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/cvs/deliantra/server/common/button.C
Revision: 1.38
Committed: Tue Jul 31 18:28:46 2007 UTC (16 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.37: +9 -6 lines
Log Message:
altar operations have changes: now the slaying field operates on the
substring of the query_base_name of an object.

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)
321 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
322 && sacrifice->type != PLAYER)
323 {
324 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
325 && sacrifice->type == MONEY
326 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
327 return 1;
328
329 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
330 || ARCH_SACRIFICE (altar) == sacrifice->name
331 || ARCH_SACRIFICE (altar) == sacrifice->slaying
332 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
333 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
334 return 1;
335 }
336
337 return 0;
338 }
339
340 /*
341 * operate_altar checks if sacrifice was accepted and removes sacrificed
342 * objects. If sacrifice was succeed return 1 else 0. Might be better to
343 * call check_altar_sacrifice (above) than depend on the return value,
344 * since operate_altar will remove the sacrifice also.
345 *
346 * If this function returns 1, '*sacrifice' is modified to point to the
347 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
348 */
349 int
350 operate_altar (object *altar, object **sacrifice)
351 {
352 if (!altar->map)
353 {
354 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
355 return 0;
356 }
357
358 if (!altar->slaying || altar->value)
359 return 0;
360
361 if (!check_altar_sacrifice (altar, *sacrifice))
362 return 0;
363
364 /* check_altar_sacrifice should have already verified that enough money
365 * has been dropped.
366 */
367 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
368 {
369 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
370
371 /* Round up any sacrifices. Altars don't make change either */
372 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
373 number++;
374
375 *sacrifice = decrease_ob_nr (*sacrifice, number);
376 }
377 else
378 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
379
380 if (altar->msg)
381 new_info_map (NDI_BLACK, altar->map, altar->msg);
382
383 return 1;
384 }
385
386 void
387 trigger_move (object *op, int state) /* 1 down and 0 up */
388 {
389 op->stats.wc = state;
390 if (state)
391 {
392 use_trigger (op);
393 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
394 op->speed_left = -1;
395 }
396 else
397 {
398 use_trigger (op);
399 op->set_speed (0);
400 }
401 }
402
403
404 /*
405 * cause != NULL: something has moved on top of op
406 *
407 * cause == NULL: nothing has moved, we have been called from
408 * animate_trigger().
409 *
410 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
411 *
412 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
413 *
414 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
415 */
416 int
417 check_trigger (object *op, object *cause)
418 {
419 object *tmp;
420 int push = 0, tot = 0;
421 int in_movement = op->stats.wc || op->speed;
422
423 switch (op->type)
424 {
425 case TRIGGER_BUTTON:
426 if (op->weight > 0)
427 {
428 if (cause)
429 {
430 for (tmp = op->above; tmp; tmp = tmp->above)
431 /* Comment reproduced from update_buttons(): */
432 /* Basically, if the move_type matches that on what the
433 * button wants, we count it. The second check is so that
434 * objects that don't move (swords, etc) will count. Note that
435 * this means that more work is needed to make buttons
436 * that are only triggered by flying objects.
437 */
438
439 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
440 {
441 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
442 }
443 if (tot >= op->weight)
444 push = 1;
445 if (op->stats.ac == push)
446 return 0;
447 op->stats.ac = push;
448 if (NUM_ANIMATIONS (op) > 1)
449 {
450 SET_ANIMATION (op, push);
451 update_object (op, UP_OBJ_FACE);
452 }
453 if (in_movement || !push)
454 return 0;
455 }
456 trigger_move (op, push);
457 }
458 return 0;
459
460 case TRIGGER_PEDESTAL:
461 if (cause)
462 {
463 for (tmp = op->above; tmp; tmp = tmp->above)
464 {
465 object *head = tmp->head_ ();
466
467 /* See comment in TRIGGER_BUTTON about move_types */
468 if (((head->move_type & op->move_on) || head->move_type == 0)
469 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
470 {
471 push = 1;
472 break;
473 }
474 }
475
476 if (op->stats.ac == push)
477 return 0;
478
479 op->stats.ac = push;
480
481 if (NUM_ANIMATIONS (op) > 1)
482 {
483 SET_ANIMATION (op, push);
484 update_object (op, UP_OBJ_FACE);
485 }
486
487 update_object (op, UP_OBJ_FACE);
488
489 if (in_movement || !push)
490 return 0;
491 }
492
493 trigger_move (op, push);
494 return 0;
495
496 case TRIGGER_ALTAR:
497 if (cause)
498 {
499 if (in_movement)
500 return 0;
501
502 if (operate_altar (op, &cause))
503 {
504 if (NUM_ANIMATIONS (op) > 1)
505 {
506 SET_ANIMATION (op, 1);
507 update_object (op, UP_OBJ_FACE);
508 }
509
510 if (op->last_sp >= 0)
511 {
512 trigger_move (op, 1);
513 if (op->last_sp > 0)
514 op->last_sp = -op->last_sp;
515 }
516 else
517 {
518 /* for trigger altar with last_sp, the ON/OFF
519 * status (-> +/- value) is "simulated":
520 */
521 op->value = !op->value;
522 trigger_move (op, 1);
523 op->last_sp = -op->last_sp;
524 op->value = !op->value;
525 }
526
527 return cause == NULL;
528 }
529 else
530 return 0;
531 }
532 else
533 {
534 if (NUM_ANIMATIONS (op) > 1)
535 {
536 SET_ANIMATION (op, 0);
537 update_object (op, UP_OBJ_FACE);
538 }
539
540 /* If trigger_altar has "last_sp > 0" set on the map,
541 * it will push the connected value only once per sacrifice.
542 * Otherwise (default), the connected value will be
543 * pushed twice: First by sacrifice, second by reset! -AV
544 */
545 if (!op->last_sp)
546 trigger_move (op, 0);
547 else
548 {
549 op->stats.wc = 0;
550 op->value = !op->value;
551 op->set_speed (0);
552 }
553 }
554 return 0;
555
556 case TRIGGER:
557 if (cause)
558 {
559 if (in_movement)
560 return 0;
561
562 push = 1;
563 }
564
565 if (NUM_ANIMATIONS (op) > 1)
566 {
567 SET_ANIMATION (op, push);
568 update_object (op, UP_OBJ_FACE);
569 }
570
571 trigger_move (op, push);
572 return 1;
573
574 default:
575 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
576 return 0;
577 }
578 }
579
580 void
581 add_button_link (object *button, maptile *map, int connected)
582 {
583 oblinkpt *obp;
584 objectlink *ol = get_objectlink ();
585
586 if (!map)
587 {
588 LOG (llevError, "Tried to add button-link without map.\n");
589 return;
590 }
591
592 button->path_attuned = connected; /* peterm: I need this so I can rebuild
593 a connected map from a template map. */
594
595 SET_FLAG (button, FLAG_IS_LINKED);
596
597 ol->ob = button;
598
599 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
600 ;
601
602 if (obp)
603 {
604 ol->next = obp->link;
605 obp->link = ol;
606 }
607 else
608 {
609 obp = get_objectlinkpt ();
610 obp->value = connected;
611
612 obp->next = map->buttons;
613 map->buttons = obp;
614 obp->link = ol;
615 }
616 }
617
618 /*
619 * Remove the object from the linked lists of buttons in the map.
620 * This is only needed by editors.
621 */
622
623 void
624 remove_button_link (object *op)
625 {
626 oblinkpt *obp;
627 objectlink **olp, *ol;
628
629 if (op->map == NULL)
630 {
631 LOG (llevError, "remove_button_link() in object without map.\n");
632 return;
633 }
634
635 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
636 {
637 LOG (llevError, "remove_button_linked() in unlinked object.\n");
638 return;
639 }
640
641 for (obp = op->map->buttons; obp; obp = obp->next)
642 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
643 if (ol->ob == op)
644 {
645
646 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
647 obp->value, op->name, op->map->path);
648 */
649 *olp = ol->next;
650 delete ol;
651 return;
652 }
653
654 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
655 CLEAR_FLAG (op, FLAG_IS_LINKED);
656 }
657
658 /*
659 * Gets the objectlink for this connection from the map.
660 */
661 oblinkpt *
662 get_connection_links (maptile *map, long connection)
663 {
664 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
665 if (obp->value == connection)
666 return obp;
667
668 return 0;
669 }
670
671 /*
672 * Return the first objectlink in the objects linked to this one
673 */
674
675 oblinkpt *
676 get_button_links (const object *button)
677 {
678 oblinkpt *obp;
679 objectlink *ol;
680
681 if (!button->map)
682 return NULL;
683
684 for (obp = button->map->buttons; obp; obp = obp->next)
685 for (ol = obp->link; ol; ol = ol->next)
686 if (ol->ob == button)
687 return obp;
688
689 return NULL;
690 }
691
692 /*
693 * Made as a separate function to increase efficiency
694 */
695
696 int
697 get_button_value (const object *button)
698 {
699 oblinkpt *obp;
700 objectlink *ol;
701
702 if (!button->map)
703 return 0;
704 for (obp = button->map->buttons; obp; obp = obp->next)
705 for (ol = obp->link; ol; ol = ol->next)
706 if (ol->ob == button)
707 return obp->value;
708 return 0;
709 }
710
711 /* This routine makes monsters who are
712 * standing on the 'mood floor' change their
713 * disposition if it is different.
714 * If floor is to be triggered must have
715 * a speed of zero (default is 1 for all
716 * but the charm floor type).
717 * by b.t. thomas@nomad.astro.psu.edu
718 */
719
720 void
721 do_mood_floor (object *op, object *source)
722 {
723 if (!source)
724 source = op;
725
726 mapspace &ms = op->ms ();
727
728 if (!(ms.flags () & P_IS_ALIVE))
729 return;
730
731 object *tmp;
732
733 for (tmp = ms.top; tmp; tmp = tmp->below)
734 if (QUERY_FLAG (tmp, FLAG_MONSTER))
735 break;
736
737 /* doesn't effect players, and if there is a player on this space, won't also
738 * be a monster here.
739 */
740 //TODO: have players really FLAG_MONSTER? kept it for safety
741 if (!tmp || tmp->type == PLAYER)
742 return;
743
744 switch (op->last_sp)
745 {
746 case 0: /* furious--make all monsters mad */
747 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
748 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
749
750 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
751 {
752 tmp->attack_movement = 0;
753 /* lots of checks here, but want to make sure we don't
754 * dereference a null value
755 */
756 if (tmp->type == GOLEM
757 && tmp->owner
758 && tmp->owner->type == PLAYER
759 && tmp->owner->contr->golem == tmp)
760 tmp->owner->contr->golem = 0;
761
762 tmp->owner = 0;
763
764 remove_friendly_object (tmp);
765 }
766 break;
767
768 case 1: /* angry -- get neutral monsters mad */
769 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
770 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
771 break;
772
773 case 2: /* calm -- pacify unfriendly monsters */
774 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
775 break;
776
777 case 3: /* make all monsters fall asleep */
778 SET_FLAG (tmp, FLAG_SLEEP);
779 break;
780
781 case 4: /* charm all monsters */
782 if (op == source)
783 break; /* only if 'connected' */
784
785 if (object *pl = source->ms ().player ())
786 {
787 tmp->set_owner (pl);
788 SET_FLAG (tmp, FLAG_MONSTER);
789
790 tmp->stats.exp = 0;
791
792 add_friendly_object (tmp);
793 tmp->attack_movement = PETMOVE;
794 }
795 break;
796
797 case 6: // kill monsters
798 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
799 break;
800
801 // FALL THROUGH
802 case 5: // kill all alives
803 if (!tmp->flag [FLAG_PRECIOUS])
804 {
805 get_archetype ("burnout")->insert_at (tmp, source);
806 tmp->destroy ();
807 }
808 break;
809
810 default:
811 break;
812 }
813 }
814
815 /* this function returns the object it matches, or NULL if non.
816 * It will descend through containers to find the object.
817 * slaying = match object slaying flag
818 * race = match object archetype name flag
819 * hp = match object type (excpt type '0'== PLAYER)
820 */
821 object *
822 check_inv_recursive (object *op, const object *trig)
823 {
824 object *tmp, *ret = NULL;
825
826 /* First check the object itself. */
827 if ((trig->stats.hp && (op->type == trig->stats.hp))
828 || (trig->slaying && (op->slaying == trig->slaying))
829 || (trig->race && (op->arch->archname == trig->race)))
830 return op;
831
832 for (tmp = op->inv; tmp; tmp = tmp->below)
833 {
834 if (tmp->inv)
835 {
836 ret = check_inv_recursive (tmp, trig);
837 if (ret)
838 return ret;
839 }
840 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
841 || (trig->slaying && (tmp->slaying == trig->slaying))
842 || (trig->race && (tmp->arch->archname == trig->race)))
843 return tmp;
844 }
845 return NULL;
846 }
847
848 /* check_inv(), a function to search the inventory,
849 * of a player and then based on a set of conditions,
850 * the square will activate connected items.
851 * Monsters can't trigger this square (for now)
852 * Values are: last_sp = 1/0 obj/no obj triggers
853 * last_heal = 1/0 remove/dont remove obj if triggered
854 * -b.t. (thomas@nomad.astro.psu.edu
855 *
856 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
857 * because the check-inventory semantic essentially only applies when
858 * something is above the inventory checker.
859 * The semantic prior this change was: trigger if something has moved on or off
860 * and has a matching item. Imagine what happens if someone steps on the inventory
861 * checker with a matching item, has it, activates the connection, throws the item
862 * away, and then leaves the inventory checker. That would've caused an always-enabled
863 * state in the inventory checker. This won't happen anymore now.
864 *
865 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
866 * whether op is on this mapspace or not, because the value (1|0) depends
867 * on this information. also make sure to only push_button if op has
868 * a matching item (because when we do a push_button with value=0 timed gates
869 * will still open)! (i hope i got the semantics right this time)
870 *
871 */
872 void
873 check_inv (object *op, object *trig)
874 {
875 trig->value = 0; // deactivate if none of the following conditions apply
876
877 object *pl = trig->ms ().player ();
878 object *match = check_inv_recursive (op, trig);
879
880 // elmex: a note about (pl == op):
881 // if pl == 0 then the player has left this space
882 // if pl != 0 then a player is on this mapspace, but then
883 // we still have to check whether it's the player that triggered
884 // this inv-checker, because if not, then the op left this inv-checker
885 // and we have to set the value to 0
886
887 if (match && trig->last_sp) // match == having
888 {
889 if (trig->last_heal)
890 decrease_ob (match);
891
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
893 push_button (trig);
894 }
895 else if (!match && !trig->last_sp) // match == not having
896 {
897 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
898 push_button (trig);
899 }
900 }
901