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/cvs/deliantra/server/common/button.C
Revision: 1.30
Committed: Sat Apr 28 17:51:57 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.29: +7 -4 lines
Log Message:
implement two new flags and associated gadgets:

- FLAG_PRECIOUS: used to mark precious pet monsters. semantics
  are not fleshed out yet, but destroy_pets floors leave them be.
  ideas: save them to the player file, do not kill with killpets
  (but only with killpets all), try harder when following player on other
  maps.

- FLAG_TREASURE_ENV: put treasure into the environment instead of
  into the object, useful for terrain types on the worldmap.
  - bumped chance field in treasures to 16 bit (ideally float).

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program 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 2 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, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <funcpoint.h>
27
28 /*
29 * This code is no longer highly inefficient 8)
30 */
31
32 /*
33 * elmex:
34 * This function takes a objectlink list with all the objects are going to be activated.
35 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
36 * The source argument can be 0 or the source object for this activation.
37 */
38 void
39 activate_connection_link (objectlink * ol, bool state, object *source = 0)
40 {
41 for (; ol; ol = ol->next)
42 {
43 if (!ol->ob)
44 {
45 LOG (llevError, "Internal error in activate_connection_link.\n");
46 continue;
47 }
48
49 /* a button link object can become freed when the map is saving. As
50 * a map is saved, objects are removed and freed, and if an object is
51 * on top of a button, this function is eventually called. If a map
52 * is getting moved out of memory, the status of buttons and levers
53 * probably isn't important - it will get sorted out when the map is
54 * re-loaded. As such, just exit this function if that is the case.
55 */
56
57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
58 return;
59
60 object *tmp = ol->ob;
61
62 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue;
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 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5);
74 break;
75
76 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE);
79 break;
80
81 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 {
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food)
86 tmp->last_eat++;
87 }
88 break;
89
90 case ALTAR:
91 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE);
94 break;
95
96 case BUTTON:
97 case PEDESTAL:
98 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE);
101 break;
102
103 case MOOD_FLOOR:
104 do_mood_floor (tmp, source);
105 break;
106
107 case TIMED_GATE:
108 tmp->set_speed (tmp->arch->clone.speed);
109 tmp->value = tmp->arch->clone.value;
110 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent
114 */
115 for (tmp = tmp->more; tmp; tmp = tmp->more)
116 {
117 tmp->value = tmp->head->value;
118 tmp->stats.sp = tmp->head->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp;
120 tmp->set_speed (tmp->head->speed);
121 }
122 break;
123
124 case DIRECTOR:
125 case FIREWALL:
126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
127 move_firewall (tmp);
128 else
129 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132 animate_turning (tmp);
133 }
134 break;
135
136 case TELEPORTER:
137 move_teleporter (tmp);
138 break;
139
140 case CREATOR:
141 move_creator (tmp);
142 break;
143
144 case TRIGGER_MARKER:
145 move_marker (tmp);
146 break;
147
148 case DUPLICATOR:
149 move_duplicator (tmp);
150 break;
151 }
152 }
153 }
154
155 /*
156 * elmex:
157 * This is the new push_button function, it got split up so that
158 * you can activate connections without a button now!
159 * old but still valid comment:
160 *
161 * Push the specified object. This can affect other buttons/gates/handles
162 * altars/pedestals/holes in the whole map.
163 * Changed the routine to loop through _all_ objects.
164 * Better hurry with that linked list...
165 *
166 */
167 void
168 push_button (object *op)
169 {
170 oblinkpt *obp = get_button_links (op);
171
172 if (!obp)
173 return;
174
175 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
176 return;
177
178 activate_connection_link (obp->link, op->value, op);
179 }
180
181 /*
182 * elmex:
183 * This activates a connection, similar to push_button (object *op) but it takes
184 * only a map, a connection value and a true or false flag that indicated whether
185 * the connection was 'state' or 'released'. So that you can activate objects
186 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
187 *
188 */
189 void
190 activate_connection (maptile *map, long connection, bool state)
191 {
192 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
193 return;
194
195 oblinkpt *obp = get_connection_links (map, connection);
196
197 if (obp)
198 activate_connection_link (obp->link, state);
199 }
200
201 /*
202 * Updates everything connected with the button op.
203 * After changing the state of a button, this function must be called
204 * to make sure that all gates and other buttons connected to the
205 * button reacts to the (eventual) change of state.
206 */
207 void
208 update_button (object *op)
209 {
210 object *ab, *tmp, *head;
211 int tot, any_down = 0, old_value = op->value;
212 oblinkpt *obp = 0;
213 objectlink *ol;
214
215 obp = get_button_links (op);
216 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
217 if (obp)
218 for (ol = obp->link; ol; ol = ol->next)
219 {
220 if (!ol->ob)
221 {
222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue;
224 }
225
226 tmp = ol->ob;
227 if (tmp->type == BUTTON)
228 {
229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop?
235 */
236
237 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects.
242 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
245
246 tmp->value = (tot >= tmp->weight) ? 1 : 0;
247 if (tmp->value)
248 any_down = 1;
249 }
250 else if (tmp->type == PEDESTAL)
251 {
252 tmp->value = 0;
253 for (ab = tmp->above; ab != NULL; ab = ab->above)
254 {
255 head = ab->head ? ab->head : ab;
256 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
258 (head->race == tmp->slaying ||
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
261 tmp->value = 1;
262 }
263 if (tmp->value)
264 any_down = 1;
265 }
266 }
267 if (any_down) /* If any other buttons were down, force this to remain down */
268 op->value = 1;
269
270 /* If this button hasn't changed, don't do anything */
271 if (op->value != old_value)
272 {
273 SET_ANIMATION (op, op->value);
274 update_object (op, UP_OBJ_FACE);
275 push_button (op); /* Make all other buttons the same */
276 }
277 }
278
279 void
280 use_trigger (object *op)
281 {
282 /* Toggle value */
283 op->value = !op->value;
284 push_button (op);
285 }
286
287 /*
288 * Note: animate_object should be used instead of this,
289 * but it can't handle animations in the 8 directions
290 */
291 void
292 animate_turning (object *op) /* only one part objects */
293 {
294 if (++op->state >= NUM_ANIMATIONS (op) / 8)
295 op->state = 0;
296 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
297 update_object (op, UP_OBJ_FACE);
298 }
299
300 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
301 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
302
303 /* Returns true if the sacrifice meets the needs of the altar.
304 *
305 * Function put in (0.92.1) so that identify altars won't grab money
306 * unnecessarily - we can see if there is sufficient money, see if something
307 * needs to be identified, and then remove money if needed.
308 *
309 * 0.93.4: Linked objects (ie, objects that are connected) can not be
310 * sacrificed. This fixes a bug of trying to put multiple altars/related
311 * objects on the same space that take the same sacrifice.
312 */
313
314 int
315 check_altar_sacrifice (const object *altar, const object *sacrifice)
316 {
317 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
318 {
319 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
320 ARCH_SACRIFICE (altar) == sacrifice->name ||
321 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
322 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
323 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
324 return 1;
325
326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
328 return 1;
329 }
330
331 return 0;
332 }
333
334 /*
335 * operate_altar checks if sacrifice was accepted and removes sacrificed
336 * objects. If sacrifice was succeed return 1 else 0. Might be better to
337 * call check_altar_sacrifice (above) than depend on the return value,
338 * since operate_altar will remove the sacrifice also.
339 *
340 * If this function returns 1, '*sacrifice' is modified to point to the
341 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
342 */
343 int
344 operate_altar (object *altar, object **sacrifice)
345 {
346 if (!altar->map)
347 {
348 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
349 return 0;
350 }
351
352 if (!altar->slaying || altar->value)
353 return 0;
354
355 if (!check_altar_sacrifice (altar, *sacrifice))
356 return 0;
357
358 /* check_altar_sacrifice should have already verified that enough money
359 * has been dropped.
360 */
361 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
362 {
363 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
364
365 /* Round up any sacrifices. Altars don't make change either */
366 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
367 number++;
368
369 *sacrifice = decrease_ob_nr (*sacrifice, number);
370 }
371 else
372 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
373
374 if (altar->msg)
375 new_info_map (NDI_BLACK, altar->map, altar->msg);
376
377 return 1;
378 }
379
380 void
381 trigger_move (object *op, int state) /* 1 down and 0 up */
382 {
383 op->stats.wc = state;
384 if (state)
385 {
386 use_trigger (op);
387 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
388 op->speed_left = -1;
389 }
390 else
391 {
392 use_trigger (op);
393 op->set_speed (0);
394 }
395 }
396
397
398 /*
399 * cause != NULL: something has moved on top of op
400 *
401 * cause == NULL: nothing has moved, we have been called from
402 * animate_trigger().
403 *
404 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
405 *
406 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
407 *
408 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
409 */
410 int
411 check_trigger (object *op, object *cause)
412 {
413 object *tmp;
414 int push = 0, tot = 0;
415 int in_movement = op->stats.wc || op->speed;
416
417 switch (op->type)
418 {
419 case TRIGGER_BUTTON:
420 if (op->weight > 0)
421 {
422 if (cause)
423 {
424 for (tmp = op->above; tmp; tmp = tmp->above)
425 /* Comment reproduced from update_buttons(): */
426 /* Basically, if the move_type matches that on what the
427 * button wants, we count it. The second check is so that
428 * objects that don't move (swords, etc) will count. Note that
429 * this means that more work is needed to make buttons
430 * that are only triggered by flying objects.
431 */
432
433 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
434 {
435 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
436 }
437 if (tot >= op->weight)
438 push = 1;
439 if (op->stats.ac == push)
440 return 0;
441 op->stats.ac = push;
442 if (NUM_ANIMATIONS (op) > 1)
443 {
444 SET_ANIMATION (op, push);
445 update_object (op, UP_OBJ_FACE);
446 }
447 if (in_movement || !push)
448 return 0;
449 }
450 trigger_move (op, push);
451 }
452 return 0;
453
454 case TRIGGER_PEDESTAL:
455 if (cause)
456 {
457 for (tmp = op->above; tmp; tmp = tmp->above)
458 {
459 object *head = tmp->head ? tmp->head : tmp;
460
461 /* See comment in TRIGGER_BUTTON about move_types */
462 if (((head->move_type & op->move_on) || head->move_type == 0)
463 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
464 {
465 push = 1;
466 break;
467 }
468 }
469 if (op->stats.ac == push)
470 return 0;
471 op->stats.ac = push;
472 if (NUM_ANIMATIONS (op) > 1)
473 {
474 SET_ANIMATION (op, push);
475 update_object (op, UP_OBJ_FACE);
476 }
477 update_object (op, UP_OBJ_FACE);
478 if (in_movement || !push)
479 return 0;
480 }
481 trigger_move (op, push);
482 return 0;
483
484 case TRIGGER_ALTAR:
485 if (cause)
486 {
487 if (in_movement)
488 return 0;
489 if (operate_altar (op, &cause))
490 {
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, 1);
494 update_object (op, UP_OBJ_FACE);
495 }
496 if (op->last_sp >= 0)
497 {
498 trigger_move (op, 1);
499 if (op->last_sp > 0)
500 op->last_sp = -op->last_sp;
501 }
502 else
503 {
504 /* for trigger altar with last_sp, the ON/OFF
505 * status (-> +/- value) is "simulated":
506 */
507 op->value = !op->value;
508 trigger_move (op, 1);
509 op->last_sp = -op->last_sp;
510 op->value = !op->value;
511 }
512 return cause == NULL;
513 }
514 else
515 {
516 return 0;
517 }
518 }
519 else
520 {
521 if (NUM_ANIMATIONS (op) > 1)
522 {
523 SET_ANIMATION (op, 0);
524 update_object (op, UP_OBJ_FACE);
525 }
526
527 /* If trigger_altar has "last_sp > 0" set on the map,
528 * it will push the connected value only once per sacrifice.
529 * Otherwise (default), the connected value will be
530 * pushed twice: First by sacrifice, second by reset! -AV
531 */
532 if (!op->last_sp)
533 trigger_move (op, 0);
534 else
535 {
536 op->stats.wc = 0;
537 op->value = !op->value;
538 op->set_speed (0);
539 }
540 }
541 return 0;
542
543 case TRIGGER:
544 if (cause)
545 {
546 if (in_movement)
547 return 0;
548
549 push = 1;
550 }
551
552 if (NUM_ANIMATIONS (op) > 1)
553 {
554 SET_ANIMATION (op, push);
555 update_object (op, UP_OBJ_FACE);
556 }
557
558 trigger_move (op, push);
559 return 1;
560
561 default:
562 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
563 return 0;
564 }
565 }
566
567 void
568 add_button_link (object *button, maptile *map, int connected)
569 {
570 oblinkpt *obp;
571 objectlink *ol = get_objectlink ();
572
573 if (!map)
574 {
575 LOG (llevError, "Tried to add button-link without map.\n");
576 return;
577 }
578
579 button->path_attuned = connected; /* peterm: I need this so I can rebuild
580 a connected map from a template map. */
581
582 SET_FLAG (button, FLAG_IS_LINKED);
583
584 ol->ob = button;
585
586 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
587 ;
588
589 if (obp)
590 {
591 ol->next = obp->link;
592 obp->link = ol;
593 }
594 else
595 {
596 obp = get_objectlinkpt ();
597 obp->value = connected;
598
599 obp->next = map->buttons;
600 map->buttons = obp;
601 obp->link = ol;
602 }
603 }
604
605 /*
606 * Remove the object from the linked lists of buttons in the map.
607 * This is only needed by editors.
608 */
609
610 void
611 remove_button_link (object *op)
612 {
613 oblinkpt *obp;
614 objectlink **olp, *ol;
615
616 if (op->map == NULL)
617 {
618 LOG (llevError, "remove_button_link() in object without map.\n");
619 return;
620 }
621
622 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
623 {
624 LOG (llevError, "remove_button_linked() in unlinked object.\n");
625 return;
626 }
627
628 for (obp = op->map->buttons; obp; obp = obp->next)
629 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
630 if (ol->ob == op)
631 {
632
633 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
634 obp->value, op->name, op->map->path);
635 */
636 *olp = ol->next;
637 delete ol;
638 return;
639 }
640
641 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
642 CLEAR_FLAG (op, FLAG_IS_LINKED);
643 }
644
645 /*
646 * Gets the objectlink for this connection from the map.
647 */
648 oblinkpt *
649 get_connection_links (maptile *map, long connection)
650 {
651 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
652 if (obp->value == connection)
653 return obp;
654
655 return 0;
656 }
657
658 /*
659 * Return the first objectlink in the objects linked to this one
660 */
661
662 oblinkpt *
663 get_button_links (const object *button)
664 {
665 oblinkpt *obp;
666 objectlink *ol;
667
668 if (!button->map)
669 return NULL;
670
671 for (obp = button->map->buttons; obp; obp = obp->next)
672 for (ol = obp->link; ol; ol = ol->next)
673 if (ol->ob == button)
674 return obp;
675
676 return NULL;
677 }
678
679 /*
680 * Made as a separate function to increase efficiency
681 */
682
683 int
684 get_button_value (const object *button)
685 {
686 oblinkpt *obp;
687 objectlink *ol;
688
689 if (!button->map)
690 return 0;
691 for (obp = button->map->buttons; obp; obp = obp->next)
692 for (ol = obp->link; ol; ol = ol->next)
693 if (ol->ob == button)
694 return obp->value;
695 return 0;
696 }
697
698 /* This routine makes monsters who are
699 * standing on the 'mood floor' change their
700 * disposition if it is different.
701 * If floor is to be triggered must have
702 * a speed of zero (default is 1 for all
703 * but the charm floor type).
704 * by b.t. thomas@nomad.astro.psu.edu
705 */
706
707 void
708 do_mood_floor (object *op, object *source)
709 {
710 if (!source)
711 source = op;
712
713 mapspace &ms = op->ms ();
714
715 if (!(ms.flags () & P_IS_ALIVE))
716 return;
717
718 object *tmp;
719
720 for (tmp = ms.top; tmp; tmp = tmp->below)
721 if (QUERY_FLAG (tmp, FLAG_MONSTER))
722 break;
723
724 /* doesn't effect players, and if there is a player on this space, won't also
725 * be a monster here.
726 */
727 //TODO: have players really FLAG_MONSTER? kept it for safety
728 if (!tmp || tmp->type == PLAYER)
729 return;
730
731 switch (op->last_sp)
732 {
733 case 0: /* furious--make all monsters mad */
734 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
735 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
736
737 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
738 {
739 tmp->attack_movement = 0;
740 /* lots of checks here, but want to make sure we don't
741 * dereference a null value
742 */
743 if (tmp->type == GOLEM
744 && tmp->owner
745 && tmp->owner->type == PLAYER
746 && tmp->owner->contr->ranges[range_golem] == tmp)
747 tmp->owner->contr->ranges[range_golem] = 0;
748
749 tmp->owner = 0;
750
751 remove_friendly_object (tmp);
752 }
753 break;
754
755 case 1: /* angry -- get neutral monsters mad */
756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
758 break;
759
760 case 2: /* calm -- pacify unfriendly monsters */
761 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
762 break;
763
764 case 3: /* make all monsters fall asleep */
765 SET_FLAG (tmp, FLAG_SLEEP);
766 break;
767
768 case 4: /* charm all monsters */
769 if (op == source)
770 break; /* only if 'connected' */
771
772 if (object *pl = source->ms ().player ())
773 {
774 tmp->set_owner (pl);
775 SET_FLAG (tmp, FLAG_MONSTER);
776
777 tmp->stats.exp = 0;
778
779 add_friendly_object (tmp);
780 tmp->attack_movement = PETMOVE;
781 }
782 break;
783
784 case 6: // kill monsters
785 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
786 break;
787
788 // FALL THROUGH
789 case 5: // kill all alives
790 if (!tmp->flag [FLAG_PRECIOUS])
791 {
792 get_archetype ("burnout")->insert_at (tmp, source);
793 tmp->destroy ();
794 }
795 break;
796
797 default:
798 break;
799 }
800 }
801
802 /* this function returns the object it matches, or NULL if non.
803 * It will descend through containers to find the object.
804 * slaying = match object slaying flag
805 * race = match object archetype name flag
806 * hp = match object type (excpt type '0'== PLAYER)
807 */
808 object *
809 check_inv_recursive (object *op, const object *trig)
810 {
811 object *tmp, *ret = NULL;
812
813 /* First check the object itself. */
814 if ((trig->stats.hp && (op->type == trig->stats.hp))
815 || (trig->slaying && (op->slaying == trig->slaying))
816 || (trig->race && (op->arch->name == trig->race)))
817 return op;
818
819 for (tmp = op->inv; tmp; tmp = tmp->below)
820 {
821 if (tmp->inv)
822 {
823 ret = check_inv_recursive (tmp, trig);
824 if (ret)
825 return ret;
826 }
827 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
828 || (trig->slaying && (tmp->slaying == trig->slaying))
829 || (trig->race && (tmp->arch->name == trig->race)))
830 return tmp;
831 }
832 return NULL;
833 }
834
835 /* check_inv(), a function to search the inventory,
836 * of a player and then based on a set of conditions,
837 * the square will activate connected items.
838 * Monsters can't trigger this square (for now)
839 * Values are: last_sp = 1/0 obj/no obj triggers
840 * last_heal = 1/0 remove/dont remove obj if triggered
841 * -b.t. (thomas@nomad.astro.psu.edu
842 *
843 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
844 * because the check-inventory semantic essentially only applies when
845 * something is above the inventory checker.
846 * The semantic prior this change was: trigger if something has moved on or off
847 * and has a matching item. Imagine what happens if someone steps on the inventory
848 * checker with a matching item, has it, activates the connection, throws the item
849 * away, and then leaves the inventory checker. That would've caused an always-enabled
850 * state in the inventory checker. This won't happen anymore now.
851 *
852 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
853 * whether op is on this mapspace or not, because the value (1|0) depends
854 * on this information. also make sure to only push_button if op has
855 * a matching item (because when we do a push_button with value=0 timed gates
856 * will still open)! (i hope i got the semantics right this time)
857 *
858 */
859 void
860 check_inv (object *op, object *trig)
861 {
862 trig->value = 0; // deactivate if none of the following conditions apply
863
864 object *pl = trig->ms ().player ();
865 object *match = check_inv_recursive (op, trig);
866
867 // elmex: a note about (pl == op):
868 // if pl == 0 then the player has left this space
869 // if pl != 0 then a player is on this mapspace, but then
870 // we still have to check whether it's the player that triggered
871 // this inv-checker, because if not, then the op left this inv-checker
872 // and we have to set the value to 0
873
874 if (match && trig->last_sp) // match == having
875 {
876 if (trig->last_heal)
877 decrease_ob (match);
878
879 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
880 push_button (trig);
881 }
882 else if (!match && !trig->last_sp) // match == not having
883 {
884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
885 push_button (trig);
886 }
887 }
888