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Revision: 1.42
Committed: Sun Apr 20 22:03:21 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +26 -27 lines
Log Message:
use head, total_weight

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; ab = ab->above)
241 {
242 head = ab->head_ ();
243
244 /* Basically, if the move_type matches that on what the
245 * button wants, we count it. The second check is so that
246 * objects who don't move (swords, etc) will count. Note that
247 * this means that more work is needed to make buttons
248 * that are only triggered by flying objects.
249 */
250 if ((head->move_type & tmp->move_on) || head->move_type == 0)
251 tot += head->total_weight ();
252 }
253
254 tmp->value = tot >= tmp->weight ? 1 : 0;
255 }
256 else if (tmp->type == PEDESTAL)
257 {
258 tmp->value = 0;
259
260 for (ab = tmp->above; ab; ab = ab->above)
261 {
262 head = ab->head_ ();
263
264 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
266 (head->race == tmp->slaying ||
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
269 tmp->value = 1;
270 }
271 }
272
273 any_down = any_down || tmp->value;
274 }
275
276 if (any_down) /* If any other buttons were down, force this to remain down */
277 op->value = 1;
278
279 /* If this button hasn't changed, don't do anything */
280 if (op->value != old_value)
281 {
282 SET_ANIMATION (op, op->value);
283 update_object (op, UP_OBJ_FACE);
284 push_button (op); /* Make all other buttons the same */
285 }
286 }
287
288 void
289 use_trigger (object *op)
290 {
291 /* Toggle value */
292 op->value = !op->value;
293 push_button (op);
294 }
295
296 /*
297 * Note: animate_object should be used instead of this,
298 * but it can't handle animations in the 8 directions
299 */
300 void
301 animate_turning (object *op) /* only one part objects */
302 {
303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
304 op->state = 0;
305 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
306 update_object (op, UP_OBJ_FACE);
307 }
308
309 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
310 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
311
312 /* Returns true if the sacrifice meets the needs of the altar.
313 *
314 * Function put in (0.92.1) so that identify altars won't grab money
315 * unnecessarily - we can see if there is sufficient money, see if something
316 * needs to be identified, and then remove money if needed.
317 *
318 * 0.93.4: Linked objects (ie, objects that are connected) can not be
319 * sacrificed. This fixes a bug of trying to put multiple altars/related
320 * objects on the same space that take the same sacrifice.
321 */
322
323 int
324 check_altar_sacrifice (const object *altar, const object *sacrifice)
325 {
326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
328 && sacrifice->type != PLAYER)
329 {
330 if (ARCH_SACRIFICE (altar) == shstr_money
331 && sacrifice->type == MONEY
332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
333 return 1;
334
335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
336 || ARCH_SACRIFICE (altar) == sacrifice->name
337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
340 return 1;
341 }
342
343 return 0;
344 }
345
346 /*
347 * operate_altar checks if sacrifice was accepted and removes sacrificed
348 * objects. If sacrifice was succeed return 1 else 0. Might be better to
349 * call check_altar_sacrifice (above) than depend on the return value,
350 * since operate_altar will remove the sacrifice also.
351 *
352 * If this function returns 1, '*sacrifice' is modified to point to the
353 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
354 */
355 int
356 operate_altar (object *altar, object **sacrifice)
357 {
358 if (!altar->map)
359 {
360 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
361 return 0;
362 }
363
364 if (!altar->slaying || altar->value)
365 return 0;
366
367 if (!check_altar_sacrifice (altar, *sacrifice))
368 return 0;
369
370 /* check_altar_sacrifice should have already verified that enough money
371 * has been dropped.
372 */
373 if (ARCH_SACRIFICE (altar) == shstr_money)
374 {
375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
376
377 /* Round up any sacrifices. Altars don't make change either */
378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
379 number++;
380
381 *sacrifice = decrease_ob_nr (*sacrifice, number);
382 }
383 else
384 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
385
386 if (altar->msg)
387 new_info_map (NDI_BLACK, altar->map, altar->msg);
388
389 return 1;
390 }
391
392 void
393 trigger_move (object *op, int state) /* 1 down and 0 up */
394 {
395 op->stats.wc = state;
396 if (state)
397 {
398 use_trigger (op);
399 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
400 op->speed_left = -1;
401 }
402 else
403 {
404 use_trigger (op);
405 op->set_speed (0);
406 }
407 }
408
409
410 /*
411 * cause != NULL: something has moved on top of op
412 *
413 * cause == NULL: nothing has moved, we have been called from
414 * animate_trigger().
415 *
416 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
417 *
418 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
419 *
420 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
421 */
422 int
423 check_trigger (object *op, object *cause)
424 {
425 object *tmp;
426 int push = 0, tot = 0;
427 int in_movement = op->stats.wc || op->speed;
428
429 switch (op->type)
430 {
431 case TRIGGER_BUTTON:
432 if (op->weight > 0)
433 {
434 if (cause)
435 {
436 for (tmp = op->above; tmp; tmp = tmp->above)
437 /* Comment reproduced from update_buttons(): */
438 /* Basically, if the move_type matches that on what the
439 * button wants, we count it. The second check is so that
440 * objects that don't move (swords, etc) will count. Note that
441 * this means that more work is needed to make buttons
442 * that are only triggered by flying objects.
443 */
444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
445 tot += tmp->head_ ()->total_weight ();
446
447 if (tot >= op->weight)
448 push = 1;
449
450 if (op->stats.ac == push)
451 return 0;
452
453 op->stats.ac = push;
454 if (NUM_ANIMATIONS (op) > 1)
455 {
456 SET_ANIMATION (op, push);
457 update_object (op, UP_OBJ_FACE);
458 }
459
460 if (in_movement || !push)
461 return 0;
462 }
463 trigger_move (op, push);
464 }
465
466 return 0;
467
468 case TRIGGER_PEDESTAL:
469 if (cause)
470 {
471 for (tmp = op->above; tmp; tmp = tmp->above)
472 {
473 object *head = tmp->head_ ();
474
475 /* See comment in TRIGGER_BUTTON about move_types */
476 if (((head->move_type & op->move_on) || head->move_type == 0)
477 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
478 {
479 push = 1;
480 break;
481 }
482 }
483
484 if (op->stats.ac == push)
485 return 0;
486
487 op->stats.ac = push;
488
489 if (NUM_ANIMATIONS (op) > 1)
490 {
491 SET_ANIMATION (op, push);
492 update_object (op, UP_OBJ_FACE);
493 }
494
495 update_object (op, UP_OBJ_FACE);
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push);
502 return 0;
503
504 case TRIGGER_ALTAR:
505 if (cause)
506 {
507 if (in_movement)
508 return 0;
509
510 if (operate_altar (op, &cause))
511 {
512 if (NUM_ANIMATIONS (op) > 1)
513 {
514 SET_ANIMATION (op, 1);
515 update_object (op, UP_OBJ_FACE);
516 }
517
518 if (op->last_sp >= 0)
519 {
520 trigger_move (op, 1);
521 if (op->last_sp > 0)
522 op->last_sp = -op->last_sp;
523 }
524 else
525 {
526 /* for trigger altar with last_sp, the ON/OFF
527 * status (-> +/- value) is "simulated":
528 */
529 op->value = !op->value;
530 trigger_move (op, 1);
531 op->last_sp = -op->last_sp;
532 op->value = !op->value;
533 }
534
535 return cause == NULL;
536 }
537 else
538 return 0;
539 }
540 else
541 {
542 if (NUM_ANIMATIONS (op) > 1)
543 {
544 SET_ANIMATION (op, 0);
545 update_object (op, UP_OBJ_FACE);
546 }
547
548 /* If trigger_altar has "last_sp > 0" set on the map,
549 * it will push the connected value only once per sacrifice.
550 * Otherwise (default), the connected value will be
551 * pushed twice: First by sacrifice, second by reset! -AV
552 */
553 if (!op->last_sp)
554 trigger_move (op, 0);
555 else
556 {
557 op->stats.wc = 0;
558 op->value = !op->value;
559 op->set_speed (0);
560 }
561 }
562 return 0;
563
564 case TRIGGER:
565 if (cause)
566 {
567 if (in_movement)
568 return 0;
569
570 push = 1;
571 }
572
573 if (NUM_ANIMATIONS (op) > 1)
574 {
575 SET_ANIMATION (op, push);
576 update_object (op, UP_OBJ_FACE);
577 }
578
579 trigger_move (op, push);
580 return 1;
581
582 default:
583 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
584 return 0;
585 }
586 }
587
588 void
589 add_button_link (object *button, maptile *map, int connected)
590 {
591 oblinkpt *obp;
592 objectlink *ol = get_objectlink ();
593
594 if (!map)
595 {
596 LOG (llevError, "Tried to add button-link without map.\n");
597 return;
598 }
599
600 button->path_attuned = connected; /* peterm: I need this so I can rebuild
601 a connected map from a template map. */
602
603 SET_FLAG (button, FLAG_IS_LINKED);
604
605 ol->ob = button;
606
607 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
608 ;
609
610 if (obp)
611 {
612 ol->next = obp->link;
613 obp->link = ol;
614 }
615 else
616 {
617 obp = get_objectlinkpt ();
618 obp->value = connected;
619
620 obp->next = map->buttons;
621 map->buttons = obp;
622 obp->link = ol;
623 }
624 }
625
626 /*
627 * Remove the object from the linked lists of buttons in the map.
628 * This is only needed by editors.
629 */
630
631 void
632 remove_button_link (object *op)
633 {
634 oblinkpt *obp;
635 objectlink **olp, *ol;
636
637 if (op->map == NULL)
638 {
639 LOG (llevError, "remove_button_link() in object without map.\n");
640 return;
641 }
642
643 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
644 {
645 LOG (llevError, "remove_button_linked() in unlinked object.\n");
646 return;
647 }
648
649 for (obp = op->map->buttons; obp; obp = obp->next)
650 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
651 if (ol->ob == op)
652 {
653
654 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
655 obp->value, op->name, op->map->path);
656 */
657 *olp = ol->next;
658 delete ol;
659 return;
660 }
661
662 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
663 CLEAR_FLAG (op, FLAG_IS_LINKED);
664 }
665
666 /*
667 * Gets the objectlink for this connection from the map.
668 */
669 oblinkpt *
670 get_connection_links (maptile *map, long connection)
671 {
672 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
673 if (obp->value == connection)
674 return obp;
675
676 return 0;
677 }
678
679 /*
680 * Return the first objectlink in the objects linked to this one
681 */
682
683 oblinkpt *
684 get_button_links (const object *button)
685 {
686 oblinkpt *obp;
687 objectlink *ol;
688
689 if (!button->map)
690 return NULL;
691
692 for (obp = button->map->buttons; obp; obp = obp->next)
693 for (ol = obp->link; ol; ol = ol->next)
694 if (ol->ob == button)
695 return obp;
696
697 return NULL;
698 }
699
700 /*
701 * Made as a separate function to increase efficiency
702 */
703
704 int
705 get_button_value (const object *button)
706 {
707 oblinkpt *obp;
708 objectlink *ol;
709
710 if (!button->map)
711 return 0;
712 for (obp = button->map->buttons; obp; obp = obp->next)
713 for (ol = obp->link; ol; ol = ol->next)
714 if (ol->ob == button)
715 return obp->value;
716 return 0;
717 }
718
719 /* This routine makes monsters who are
720 * standing on the 'mood floor' change their
721 * disposition if it is different.
722 * If floor is to be triggered must have
723 * a speed of zero (default is 1 for all
724 * but the charm floor type).
725 * by b.t. thomas@nomad.astro.psu.edu
726 */
727
728 void
729 do_mood_floor (object *op, object *source)
730 {
731 if (!source)
732 source = op;
733
734 mapspace &ms = op->ms ();
735
736 if (!(ms.flags () & P_IS_ALIVE))
737 return;
738
739 object *tmp;
740
741 for (tmp = ms.top; tmp; tmp = tmp->below)
742 if (QUERY_FLAG (tmp, FLAG_MONSTER))
743 break;
744
745 /* doesn't effect players, and if there is a player on this space, won't also
746 * be a monster here.
747 */
748 //TODO: have players really FLAG_MONSTER? kept it for safety
749 if (!tmp || tmp->type == PLAYER)
750 return;
751
752 switch (op->last_sp)
753 {
754 case 0: /* furious--make all monsters mad */
755 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
756 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
757
758 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
759 {
760 tmp->attack_movement = 0;
761 /* lots of checks here, but want to make sure we don't
762 * dereference a null value
763 */
764 if (tmp->type == GOLEM
765 && tmp->owner
766 && tmp->owner->type == PLAYER
767 && tmp->owner->contr->golem == tmp)
768 tmp->owner->contr->golem = 0;
769
770 tmp->owner = 0;
771
772 remove_friendly_object (tmp);
773 }
774 break;
775
776 case 1: /* angry -- get neutral monsters mad */
777 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
778 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
779 break;
780
781 case 2: /* calm -- pacify unfriendly monsters */
782 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
783 break;
784
785 case 3: /* make all monsters fall asleep */
786 SET_FLAG (tmp, FLAG_SLEEP);
787 break;
788
789 case 4: /* charm all monsters */
790 if (op == source)
791 break; /* only if 'connected' */
792
793 if (object *pl = source->ms ().player ())
794 {
795 tmp->set_owner (pl);
796 SET_FLAG (tmp, FLAG_MONSTER);
797
798 tmp->stats.exp = 0;
799
800 add_friendly_object (tmp);
801 tmp->attack_movement = PETMOVE;
802 }
803 break;
804
805 case 6: // kill monsters
806 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
807 break;
808
809 // FALL THROUGH
810 case 5: // kill all alives
811 if (!tmp->flag [FLAG_PRECIOUS])
812 {
813 get_archetype ("burnout")->insert_at (tmp, source);
814 tmp->destroy ();
815 }
816 break;
817
818 default:
819 break;
820 }
821 }
822
823 /* this function returns the object it matches, or NULL if non.
824 * It will descend through containers to find the object.
825 * slaying = match object slaying flag
826 * race = match object archetype name flag
827 * hp = match object type (excpt type '0'== PLAYER)
828 */
829 object *
830 check_inv_recursive (object *op, const object *trig)
831 {
832 object *tmp, *ret = NULL;
833
834 /* First check the object itself. */
835 if ((trig->stats.hp && (op->type == trig->stats.hp))
836 || (trig->slaying && (op->slaying == trig->slaying))
837 || (trig->race && (op->arch->archname == trig->race)))
838 return op;
839
840 for (tmp = op->inv; tmp; tmp = tmp->below)
841 {
842 if (tmp->inv)
843 {
844 ret = check_inv_recursive (tmp, trig);
845 if (ret)
846 return ret;
847 }
848 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
849 || (trig->slaying && (tmp->slaying == trig->slaying))
850 || (trig->race && (tmp->arch->archname == trig->race)))
851 return tmp;
852 }
853 return NULL;
854 }
855
856 /* check_inv(), a function to search the inventory,
857 * of a player and then based on a set of conditions,
858 * the square will activate connected items.
859 * Monsters can't trigger this square (for now)
860 * Values are: last_sp = 1/0 obj/no obj triggers
861 * last_heal = 1/0 remove/dont remove obj if triggered
862 * -b.t. (thomas@nomad.astro.psu.edu
863 *
864 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
865 * because the check-inventory semantic essentially only applies when
866 * something is above the inventory checker.
867 * The semantic prior this change was: trigger if something has moved on or off
868 * and has a matching item. Imagine what happens if someone steps on the inventory
869 * checker with a matching item, has it, activates the connection, throws the item
870 * away, and then leaves the inventory checker. That would've caused an always-enabled
871 * state in the inventory checker. This won't happen anymore now.
872 *
873 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
874 * whether op is on this mapspace or not, because the value (1|0) depends
875 * on this information. also make sure to only push_button if op has
876 * a matching item (because when we do a push_button with value=0 timed gates
877 * will still open)! (i hope i got the semantics right this time)
878 *
879 */
880 void
881 check_inv (object *op, object *trig)
882 {
883 trig->value = 0; // deactivate if none of the following conditions apply
884
885 object *pl = trig->ms ().player ();
886 object *match = check_inv_recursive (op, trig);
887
888 // elmex: a note about (pl == op):
889 // if pl == 0 then the player has left this space
890 // if pl != 0 then a player is on this mapspace, but then
891 // we still have to check whether it's the player that triggered
892 // this inv-checker, because if not, then the op left this inv-checker
893 // and we have to set the value to 0
894
895 if (match && trig->last_sp) // match == having
896 {
897 if (trig->last_heal)
898 decrease_ob (match);
899
900 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
901 push_button (trig);
902 }
903 else if (!match && !trig->last_sp) // match == not having
904 {
905 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
906 push_button (trig);
907 }
908 }
909