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Revision: 1.33
Committed: Mon May 28 21:21:40 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.32: +17 -17 lines
Log Message:
update copyrights in common/*.C and util/*.C

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <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 (object *part = tmp->more; part; part = part->more)
116 {
117 part->value = tmp->value;
118 part->stats.sp = tmp->stats.sp;
119 part->stats.hp = tmp->stats.hp;
120 part->set_speed (tmp->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
133 animate_turning (tmp);
134 }
135 break;
136
137 case TELEPORTER:
138 move_teleporter (tmp);
139 break;
140
141 case CREATOR:
142 move_creator (tmp);
143 break;
144
145 case TRIGGER_MARKER:
146 move_marker (tmp);
147 break;
148
149 case DUPLICATOR:
150 move_duplicator (tmp);
151 break;
152 }
153 }
154 }
155
156 /*
157 * elmex:
158 * This is the new push_button function, it got split up so that
159 * you can activate connections without a button now!
160 * old but still valid comment:
161 *
162 * Push the specified object. This can affect other buttons/gates/handles
163 * altars/pedestals/holes in the whole map.
164 * Changed the routine to loop through _all_ objects.
165 * Better hurry with that linked list...
166 *
167 */
168 void
169 push_button (object *op)
170 {
171 oblinkpt *obp = get_button_links (op);
172
173 if (!obp)
174 return;
175
176 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
177 return;
178
179 activate_connection_link (obp->link, op->value, op);
180 }
181
182 /*
183 * elmex:
184 * This activates a connection, similar to push_button (object *op) but it takes
185 * only a map, a connection value and a true or false flag that indicated whether
186 * the connection was 'state' or 'released'. So that you can activate objects
187 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
188 *
189 */
190 void
191 activate_connection (maptile *map, long connection, bool state)
192 {
193 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
194 return;
195
196 oblinkpt *obp = get_connection_links (map, connection);
197
198 if (obp)
199 activate_connection_link (obp->link, state);
200 }
201
202 /*
203 * Updates everything connected with the button op.
204 * After changing the state of a button, this function must be called
205 * to make sure that all gates and other buttons connected to the
206 * button reacts to the (eventual) change of state.
207 */
208 void
209 update_button (object *op)
210 {
211 object *ab, *tmp, *head;
212 int tot, any_down = 0, old_value = op->value;
213 oblinkpt *obp = 0;
214 objectlink *ol;
215
216 obp = get_button_links (op);
217 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
218 if (obp)
219 for (ol = obp->link; ol; ol = ol->next)
220 {
221 if (!ol->ob)
222 {
223 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
224 continue;
225 }
226
227 tmp = ol->ob;
228 if (tmp->type == BUTTON)
229 {
230 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
231 /* Bug? The pedestal code below looks for the head of
232 * the object, this bit doesn't. I'd think we should check
233 * for head here also. Maybe it also makese sense to
234 * make the for ab=tmp->above loop common, and alter
235 * behaviour based on object within that loop?
236 */
237
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 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 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
246
247 tmp->value = (tot >= tmp->weight) ? 1 : 0;
248 if (tmp->value)
249 any_down = 1;
250 }
251 else if (tmp->type == PEDESTAL)
252 {
253 tmp->value = 0;
254 for (ab = tmp->above; ab != NULL; ab = ab->above)
255 {
256 head = ab->head_ ();
257 /* Same note regarding move_type for buttons above apply here. */
258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
259 (head->race == tmp->slaying ||
260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
262 tmp->value = 1;
263 }
264
265 if (tmp->value)
266 any_down = 1;
267 }
268 }
269 if (any_down) /* If any other buttons were down, force this to remain down */
270 op->value = 1;
271
272 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value)
274 {
275 SET_ANIMATION (op, op->value);
276 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */
278 }
279 }
280
281 void
282 use_trigger (object *op)
283 {
284 /* Toggle value */
285 op->value = !op->value;
286 push_button (op);
287 }
288
289 /*
290 * Note: animate_object should be used instead of this,
291 * but it can't handle animations in the 8 directions
292 */
293 void
294 animate_turning (object *op) /* only one part objects */
295 {
296 if (++op->state >= NUM_ANIMATIONS (op) / 8)
297 op->state = 0;
298 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
299 update_object (op, UP_OBJ_FACE);
300 }
301
302 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
303 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
304
305 /* Returns true if the sacrifice meets the needs of the altar.
306 *
307 * Function put in (0.92.1) so that identify altars won't grab money
308 * unnecessarily - we can see if there is sufficient money, see if something
309 * needs to be identified, and then remove money if needed.
310 *
311 * 0.93.4: Linked objects (ie, objects that are connected) can not be
312 * sacrificed. This fixes a bug of trying to put multiple altars/related
313 * objects on the same space that take the same sacrifice.
314 */
315
316 int
317 check_altar_sacrifice (const object *altar, const object *sacrifice)
318 {
319 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
320 {
321 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
322 ARCH_SACRIFICE (altar) == sacrifice->name ||
323 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
324 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
325 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
326 return 1;
327
328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
329 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
330 return 1;
331 }
332
333 return 0;
334 }
335
336 /*
337 * operate_altar checks if sacrifice was accepted and removes sacrificed
338 * objects. If sacrifice was succeed return 1 else 0. Might be better to
339 * call check_altar_sacrifice (above) than depend on the return value,
340 * since operate_altar will remove the sacrifice also.
341 *
342 * If this function returns 1, '*sacrifice' is modified to point to the
343 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
344 */
345 int
346 operate_altar (object *altar, object **sacrifice)
347 {
348 if (!altar->map)
349 {
350 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
351 return 0;
352 }
353
354 if (!altar->slaying || altar->value)
355 return 0;
356
357 if (!check_altar_sacrifice (altar, *sacrifice))
358 return 0;
359
360 /* check_altar_sacrifice should have already verified that enough money
361 * has been dropped.
362 */
363 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
364 {
365 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
366
367 /* Round up any sacrifices. Altars don't make change either */
368 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
369 number++;
370
371 *sacrifice = decrease_ob_nr (*sacrifice, number);
372 }
373 else
374 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
375
376 if (altar->msg)
377 new_info_map (NDI_BLACK, altar->map, altar->msg);
378
379 return 1;
380 }
381
382 void
383 trigger_move (object *op, int state) /* 1 down and 0 up */
384 {
385 op->stats.wc = state;
386 if (state)
387 {
388 use_trigger (op);
389 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
390 op->speed_left = -1;
391 }
392 else
393 {
394 use_trigger (op);
395 op->set_speed (0);
396 }
397 }
398
399
400 /*
401 * cause != NULL: something has moved on top of op
402 *
403 * cause == NULL: nothing has moved, we have been called from
404 * animate_trigger().
405 *
406 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
407 *
408 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
409 *
410 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
411 */
412 int
413 check_trigger (object *op, object *cause)
414 {
415 object *tmp;
416 int push = 0, tot = 0;
417 int in_movement = op->stats.wc || op->speed;
418
419 switch (op->type)
420 {
421 case TRIGGER_BUTTON:
422 if (op->weight > 0)
423 {
424 if (cause)
425 {
426 for (tmp = op->above; tmp; tmp = tmp->above)
427 /* Comment reproduced from update_buttons(): */
428 /* Basically, if the move_type matches that on what the
429 * button wants, we count it. The second check is so that
430 * objects that don't move (swords, etc) will count. Note that
431 * this means that more work is needed to make buttons
432 * that are only triggered by flying objects.
433 */
434
435 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
436 {
437 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
438 }
439 if (tot >= op->weight)
440 push = 1;
441 if (op->stats.ac == push)
442 return 0;
443 op->stats.ac = push;
444 if (NUM_ANIMATIONS (op) > 1)
445 {
446 SET_ANIMATION (op, push);
447 update_object (op, UP_OBJ_FACE);
448 }
449 if (in_movement || !push)
450 return 0;
451 }
452 trigger_move (op, push);
453 }
454 return 0;
455
456 case TRIGGER_PEDESTAL:
457 if (cause)
458 {
459 for (tmp = op->above; tmp; tmp = tmp->above)
460 {
461 object *head = tmp->head_ ();
462
463 /* See comment in TRIGGER_BUTTON about move_types */
464 if (((head->move_type & op->move_on) || head->move_type == 0)
465 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
466 {
467 push = 1;
468 break;
469 }
470 }
471
472 if (op->stats.ac == push)
473 return 0;
474
475 op->stats.ac = push;
476
477 if (NUM_ANIMATIONS (op) > 1)
478 {
479 SET_ANIMATION (op, push);
480 update_object (op, UP_OBJ_FACE);
481 }
482
483 update_object (op, UP_OBJ_FACE);
484
485 if (in_movement || !push)
486 return 0;
487 }
488
489 trigger_move (op, push);
490 return 0;
491
492 case TRIGGER_ALTAR:
493 if (cause)
494 {
495 if (in_movement)
496 return 0;
497
498 if (operate_altar (op, &cause))
499 {
500 if (NUM_ANIMATIONS (op) > 1)
501 {
502 SET_ANIMATION (op, 1);
503 update_object (op, UP_OBJ_FACE);
504 }
505
506 if (op->last_sp >= 0)
507 {
508 trigger_move (op, 1);
509 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp;
511 }
512 else
513 {
514 /* for trigger altar with last_sp, the ON/OFF
515 * status (-> +/- value) is "simulated":
516 */
517 op->value = !op->value;
518 trigger_move (op, 1);
519 op->last_sp = -op->last_sp;
520 op->value = !op->value;
521 }
522
523 return cause == NULL;
524 }
525 else
526 return 0;
527 }
528 else
529 {
530 if (NUM_ANIMATIONS (op) > 1)
531 {
532 SET_ANIMATION (op, 0);
533 update_object (op, UP_OBJ_FACE);
534 }
535
536 /* If trigger_altar has "last_sp > 0" set on the map,
537 * it will push the connected value only once per sacrifice.
538 * Otherwise (default), the connected value will be
539 * pushed twice: First by sacrifice, second by reset! -AV
540 */
541 if (!op->last_sp)
542 trigger_move (op, 0);
543 else
544 {
545 op->stats.wc = 0;
546 op->value = !op->value;
547 op->set_speed (0);
548 }
549 }
550 return 0;
551
552 case TRIGGER:
553 if (cause)
554 {
555 if (in_movement)
556 return 0;
557
558 push = 1;
559 }
560
561 if (NUM_ANIMATIONS (op) > 1)
562 {
563 SET_ANIMATION (op, push);
564 update_object (op, UP_OBJ_FACE);
565 }
566
567 trigger_move (op, push);
568 return 1;
569
570 default:
571 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
572 return 0;
573 }
574 }
575
576 void
577 add_button_link (object *button, maptile *map, int connected)
578 {
579 oblinkpt *obp;
580 objectlink *ol = get_objectlink ();
581
582 if (!map)
583 {
584 LOG (llevError, "Tried to add button-link without map.\n");
585 return;
586 }
587
588 button->path_attuned = connected; /* peterm: I need this so I can rebuild
589 a connected map from a template map. */
590
591 SET_FLAG (button, FLAG_IS_LINKED);
592
593 ol->ob = button;
594
595 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
596 ;
597
598 if (obp)
599 {
600 ol->next = obp->link;
601 obp->link = ol;
602 }
603 else
604 {
605 obp = get_objectlinkpt ();
606 obp->value = connected;
607
608 obp->next = map->buttons;
609 map->buttons = obp;
610 obp->link = ol;
611 }
612 }
613
614 /*
615 * Remove the object from the linked lists of buttons in the map.
616 * This is only needed by editors.
617 */
618
619 void
620 remove_button_link (object *op)
621 {
622 oblinkpt *obp;
623 objectlink **olp, *ol;
624
625 if (op->map == NULL)
626 {
627 LOG (llevError, "remove_button_link() in object without map.\n");
628 return;
629 }
630
631 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
632 {
633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
634 return;
635 }
636
637 for (obp = op->map->buttons; obp; obp = obp->next)
638 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
639 if (ol->ob == op)
640 {
641
642 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
643 obp->value, op->name, op->map->path);
644 */
645 *olp = ol->next;
646 delete ol;
647 return;
648 }
649
650 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
651 CLEAR_FLAG (op, FLAG_IS_LINKED);
652 }
653
654 /*
655 * Gets the objectlink for this connection from the map.
656 */
657 oblinkpt *
658 get_connection_links (maptile *map, long connection)
659 {
660 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
661 if (obp->value == connection)
662 return obp;
663
664 return 0;
665 }
666
667 /*
668 * Return the first objectlink in the objects linked to this one
669 */
670
671 oblinkpt *
672 get_button_links (const object *button)
673 {
674 oblinkpt *obp;
675 objectlink *ol;
676
677 if (!button->map)
678 return NULL;
679
680 for (obp = button->map->buttons; obp; obp = obp->next)
681 for (ol = obp->link; ol; ol = ol->next)
682 if (ol->ob == button)
683 return obp;
684
685 return NULL;
686 }
687
688 /*
689 * Made as a separate function to increase efficiency
690 */
691
692 int
693 get_button_value (const object *button)
694 {
695 oblinkpt *obp;
696 objectlink *ol;
697
698 if (!button->map)
699 return 0;
700 for (obp = button->map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button)
703 return obp->value;
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
716 void
717 do_mood_floor (object *op, object *source)
718 {
719 if (!source)
720 source = op;
721
722 mapspace &ms = op->ms ();
723
724 if (!(ms.flags () & P_IS_ALIVE))
725 return;
726
727 object *tmp;
728
729 for (tmp = ms.top; tmp; tmp = tmp->below)
730 if (QUERY_FLAG (tmp, FLAG_MONSTER))
731 break;
732
733 /* doesn't effect players, and if there is a player on this space, won't also
734 * be a monster here.
735 */
736 //TODO: have players really FLAG_MONSTER? kept it for safety
737 if (!tmp || tmp->type == PLAYER)
738 return;
739
740 switch (op->last_sp)
741 {
742 case 0: /* furious--make all monsters mad */
743 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
744 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
745
746 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
747 {
748 tmp->attack_movement = 0;
749 /* lots of checks here, but want to make sure we don't
750 * dereference a null value
751 */
752 if (tmp->type == GOLEM
753 && tmp->owner
754 && tmp->owner->type == PLAYER
755 && tmp->owner->contr->golem == tmp)
756 tmp->owner->contr->golem = 0;
757
758 tmp->owner = 0;
759
760 remove_friendly_object (tmp);
761 }
762 break;
763
764 case 1: /* angry -- get neutral monsters mad */
765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
767 break;
768
769 case 2: /* calm -- pacify unfriendly monsters */
770 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
771 break;
772
773 case 3: /* make all monsters fall asleep */
774 SET_FLAG (tmp, FLAG_SLEEP);
775 break;
776
777 case 4: /* charm all monsters */
778 if (op == source)
779 break; /* only if 'connected' */
780
781 if (object *pl = source->ms ().player ())
782 {
783 tmp->set_owner (pl);
784 SET_FLAG (tmp, FLAG_MONSTER);
785
786 tmp->stats.exp = 0;
787
788 add_friendly_object (tmp);
789 tmp->attack_movement = PETMOVE;
790 }
791 break;
792
793 case 6: // kill monsters
794 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
795 break;
796
797 // FALL THROUGH
798 case 5: // kill all alives
799 if (!tmp->flag [FLAG_PRECIOUS])
800 {
801 get_archetype ("burnout")->insert_at (tmp, source);
802 tmp->destroy ();
803 }
804 break;
805
806 default:
807 break;
808 }
809 }
810
811 /* this function returns the object it matches, or NULL if non.
812 * It will descend through containers to find the object.
813 * slaying = match object slaying flag
814 * race = match object archetype name flag
815 * hp = match object type (excpt type '0'== PLAYER)
816 */
817 object *
818 check_inv_recursive (object *op, const object *trig)
819 {
820 object *tmp, *ret = NULL;
821
822 /* First check the object itself. */
823 if ((trig->stats.hp && (op->type == trig->stats.hp))
824 || (trig->slaying && (op->slaying == trig->slaying))
825 || (trig->race && (op->arch->name == trig->race)))
826 return op;
827
828 for (tmp = op->inv; tmp; tmp = tmp->below)
829 {
830 if (tmp->inv)
831 {
832 ret = check_inv_recursive (tmp, trig);
833 if (ret)
834 return ret;
835 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying))
838 || (trig->race && (tmp->arch->name == trig->race)))
839 return tmp;
840 }
841 return NULL;
842 }
843
844 /* check_inv(), a function to search the inventory,
845 * of a player and then based on a set of conditions,
846 * the square will activate connected items.
847 * Monsters can't trigger this square (for now)
848 * Values are: last_sp = 1/0 obj/no obj triggers
849 * last_heal = 1/0 remove/dont remove obj if triggered
850 * -b.t. (thomas@nomad.astro.psu.edu
851 *
852 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
853 * because the check-inventory semantic essentially only applies when
854 * something is above the inventory checker.
855 * The semantic prior this change was: trigger if something has moved on or off
856 * and has a matching item. Imagine what happens if someone steps on the inventory
857 * checker with a matching item, has it, activates the connection, throws the item
858 * away, and then leaves the inventory checker. That would've caused an always-enabled
859 * state in the inventory checker. This won't happen anymore now.
860 *
861 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
862 * whether op is on this mapspace or not, because the value (1|0) depends
863 * on this information. also make sure to only push_button if op has
864 * a matching item (because when we do a push_button with value=0 timed gates
865 * will still open)! (i hope i got the semantics right this time)
866 *
867 */
868 void
869 check_inv (object *op, object *trig)
870 {
871 trig->value = 0; // deactivate if none of the following conditions apply
872
873 object *pl = trig->ms ().player ();
874 object *match = check_inv_recursive (op, trig);
875
876 // elmex: a note about (pl == op):
877 // if pl == 0 then the player has left this space
878 // if pl != 0 then a player is on this mapspace, but then
879 // we still have to check whether it's the player that triggered
880 // this inv-checker, because if not, then the op left this inv-checker
881 // and we have to set the value to 0
882
883 if (match && trig->last_sp) // match == having
884 {
885 if (trig->last_heal)
886 decrease_ob (match);
887
888 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
889 push_button (trig);
890 }
891 else if (!match && !trig->last_sp) // match == not having
892 {
893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
894 push_button (trig);
895 }
896 }
897