
648 delete ol;
649 return;
650 }
651
652 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
653 }
654
655 /*
656 * Updates every button on the map (by calling update_button() for them).
657 */
658 void
659 maptile::update_buttons ()
660 {
661 for (oblinkpt *obp = buttons; obp; obp = obp->next)
662 for (objectlink *ol = obp->link; ol; ol = ol->next)
663 {
664 if (!ol->ob)
665 {
666 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
667 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
668 continue;
669 }
670
671 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
672 {
673 update_button (ol->ob, 0);
674 break;
675 }
676 }
677 }
678
679 /*
680 * Gets the objectlink for this connection from the map.
681 */
682 oblinkpt *
683 maptile::find_link (shstr_tmp id)
684 {
685 for (oblinkpt *obp = buttons; obp; obp = obp->next)
686 if (obp->id == id)
687 return obp;
688
689 return 0;
690 }
691
692 /*
693 * Return the first objectlink in the objects linked to this one
694 */
695 oblinkpt *
696 object::find_link () const
697 {
698 if (map)
699 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
700 for (objectlink *ol = obp->link; ol; ol = ol->next)
701 if (ol->ob == this)
702 return obp;
703
704 return 0;
705 }
706
707 /* This routine makes monsters who are
708 * standing on the 'mood floor' change their
709 * disposition if it is different.
710 * If floor is to be triggered must have
711 * a speed of zero (default is 1 for all
712 * but the charm floor type).
713 * by b.t. thomas@nomad.astro.psu.edu
714 */
715 void
716 do_mood_floor (object *op, object *source)
717 {
718 if (!source)
719 source = op;
720
721 mapspace &ms = op->ms ();
722
723 if (!(ms.flags () & P_IS_ALIVE))
724 return;
725
726 object *tmp;
727
728 for (tmp = ms.top; tmp; tmp = tmp->below)
729 if (QUERY_FLAG (tmp, FLAG_MONSTER))
730 break;
731
732 /* doesn't effect players, and if there is a player on this space, won't also
733 * be a monster here.
734 */
735 //TODO: have players really FLAG_MONSTER? kept it for safety
736 if (!tmp || tmp->type == PLAYER)
737 return;
738
739 switch (op->last_sp)
740 {
741 case 0: /* furious--make all monsters mad */
742 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
743 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
744
745 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
746 {
747 tmp->attack_movement = 0;
748 /* lots of checks here, but want to make sure we don't
749 * dereference a null value
750 */
751 if (tmp->type == GOLEM
752 && tmp->owner
753 && tmp->owner->type == PLAYER
754 && tmp->owner->contr->golem == tmp)
755 tmp->owner->contr->golem = 0;
756
757 tmp->owner = 0;
758
759 remove_friendly_object (tmp);
760 }
761 break;
762
763 case 1: /* angry -- get neutral monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
766 break;
767
768 case 2: /* calm -- pacify unfriendly monsters */
769 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
770 break;
771
772 case 3: /* make all monsters fall asleep */
773 SET_FLAG (tmp, FLAG_SLEEP);
774 break;
775
776 case 4: /* charm all monsters */
777 if (op == source)
778 break; /* only if 'connected' */
779
780 if (object *pl = source->ms ().player ())
781 {
782 tmp->set_owner (pl);
783 SET_FLAG (tmp, FLAG_MONSTER);
784
785 tmp->stats.exp = 0;
786
787 add_friendly_object (tmp);
788 tmp->attack_movement = PETMOVE;
789 }
790 break;
791
792 case 6: // kill monsters
793 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
794 break;
795
796 // FALL THROUGH
797 case 5: // kill all alives
798 if (!tmp->flag [FLAG_PRECIOUS])
799 {
800 archetype::get (shstr_burnout)->insert_at (tmp, source);
801 tmp->destroy ();
802 }
803 break;
804
805 default:
806 break;
807 }
808 }
809
810 /* this function returns the object it matches, or NULL if non.
811 * It will descend through containers to find the object.
812 * slaying = match object slaying flag
813 * race = match object archetype name flag
814 * hp = match object type (excpt type '0'== PLAYER)
815 */
816 object *
817 check_inv_recursive (object *op, const object *trig)
818 {
819 object *tmp, *ret = NULL;
820
821 /* First check the object itself. */
822 if ((trig->stats.hp && (op->type == trig->stats.hp))
823 || (trig->slaying && (op->slaying == trig->slaying))
824 || (trig->race && (op->arch->archname == trig->race)))
825 return op;
826
827 for (tmp = op->inv; tmp; tmp = tmp->below)
828 {
829 if (tmp->inv)
830 {
831 ret = check_inv_recursive (tmp, trig);
832 if (ret)
833 return ret;
834 }
835 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
836 || (trig->slaying && (tmp->slaying == trig->slaying))
837 || (trig->race && (tmp->arch->archname == trig->race)))
838 return tmp;
839 }
840 return NULL;
841 }
842
843 /* check_inv(), a function to search the inventory,
844 * of a player and then based on a set of conditions,
845 * the square will activate connected items.
846 * Monsters can't trigger this square (for now)
847 * Values are: last_sp = 1/0 obj/no obj triggers
848 * last_heal = 1/0 remove/dont remove obj if triggered
849 * -b.t. (thomas@nomad.astro.psu.edu
850 *
851 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
852 * because the check-inventory semantic essentially only applies when
853 * something is above the inventory checker.
854 * The semantic prior this change was: trigger if something has moved on or off
855 * and has a matching item. Imagine what happens if someone steps on the inventory
856 * checker with a matching item, has it, activates the connection, throws the item
857 * away, and then leaves the inventory checker. That would've caused an always-enabled
858 * state in the inventory checker. This won't happen anymore now.
859 *
860 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
861 * whether op is on this mapspace or not, because the value (1|0) depends
862 * on this information. also make sure to only push_button if op has
863 * a matching item (because when we do a push_button with value=0 timed gates
864 * will still open)! (i hope i got the semantics right this time)
865 *
866 */
867 void
868 check_inv (object *op, object *trig)
869 {
870 trig->value = 0; // deactivate if none of the following conditions apply
871
872 object *pl = trig->ms ().player ();
873 object *match = check_inv_recursive (op, trig);
874
875 // elmex: a note about (pl == op):
876 // if pl == 0 then the player has left this space
877 // if pl != 0 then a player is on this mapspace, but then
878 // we still have to check whether it's the player that triggered
879 // this inv-checker, because if not, then the op left this inv-checker
880 // and we have to set the value to 0
881
882 if (match && trig->last_sp) // match == having
883 {
884 if (trig->last_heal)
885 match->decrease ();
886
887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
888 push_button (trig, op);
889 }
890 else if (!match && !trig->last_sp) // match == not having
891 {
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 push_button (trig, op);
894 }
895 }
896