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Revision: 1.41
Committed: Wed Apr 9 14:36:47 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_5
Changes since 1.40: +2 -2 lines
Log Message:
fixaltar

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #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 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
76 tmp->value = tmp->stats.maxsp ? !state : state;
77 tmp->set_speed (0.5);
78 break;
79
80 case CF_HANDLE:
81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
82 update_object (tmp, UP_OBJ_FACE);
83 break;
84
85 case SIGN:
86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
90 if (tmp->stats.food)
91 tmp->last_eat++;
92 }
93 break;
94
95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE);
100 break;
101
102 case BUTTON:
103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
105 tmp->value = state;
106 SET_ANIMATION (tmp, tmp->value);
107 update_object (tmp, UP_OBJ_FACE);
108 break;
109
110 case MOOD_FLOOR:
111 do_mood_floor (tmp, source);
112 break;
113
114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117 tmp->set_speed (tmp->arch->speed);
118 tmp->value = tmp->arch->value;
119 tmp->stats.sp = 1;
120 tmp->stats.hp = tmp->stats.maxhp;
121 /* Handle multipart gates. We copy the value for the other parts
122 * from the head - this ensures that the data will consistent
123 */
124 for (object *part = tmp->more; part; part = part->more)
125 {
126 part->value = tmp->value;
127 part->stats.sp = tmp->stats.sp;
128 part->stats.hp = tmp->stats.hp;
129 part->set_speed (tmp->speed);
130 }
131 break;
132
133 case DIRECTOR:
134 case FIREWALL:
135 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
136 move_firewall (tmp);
137 else
138 {
139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
142 animate_turning (tmp);
143 }
144 break;
145
146 case TELEPORTER:
147 move_teleporter (tmp);
148 break;
149
150 case CREATOR:
151 move_creator (tmp);
152 break;
153
154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
156 move_marker (tmp);
157 break;
158
159 case DUPLICATOR:
160 move_duplicator (tmp);
161 break;
162 }
163 }
164 }
165
166 /*
167 * elmex:
168 * This is the new push_button function, it got split up so that
169 * you can activate connections without a button now!
170 * old but still valid comment:
171 *
172 * Push the specified object. This can affect other buttons/gates/handles
173 * altars/pedestals/holes in the whole map.
174 * Changed the routine to loop through _all_ objects.
175 * Better hurry with that linked list...
176 *
177 */
178 void
179 push_button (object *op)
180 {
181 oblinkpt *obp = get_button_links (op);
182
183 if (!obp)
184 return;
185
186 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
187 return;
188
189 activate_connection_link (obp->link, op->value, op);
190 }
191
192 /*
193 * elmex:
194 * This activates a connection, similar to push_button (object *op) but it takes
195 * only a map, a connection value and a true or false flag that indicated whether
196 * the connection was 'state' or 'released'. So that you can activate objects
197 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
198 *
199 */
200 void
201 activate_connection (maptile *map, long connection, bool state)
202 {
203 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
204 return;
205
206 oblinkpt *obp = get_connection_links (map, connection);
207
208 if (obp)
209 activate_connection_link (obp->link, state);
210 }
211
212 /*
213 * Updates everything connected with the button op.
214 * After changing the state of a button, this function must be called
215 * to make sure that all gates and other buttons connected to the
216 * button reacts to the (eventual) change of state.
217 */
218 void
219 update_button (object *op)
220 {
221 object *ab, *tmp, *head;
222 int tot, any_down = 0, old_value = op->value;
223 oblinkpt *obp = 0;
224 objectlink *ol;
225
226 obp = get_button_links (op);
227 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
228 if (obp)
229 for (ol = obp->link; ol; ol = ol->next)
230 {
231 if (!ol->ob)
232 {
233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
234 continue;
235 }
236
237 tmp = ol->ob;
238 if (tmp->type == BUTTON)
239 {
240 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
241 /* Bug? The pedestal code below looks for the head of
242 * the object, this bit doesn't. I'd think we should check
243 * for head here also. Maybe it also makese sense to
244 * make the for ab=tmp->above loop common, and alter
245 * behaviour based on object within that loop?
246 */
247
248 /* Basically, if the move_type matches that on what the
249 * button wants, we count it. The second check is so that
250 * objects don't move (swords, etc) will count. Note that
251 * this means that more work is needed to make buttons
252 * that are only triggered by flying objects.
253 */
254 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
255 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
256
257 tmp->value = (tot >= tmp->weight) ? 1 : 0;
258 if (tmp->value)
259 any_down = 1;
260 }
261 else if (tmp->type == PEDESTAL)
262 {
263 tmp->value = 0;
264 for (ab = tmp->above; ab != NULL; ab = ab->above)
265 {
266 head = ab->head_ ();
267 /* Same note regarding move_type for buttons above apply here. */
268 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
269 (head->race == tmp->slaying ||
270 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
271 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
272 tmp->value = 1;
273 }
274
275 if (tmp->value)
276 any_down = 1;
277 }
278 }
279 if (any_down) /* If any other buttons were down, force this to remain down */
280 op->value = 1;
281
282 /* If this button hasn't changed, don't do anything */
283 if (op->value != old_value)
284 {
285 SET_ANIMATION (op, op->value);
286 update_object (op, UP_OBJ_FACE);
287 push_button (op); /* Make all other buttons the same */
288 }
289 }
290
291 void
292 use_trigger (object *op)
293 {
294 /* Toggle value */
295 op->value = !op->value;
296 push_button (op);
297 }
298
299 /*
300 * Note: animate_object should be used instead of this,
301 * but it can't handle animations in the 8 directions
302 */
303 void
304 animate_turning (object *op) /* only one part objects */
305 {
306 if (++op->state >= NUM_ANIMATIONS (op) / 8)
307 op->state = 0;
308 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
309 update_object (op, UP_OBJ_FACE);
310 }
311
312 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
313 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
314
315 /* Returns true if the sacrifice meets the needs of the altar.
316 *
317 * Function put in (0.92.1) so that identify altars won't grab money
318 * unnecessarily - we can see if there is sufficient money, see if something
319 * needs to be identified, and then remove money if needed.
320 *
321 * 0.93.4: Linked objects (ie, objects that are connected) can not be
322 * sacrificed. This fixes a bug of trying to put multiple altars/related
323 * objects on the same space that take the same sacrifice.
324 */
325
326 int
327 check_altar_sacrifice (const object *altar, const object *sacrifice)
328 {
329 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
330 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
331 && sacrifice->type != PLAYER)
332 {
333 if (ARCH_SACRIFICE (altar) == shstr_money
334 && sacrifice->type == MONEY
335 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
336 return 1;
337
338 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
339 || ARCH_SACRIFICE (altar) == sacrifice->name
340 || ARCH_SACRIFICE (altar) == sacrifice->slaying
341 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
342 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
343 return 1;
344 }
345
346 return 0;
347 }
348
349 /*
350 * operate_altar checks if sacrifice was accepted and removes sacrificed
351 * objects. If sacrifice was succeed return 1 else 0. Might be better to
352 * call check_altar_sacrifice (above) than depend on the return value,
353 * since operate_altar will remove the sacrifice also.
354 *
355 * If this function returns 1, '*sacrifice' is modified to point to the
356 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
357 */
358 int
359 operate_altar (object *altar, object **sacrifice)
360 {
361 if (!altar->map)
362 {
363 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
364 return 0;
365 }
366
367 if (!altar->slaying || altar->value)
368 return 0;
369
370 if (!check_altar_sacrifice (altar, *sacrifice))
371 return 0;
372
373 /* check_altar_sacrifice should have already verified that enough money
374 * has been dropped.
375 */
376 if (ARCH_SACRIFICE (altar) == shstr_money)
377 {
378 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
379
380 /* Round up any sacrifices. Altars don't make change either */
381 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
382 number++;
383
384 *sacrifice = decrease_ob_nr (*sacrifice, number);
385 }
386 else
387 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
388
389 if (altar->msg)
390 new_info_map (NDI_BLACK, altar->map, altar->msg);
391
392 return 1;
393 }
394
395 void
396 trigger_move (object *op, int state) /* 1 down and 0 up */
397 {
398 op->stats.wc = state;
399 if (state)
400 {
401 use_trigger (op);
402 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
403 op->speed_left = -1;
404 }
405 else
406 {
407 use_trigger (op);
408 op->set_speed (0);
409 }
410 }
411
412
413 /*
414 * cause != NULL: something has moved on top of op
415 *
416 * cause == NULL: nothing has moved, we have been called from
417 * animate_trigger().
418 *
419 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
420 *
421 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
422 *
423 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
424 */
425 int
426 check_trigger (object *op, object *cause)
427 {
428 object *tmp;
429 int push = 0, tot = 0;
430 int in_movement = op->stats.wc || op->speed;
431
432 switch (op->type)
433 {
434 case TRIGGER_BUTTON:
435 if (op->weight > 0)
436 {
437 if (cause)
438 {
439 for (tmp = op->above; tmp; tmp = tmp->above)
440 /* Comment reproduced from update_buttons(): */
441 /* Basically, if the move_type matches that on what the
442 * button wants, we count it. The second check is so that
443 * objects that don't move (swords, etc) will count. Note that
444 * this means that more work is needed to make buttons
445 * that are only triggered by flying objects.
446 */
447
448 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
449 {
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
451 }
452 if (tot >= op->weight)
453 push = 1;
454 if (op->stats.ac == push)
455 return 0;
456 op->stats.ac = push;
457 if (NUM_ANIMATIONS (op) > 1)
458 {
459 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE);
461 }
462 if (in_movement || !push)
463 return 0;
464 }
465 trigger_move (op, push);
466 }
467 return 0;
468
469 case TRIGGER_PEDESTAL:
470 if (cause)
471 {
472 for (tmp = op->above; tmp; tmp = tmp->above)
473 {
474 object *head = tmp->head_ ();
475
476 /* See comment in TRIGGER_BUTTON about move_types */
477 if (((head->move_type & op->move_on) || head->move_type == 0)
478 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
479 {
480 push = 1;
481 break;
482 }
483 }
484
485 if (op->stats.ac == push)
486 return 0;
487
488 op->stats.ac = push;
489
490 if (NUM_ANIMATIONS (op) > 1)
491 {
492 SET_ANIMATION (op, push);
493 update_object (op, UP_OBJ_FACE);
494 }
495
496 update_object (op, UP_OBJ_FACE);
497
498 if (in_movement || !push)
499 return 0;
500 }
501
502 trigger_move (op, push);
503 return 0;
504
505 case TRIGGER_ALTAR:
506 if (cause)
507 {
508 if (in_movement)
509 return 0;
510
511 if (operate_altar (op, &cause))
512 {
513 if (NUM_ANIMATIONS (op) > 1)
514 {
515 SET_ANIMATION (op, 1);
516 update_object (op, UP_OBJ_FACE);
517 }
518
519 if (op->last_sp >= 0)
520 {
521 trigger_move (op, 1);
522 if (op->last_sp > 0)
523 op->last_sp = -op->last_sp;
524 }
525 else
526 {
527 /* for trigger altar with last_sp, the ON/OFF
528 * status (-> +/- value) is "simulated":
529 */
530 op->value = !op->value;
531 trigger_move (op, 1);
532 op->last_sp = -op->last_sp;
533 op->value = !op->value;
534 }
535
536 return cause == NULL;
537 }
538 else
539 return 0;
540 }
541 else
542 {
543 if (NUM_ANIMATIONS (op) > 1)
544 {
545 SET_ANIMATION (op, 0);
546 update_object (op, UP_OBJ_FACE);
547 }
548
549 /* If trigger_altar has "last_sp > 0" set on the map,
550 * it will push the connected value only once per sacrifice.
551 * Otherwise (default), the connected value will be
552 * pushed twice: First by sacrifice, second by reset! -AV
553 */
554 if (!op->last_sp)
555 trigger_move (op, 0);
556 else
557 {
558 op->stats.wc = 0;
559 op->value = !op->value;
560 op->set_speed (0);
561 }
562 }
563 return 0;
564
565 case TRIGGER:
566 if (cause)
567 {
568 if (in_movement)
569 return 0;
570
571 push = 1;
572 }
573
574 if (NUM_ANIMATIONS (op) > 1)
575 {
576 SET_ANIMATION (op, push);
577 update_object (op, UP_OBJ_FACE);
578 }
579
580 trigger_move (op, push);
581 return 1;
582
583 default:
584 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
585 return 0;
586 }
587 }
588
589 void
590 add_button_link (object *button, maptile *map, int connected)
591 {
592 oblinkpt *obp;
593 objectlink *ol = get_objectlink ();
594
595 if (!map)
596 {
597 LOG (llevError, "Tried to add button-link without map.\n");
598 return;
599 }
600
601 button->path_attuned = connected; /* peterm: I need this so I can rebuild
602 a connected map from a template map. */
603
604 SET_FLAG (button, FLAG_IS_LINKED);
605
606 ol->ob = button;
607
608 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
609 ;
610
611 if (obp)
612 {
613 ol->next = obp->link;
614 obp->link = ol;
615 }
616 else
617 {
618 obp = get_objectlinkpt ();
619 obp->value = connected;
620
621 obp->next = map->buttons;
622 map->buttons = obp;
623 obp->link = ol;
624 }
625 }
626
627 /*
628 * Remove the object from the linked lists of buttons in the map.
629 * This is only needed by editors.
630 */
631
632 void
633 remove_button_link (object *op)
634 {
635 oblinkpt *obp;
636 objectlink **olp, *ol;
637
638 if (op->map == NULL)
639 {
640 LOG (llevError, "remove_button_link() in object without map.\n");
641 return;
642 }
643
644 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
645 {
646 LOG (llevError, "remove_button_linked() in unlinked object.\n");
647 return;
648 }
649
650 for (obp = op->map->buttons; obp; obp = obp->next)
651 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
652 if (ol->ob == op)
653 {
654
655 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
656 obp->value, op->name, op->map->path);
657 */
658 *olp = ol->next;
659 delete ol;
660 return;
661 }
662
663 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
664 CLEAR_FLAG (op, FLAG_IS_LINKED);
665 }
666
667 /*
668 * Gets the objectlink for this connection from the map.
669 */
670 oblinkpt *
671 get_connection_links (maptile *map, long connection)
672 {
673 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
674 if (obp->value == connection)
675 return obp;
676
677 return 0;
678 }
679
680 /*
681 * Return the first objectlink in the objects linked to this one
682 */
683
684 oblinkpt *
685 get_button_links (const object *button)
686 {
687 oblinkpt *obp;
688 objectlink *ol;
689
690 if (!button->map)
691 return NULL;
692
693 for (obp = button->map->buttons; obp; obp = obp->next)
694 for (ol = obp->link; ol; ol = ol->next)
695 if (ol->ob == button)
696 return obp;
697
698 return NULL;
699 }
700
701 /*
702 * Made as a separate function to increase efficiency
703 */
704
705 int
706 get_button_value (const object *button)
707 {
708 oblinkpt *obp;
709 objectlink *ol;
710
711 if (!button->map)
712 return 0;
713 for (obp = button->map->buttons; obp; obp = obp->next)
714 for (ol = obp->link; ol; ol = ol->next)
715 if (ol->ob == button)
716 return obp->value;
717 return 0;
718 }
719
720 /* This routine makes monsters who are
721 * standing on the 'mood floor' change their
722 * disposition if it is different.
723 * If floor is to be triggered must have
724 * a speed of zero (default is 1 for all
725 * but the charm floor type).
726 * by b.t. thomas@nomad.astro.psu.edu
727 */
728
729 void
730 do_mood_floor (object *op, object *source)
731 {
732 if (!source)
733 source = op;
734
735 mapspace &ms = op->ms ();
736
737 if (!(ms.flags () & P_IS_ALIVE))
738 return;
739
740 object *tmp;
741
742 for (tmp = ms.top; tmp; tmp = tmp->below)
743 if (QUERY_FLAG (tmp, FLAG_MONSTER))
744 break;
745
746 /* doesn't effect players, and if there is a player on this space, won't also
747 * be a monster here.
748 */
749 //TODO: have players really FLAG_MONSTER? kept it for safety
750 if (!tmp || tmp->type == PLAYER)
751 return;
752
753 switch (op->last_sp)
754 {
755 case 0: /* furious--make all monsters mad */
756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
758
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
760 {
761 tmp->attack_movement = 0;
762 /* lots of checks here, but want to make sure we don't
763 * dereference a null value
764 */
765 if (tmp->type == GOLEM
766 && tmp->owner
767 && tmp->owner->type == PLAYER
768 && tmp->owner->contr->golem == tmp)
769 tmp->owner->contr->golem = 0;
770
771 tmp->owner = 0;
772
773 remove_friendly_object (tmp);
774 }
775 break;
776
777 case 1: /* angry -- get neutral monsters mad */
778 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
779 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
780 break;
781
782 case 2: /* calm -- pacify unfriendly monsters */
783 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
784 break;
785
786 case 3: /* make all monsters fall asleep */
787 SET_FLAG (tmp, FLAG_SLEEP);
788 break;
789
790 case 4: /* charm all monsters */
791 if (op == source)
792 break; /* only if 'connected' */
793
794 if (object *pl = source->ms ().player ())
795 {
796 tmp->set_owner (pl);
797 SET_FLAG (tmp, FLAG_MONSTER);
798
799 tmp->stats.exp = 0;
800
801 add_friendly_object (tmp);
802 tmp->attack_movement = PETMOVE;
803 }
804 break;
805
806 case 6: // kill monsters
807 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
808 break;
809
810 // FALL THROUGH
811 case 5: // kill all alives
812 if (!tmp->flag [FLAG_PRECIOUS])
813 {
814 get_archetype ("burnout")->insert_at (tmp, source);
815 tmp->destroy ();
816 }
817 break;
818
819 default:
820 break;
821 }
822 }
823
824 /* this function returns the object it matches, or NULL if non.
825 * It will descend through containers to find the object.
826 * slaying = match object slaying flag
827 * race = match object archetype name flag
828 * hp = match object type (excpt type '0'== PLAYER)
829 */
830 object *
831 check_inv_recursive (object *op, const object *trig)
832 {
833 object *tmp, *ret = NULL;
834
835 /* First check the object itself. */
836 if ((trig->stats.hp && (op->type == trig->stats.hp))
837 || (trig->slaying && (op->slaying == trig->slaying))
838 || (trig->race && (op->arch->archname == trig->race)))
839 return op;
840
841 for (tmp = op->inv; tmp; tmp = tmp->below)
842 {
843 if (tmp->inv)
844 {
845 ret = check_inv_recursive (tmp, trig);
846 if (ret)
847 return ret;
848 }
849 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
850 || (trig->slaying && (tmp->slaying == trig->slaying))
851 || (trig->race && (tmp->arch->archname == trig->race)))
852 return tmp;
853 }
854 return NULL;
855 }
856
857 /* check_inv(), a function to search the inventory,
858 * of a player and then based on a set of conditions,
859 * the square will activate connected items.
860 * Monsters can't trigger this square (for now)
861 * Values are: last_sp = 1/0 obj/no obj triggers
862 * last_heal = 1/0 remove/dont remove obj if triggered
863 * -b.t. (thomas@nomad.astro.psu.edu
864 *
865 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
866 * because the check-inventory semantic essentially only applies when
867 * something is above the inventory checker.
868 * The semantic prior this change was: trigger if something has moved on or off
869 * and has a matching item. Imagine what happens if someone steps on the inventory
870 * checker with a matching item, has it, activates the connection, throws the item
871 * away, and then leaves the inventory checker. That would've caused an always-enabled
872 * state in the inventory checker. This won't happen anymore now.
873 *
874 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
875 * whether op is on this mapspace or not, because the value (1|0) depends
876 * on this information. also make sure to only push_button if op has
877 * a matching item (because when we do a push_button with value=0 timed gates
878 * will still open)! (i hope i got the semantics right this time)
879 *
880 */
881 void
882 check_inv (object *op, object *trig)
883 {
884 trig->value = 0; // deactivate if none of the following conditions apply
885
886 object *pl = trig->ms ().player ();
887 object *match = check_inv_recursive (op, trig);
888
889 // elmex: a note about (pl == op):
890 // if pl == 0 then the player has left this space
891 // if pl != 0 then a player is on this mapspace, but then
892 // we still have to check whether it's the player that triggered
893 // this inv-checker, because if not, then the op left this inv-checker
894 // and we have to set the value to 0
895
896 if (match && trig->last_sp) // match == having
897 {
898 if (trig->last_heal)
899 decrease_ob (match);
900
901 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
902 push_button (trig);
903 }
904 else if (!match && !trig->last_sp) // match == not having
905 {
906 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
907 push_button (trig);
908 }
909 }
910