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/cvs/deliantra/server/common/button.C
Revision: 1.37
Committed: Tue Jul 31 17:33:14 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.36: +2 -0 lines
Log Message:
- support more than the gcfclient-20-something sounds
  (dire hack) in sound.conf.res
- implement "sound" face for archetypes/objects.
- play sound face in signs either on map (triggered)
  or on the player reading it.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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
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 <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <funcpoint.h>
26
27 /*
28 * This code is no longer highly inefficient 8)
29 */
30
31 /*
32 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated.
34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
35 * The source argument can be 0 or the source object for this activation.
36 */
37 void
38 activate_connection_link (objectlink * ol, bool state, object *source = 0)
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 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 tmp->play_sound (tmp->sound);
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food)
87 tmp->last_eat++;
88 }
89 break;
90
91 case ALTAR:
92 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE);
95 break;
96
97 case BUTTON:
98 case PEDESTAL:
99 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE);
102 break;
103
104 case MOOD_FLOOR:
105 do_mood_floor (tmp, source);
106 break;
107
108 case TIMED_GATE:
109 tmp->set_speed (tmp->arch->speed);
110 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent
115 */
116 for (object *part = tmp->more; part; part = part->more)
117 {
118 part->value = tmp->value;
119 part->stats.sp = tmp->stats.sp;
120 part->stats.hp = tmp->stats.hp;
121 part->set_speed (tmp->speed);
122 }
123 break;
124
125 case DIRECTOR:
126 case FIREWALL:
127 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
128 move_firewall (tmp);
129 else
130 {
131 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
132 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
133
134 animate_turning (tmp);
135 }
136 break;
137
138 case TELEPORTER:
139 move_teleporter (tmp);
140 break;
141
142 case CREATOR:
143 move_creator (tmp);
144 break;
145
146 case TRIGGER_MARKER:
147 move_marker (tmp);
148 break;
149
150 case DUPLICATOR:
151 move_duplicator (tmp);
152 break;
153 }
154 }
155 }
156
157 /*
158 * elmex:
159 * This is the new push_button function, it got split up so that
160 * you can activate connections without a button now!
161 * old but still valid comment:
162 *
163 * Push the specified object. This can affect other buttons/gates/handles
164 * altars/pedestals/holes in the whole map.
165 * Changed the routine to loop through _all_ objects.
166 * Better hurry with that linked list...
167 *
168 */
169 void
170 push_button (object *op)
171 {
172 oblinkpt *obp = get_button_links (op);
173
174 if (!obp)
175 return;
176
177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
178 return;
179
180 activate_connection_link (obp->link, op->value, op);
181 }
182
183 /*
184 * elmex:
185 * This activates a connection, similar to push_button (object *op) but it takes
186 * only a map, a connection value and a true or false flag that indicated whether
187 * the connection was 'state' or 'released'. So that you can activate objects
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 *
190 */
191 void
192 activate_connection (maptile *map, long connection, bool state)
193 {
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
195 return;
196
197 oblinkpt *obp = get_connection_links (map, connection);
198
199 if (obp)
200 activate_connection_link (obp->link, state);
201 }
202
203 /*
204 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called
206 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state.
208 */
209 void
210 update_button (object *op)
211 {
212 object *ab, *tmp, *head;
213 int tot, any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0;
215 objectlink *ol;
216
217 obp = get_button_links (op);
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp)
220 for (ol = obp->link; ol; ol = ol->next)
221 {
222 if (!ol->ob)
223 {
224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue;
226 }
227
228 tmp = ol->ob;
229 if (tmp->type == BUTTON)
230 {
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of
233 * the object, this bit doesn't. I'd think we should check
234 * for head here also. Maybe it also makese sense to
235 * make the for ab=tmp->above loop common, and alter
236 * behaviour based on object within that loop?
237 */
238
239 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects.
244 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
247
248 tmp->value = (tot >= tmp->weight) ? 1 : 0;
249 if (tmp->value)
250 any_down = 1;
251 }
252 else if (tmp->type == PEDESTAL)
253 {
254 tmp->value = 0;
255 for (ab = tmp->above; ab != NULL; ab = ab->above)
256 {
257 head = ab->head_ ();
258 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
260 (head->race == tmp->slaying ||
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
263 tmp->value = 1;
264 }
265
266 if (tmp->value)
267 any_down = 1;
268 }
269 }
270 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1;
272
273 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value)
275 {
276 SET_ANIMATION (op, op->value);
277 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */
279 }
280 }
281
282 void
283 use_trigger (object *op)
284 {
285 /* Toggle value */
286 op->value = !op->value;
287 push_button (op);
288 }
289
290 /*
291 * Note: animate_object should be used instead of this,
292 * but it can't handle animations in the 8 directions
293 */
294 void
295 animate_turning (object *op) /* only one part objects */
296 {
297 if (++op->state >= NUM_ANIMATIONS (op) / 8)
298 op->state = 0;
299 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
300 update_object (op, UP_OBJ_FACE);
301 }
302
303 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
304 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
305
306 /* Returns true if the sacrifice meets the needs of the altar.
307 *
308 * Function put in (0.92.1) so that identify altars won't grab money
309 * unnecessarily - we can see if there is sufficient money, see if something
310 * needs to be identified, and then remove money if needed.
311 *
312 * 0.93.4: Linked objects (ie, objects that are connected) can not be
313 * sacrificed. This fixes a bug of trying to put multiple altars/related
314 * objects on the same space that take the same sacrifice.
315 */
316
317 int
318 check_altar_sacrifice (const object *altar, const object *sacrifice)
319 {
320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
321 {
322 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
323 || ARCH_SACRIFICE (altar) == sacrifice->name
324 || ARCH_SACRIFICE (altar) == sacrifice->slaying
325 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
326 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
327 return 1;
328
329 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
330 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
331 return 1;
332 }
333
334 return 0;
335 }
336
337 /*
338 * operate_altar checks if sacrifice was accepted and removes sacrificed
339 * objects. If sacrifice was succeed return 1 else 0. Might be better to
340 * call check_altar_sacrifice (above) than depend on the return value,
341 * since operate_altar will remove the sacrifice also.
342 *
343 * If this function returns 1, '*sacrifice' is modified to point to the
344 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
345 */
346 int
347 operate_altar (object *altar, object **sacrifice)
348 {
349 if (!altar->map)
350 {
351 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
352 return 0;
353 }
354
355 if (!altar->slaying || altar->value)
356 return 0;
357
358 if (!check_altar_sacrifice (altar, *sacrifice))
359 return 0;
360
361 /* check_altar_sacrifice should have already verified that enough money
362 * has been dropped.
363 */
364 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
365 {
366 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
367
368 /* Round up any sacrifices. Altars don't make change either */
369 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
370 number++;
371
372 *sacrifice = decrease_ob_nr (*sacrifice, number);
373 }
374 else
375 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
376
377 if (altar->msg)
378 new_info_map (NDI_BLACK, altar->map, altar->msg);
379
380 return 1;
381 }
382
383 void
384 trigger_move (object *op, int state) /* 1 down and 0 up */
385 {
386 op->stats.wc = state;
387 if (state)
388 {
389 use_trigger (op);
390 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
391 op->speed_left = -1;
392 }
393 else
394 {
395 use_trigger (op);
396 op->set_speed (0);
397 }
398 }
399
400
401 /*
402 * cause != NULL: something has moved on top of op
403 *
404 * cause == NULL: nothing has moved, we have been called from
405 * animate_trigger().
406 *
407 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
408 *
409 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
410 *
411 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
412 */
413 int
414 check_trigger (object *op, object *cause)
415 {
416 object *tmp;
417 int push = 0, tot = 0;
418 int in_movement = op->stats.wc || op->speed;
419
420 switch (op->type)
421 {
422 case TRIGGER_BUTTON:
423 if (op->weight > 0)
424 {
425 if (cause)
426 {
427 for (tmp = op->above; tmp; tmp = tmp->above)
428 /* Comment reproduced from update_buttons(): */
429 /* Basically, if the move_type matches that on what the
430 * button wants, we count it. The second check is so that
431 * objects that don't move (swords, etc) will count. Note that
432 * this means that more work is needed to make buttons
433 * that are only triggered by flying objects.
434 */
435
436 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
437 {
438 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
439 }
440 if (tot >= op->weight)
441 push = 1;
442 if (op->stats.ac == push)
443 return 0;
444 op->stats.ac = push;
445 if (NUM_ANIMATIONS (op) > 1)
446 {
447 SET_ANIMATION (op, push);
448 update_object (op, UP_OBJ_FACE);
449 }
450 if (in_movement || !push)
451 return 0;
452 }
453 trigger_move (op, push);
454 }
455 return 0;
456
457 case TRIGGER_PEDESTAL:
458 if (cause)
459 {
460 for (tmp = op->above; tmp; tmp = tmp->above)
461 {
462 object *head = tmp->head_ ();
463
464 /* See comment in TRIGGER_BUTTON about move_types */
465 if (((head->move_type & op->move_on) || head->move_type == 0)
466 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
467 {
468 push = 1;
469 break;
470 }
471 }
472
473 if (op->stats.ac == push)
474 return 0;
475
476 op->stats.ac = push;
477
478 if (NUM_ANIMATIONS (op) > 1)
479 {
480 SET_ANIMATION (op, push);
481 update_object (op, UP_OBJ_FACE);
482 }
483
484 update_object (op, UP_OBJ_FACE);
485
486 if (in_movement || !push)
487 return 0;
488 }
489
490 trigger_move (op, push);
491 return 0;
492
493 case TRIGGER_ALTAR:
494 if (cause)
495 {
496 if (in_movement)
497 return 0;
498
499 if (operate_altar (op, &cause))
500 {
501 if (NUM_ANIMATIONS (op) > 1)
502 {
503 SET_ANIMATION (op, 1);
504 update_object (op, UP_OBJ_FACE);
505 }
506
507 if (op->last_sp >= 0)
508 {
509 trigger_move (op, 1);
510 if (op->last_sp > 0)
511 op->last_sp = -op->last_sp;
512 }
513 else
514 {
515 /* for trigger altar with last_sp, the ON/OFF
516 * status (-> +/- value) is "simulated":
517 */
518 op->value = !op->value;
519 trigger_move (op, 1);
520 op->last_sp = -op->last_sp;
521 op->value = !op->value;
522 }
523
524 return cause == NULL;
525 }
526 else
527 return 0;
528 }
529 else
530 {
531 if (NUM_ANIMATIONS (op) > 1)
532 {
533 SET_ANIMATION (op, 0);
534 update_object (op, UP_OBJ_FACE);
535 }
536
537 /* If trigger_altar has "last_sp > 0" set on the map,
538 * it will push the connected value only once per sacrifice.
539 * Otherwise (default), the connected value will be
540 * pushed twice: First by sacrifice, second by reset! -AV
541 */
542 if (!op->last_sp)
543 trigger_move (op, 0);
544 else
545 {
546 op->stats.wc = 0;
547 op->value = !op->value;
548 op->set_speed (0);
549 }
550 }
551 return 0;
552
553 case TRIGGER:
554 if (cause)
555 {
556 if (in_movement)
557 return 0;
558
559 push = 1;
560 }
561
562 if (NUM_ANIMATIONS (op) > 1)
563 {
564 SET_ANIMATION (op, push);
565 update_object (op, UP_OBJ_FACE);
566 }
567
568 trigger_move (op, push);
569 return 1;
570
571 default:
572 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
573 return 0;
574 }
575 }
576
577 void
578 add_button_link (object *button, maptile *map, int connected)
579 {
580 oblinkpt *obp;
581 objectlink *ol = get_objectlink ();
582
583 if (!map)
584 {
585 LOG (llevError, "Tried to add button-link without map.\n");
586 return;
587 }
588
589 button->path_attuned = connected; /* peterm: I need this so I can rebuild
590 a connected map from a template map. */
591
592 SET_FLAG (button, FLAG_IS_LINKED);
593
594 ol->ob = button;
595
596 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
597 ;
598
599 if (obp)
600 {
601 ol->next = obp->link;
602 obp->link = ol;
603 }
604 else
605 {
606 obp = get_objectlinkpt ();
607 obp->value = connected;
608
609 obp->next = map->buttons;
610 map->buttons = obp;
611 obp->link = ol;
612 }
613 }
614
615 /*
616 * Remove the object from the linked lists of buttons in the map.
617 * This is only needed by editors.
618 */
619
620 void
621 remove_button_link (object *op)
622 {
623 oblinkpt *obp;
624 objectlink **olp, *ol;
625
626 if (op->map == NULL)
627 {
628 LOG (llevError, "remove_button_link() in object without map.\n");
629 return;
630 }
631
632 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
633 {
634 LOG (llevError, "remove_button_linked() in unlinked object.\n");
635 return;
636 }
637
638 for (obp = op->map->buttons; obp; obp = obp->next)
639 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
640 if (ol->ob == op)
641 {
642
643 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
644 obp->value, op->name, op->map->path);
645 */
646 *olp = ol->next;
647 delete ol;
648 return;
649 }
650
651 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
652 CLEAR_FLAG (op, FLAG_IS_LINKED);
653 }
654
655 /*
656 * Gets the objectlink for this connection from the map.
657 */
658 oblinkpt *
659 get_connection_links (maptile *map, long connection)
660 {
661 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
662 if (obp->value == connection)
663 return obp;
664
665 return 0;
666 }
667
668 /*
669 * Return the first objectlink in the objects linked to this one
670 */
671
672 oblinkpt *
673 get_button_links (const object *button)
674 {
675 oblinkpt *obp;
676 objectlink *ol;
677
678 if (!button->map)
679 return NULL;
680
681 for (obp = button->map->buttons; obp; obp = obp->next)
682 for (ol = obp->link; ol; ol = ol->next)
683 if (ol->ob == button)
684 return obp;
685
686 return NULL;
687 }
688
689 /*
690 * Made as a separate function to increase efficiency
691 */
692
693 int
694 get_button_value (const object *button)
695 {
696 oblinkpt *obp;
697 objectlink *ol;
698
699 if (!button->map)
700 return 0;
701 for (obp = button->map->buttons; obp; obp = obp->next)
702 for (ol = obp->link; ol; ol = ol->next)
703 if (ol->ob == button)
704 return obp->value;
705 return 0;
706 }
707
708 /* This routine makes monsters who are
709 * standing on the 'mood floor' change their
710 * disposition if it is different.
711 * If floor is to be triggered must have
712 * a speed of zero (default is 1 for all
713 * but the charm floor type).
714 * by b.t. thomas@nomad.astro.psu.edu
715 */
716
717 void
718 do_mood_floor (object *op, object *source)
719 {
720 if (!source)
721 source = op;
722
723 mapspace &ms = op->ms ();
724
725 if (!(ms.flags () & P_IS_ALIVE))
726 return;
727
728 object *tmp;
729
730 for (tmp = ms.top; tmp; tmp = tmp->below)
731 if (QUERY_FLAG (tmp, FLAG_MONSTER))
732 break;
733
734 /* doesn't effect players, and if there is a player on this space, won't also
735 * be a monster here.
736 */
737 //TODO: have players really FLAG_MONSTER? kept it for safety
738 if (!tmp || tmp->type == PLAYER)
739 return;
740
741 switch (op->last_sp)
742 {
743 case 0: /* furious--make all monsters mad */
744 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
745 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
746
747 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
748 {
749 tmp->attack_movement = 0;
750 /* lots of checks here, but want to make sure we don't
751 * dereference a null value
752 */
753 if (tmp->type == GOLEM
754 && tmp->owner
755 && tmp->owner->type == PLAYER
756 && tmp->owner->contr->golem == tmp)
757 tmp->owner->contr->golem = 0;
758
759 tmp->owner = 0;
760
761 remove_friendly_object (tmp);
762 }
763 break;
764
765 case 1: /* angry -- get neutral monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
768 break;
769
770 case 2: /* calm -- pacify unfriendly monsters */
771 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
772 break;
773
774 case 3: /* make all monsters fall asleep */
775 SET_FLAG (tmp, FLAG_SLEEP);
776 break;
777
778 case 4: /* charm all monsters */
779 if (op == source)
780 break; /* only if 'connected' */
781
782 if (object *pl = source->ms ().player ())
783 {
784 tmp->set_owner (pl);
785 SET_FLAG (tmp, FLAG_MONSTER);
786
787 tmp->stats.exp = 0;
788
789 add_friendly_object (tmp);
790 tmp->attack_movement = PETMOVE;
791 }
792 break;
793
794 case 6: // kill monsters
795 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
796 break;
797
798 // FALL THROUGH
799 case 5: // kill all alives
800 if (!tmp->flag [FLAG_PRECIOUS])
801 {
802 get_archetype ("burnout")->insert_at (tmp, source);
803 tmp->destroy ();
804 }
805 break;
806
807 default:
808 break;
809 }
810 }
811
812 /* this function returns the object it matches, or NULL if non.
813 * It will descend through containers to find the object.
814 * slaying = match object slaying flag
815 * race = match object archetype name flag
816 * hp = match object type (excpt type '0'== PLAYER)
817 */
818 object *
819 check_inv_recursive (object *op, const object *trig)
820 {
821 object *tmp, *ret = NULL;
822
823 /* First check the object itself. */
824 if ((trig->stats.hp && (op->type == trig->stats.hp))
825 || (trig->slaying && (op->slaying == trig->slaying))
826 || (trig->race && (op->arch->archname == trig->race)))
827 return op;
828
829 for (tmp = op->inv; tmp; tmp = tmp->below)
830 {
831 if (tmp->inv)
832 {
833 ret = check_inv_recursive (tmp, trig);
834 if (ret)
835 return ret;
836 }
837 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
838 || (trig->slaying && (tmp->slaying == trig->slaying))
839 || (trig->race && (tmp->arch->archname == trig->race)))
840 return tmp;
841 }
842 return NULL;
843 }
844
845 /* check_inv(), a function to search the inventory,
846 * of a player and then based on a set of conditions,
847 * the square will activate connected items.
848 * Monsters can't trigger this square (for now)
849 * Values are: last_sp = 1/0 obj/no obj triggers
850 * last_heal = 1/0 remove/dont remove obj if triggered
851 * -b.t. (thomas@nomad.astro.psu.edu
852 *
853 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
854 * because the check-inventory semantic essentially only applies when
855 * something is above the inventory checker.
856 * The semantic prior this change was: trigger if something has moved on or off
857 * and has a matching item. Imagine what happens if someone steps on the inventory
858 * checker with a matching item, has it, activates the connection, throws the item
859 * away, and then leaves the inventory checker. That would've caused an always-enabled
860 * state in the inventory checker. This won't happen anymore now.
861 *
862 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
863 * whether op is on this mapspace or not, because the value (1|0) depends
864 * on this information. also make sure to only push_button if op has
865 * a matching item (because when we do a push_button with value=0 timed gates
866 * will still open)! (i hope i got the semantics right this time)
867 *
868 */
869 void
870 check_inv (object *op, object *trig)
871 {
872 trig->value = 0; // deactivate if none of the following conditions apply
873
874 object *pl = trig->ms ().player ();
875 object *match = check_inv_recursive (op, trig);
876
877 // elmex: a note about (pl == op):
878 // if pl == 0 then the player has left this space
879 // if pl != 0 then a player is on this mapspace, but then
880 // we still have to check whether it's the player that triggered
881 // this inv-checker, because if not, then the op left this inv-checker
882 // and we have to set the value to 0
883
884 if (match && trig->last_sp) // match == having
885 {
886 if (trig->last_heal)
887 decrease_ob (match);
888
889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 push_button (trig);
891 }
892 else if (!match && !trig->last_sp) // match == not having
893 {
894 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
895 push_button (trig);
896 }
897 }
898