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/cvs/deliantra/server/common/button.C
Revision: 1.44
Committed: Mon Apr 21 23:35:24 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +0 -1 lines
Log Message:
- fix weight/pickup bugs, visible_to
- do more automatic nrof/weight updates
- kill funcpoint.h

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
26 /*
27 * This code is no longer highly inefficient 8)
28 */
29
30 /*
31 * elmex:
32 * This function takes a objectlink list with all the objects are going to be activated.
33 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
34 * The source argument can be 0 or the source object for this activation.
35 */
36 void
37 activate_connection_link (objectlink * ol, bool state, object *source = 0)
38 {
39 for (; ol; ol = ol->next)
40 {
41 if (!ol->ob)
42 {
43 LOG (llevError, "Internal error in activate_connection_link.\n");
44 continue;
45 }
46
47 /* a button link object can become freed when the map is saving. As
48 * a map is saved, objects are removed and freed, and if an object is
49 * on top of a button, this function is eventually called. If a map
50 * is getting moved out of memory, the status of buttons and levers
51 * probably isn't important - it will get sorted out when the map is
52 * re-loaded. As such, just exit this function if that is the case.
53 */
54
55 if (QUERY_FLAG (ol->ob, FLAG_FREED))
56 return;
57
58 object *tmp = ol->ob;
59
60 /* if the criteria isn't appropriate, don't do anything */
61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
62 continue;
63
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue;
66
67 switch (tmp->type)
68 {
69 case GATE:
70 case HOLE:
71 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
75 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->set_speed (0.5);
77 break;
78
79 case CF_HANDLE:
80 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
81 update_object (tmp, UP_OBJ_FACE);
82 break;
83
84 case SIGN:
85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
89 if (tmp->stats.food)
90 tmp->last_eat++;
91 }
92 break;
93
94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
96 tmp->value = 1;
97 SET_ANIMATION (tmp, tmp->value);
98 update_object (tmp, UP_OBJ_FACE);
99 break;
100
101 case BUTTON:
102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE);
107 break;
108
109 case MOOD_FLOOR:
110 do_mood_floor (tmp, source);
111 break;
112
113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
116 tmp->set_speed (tmp->arch->speed);
117 tmp->value = tmp->arch->value;
118 tmp->stats.sp = 1;
119 tmp->stats.hp = tmp->stats.maxhp;
120 /* Handle multipart gates. We copy the value for the other parts
121 * from the head - this ensures that the data will consistent
122 */
123 for (object *part = tmp->more; part; part = part->more)
124 {
125 part->value = tmp->value;
126 part->stats.sp = tmp->stats.sp;
127 part->stats.hp = tmp->stats.hp;
128 part->set_speed (tmp->speed);
129 }
130 break;
131
132 case DIRECTOR:
133 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp);
136 else
137 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140
141 animate_turning (tmp);
142 }
143 break;
144
145 case TELEPORTER:
146 move_teleporter (tmp);
147 break;
148
149 case CREATOR:
150 move_creator (tmp);
151 break;
152
153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
155 move_marker (tmp);
156 break;
157
158 case DUPLICATOR:
159 move_duplicator (tmp);
160 break;
161 }
162 }
163 }
164
165 /*
166 * elmex:
167 * This is the new push_button function, it got split up so that
168 * you can activate connections without a button now!
169 * old but still valid comment:
170 *
171 * Push the specified object. This can affect other buttons/gates/handles
172 * altars/pedestals/holes in the whole map.
173 * Changed the routine to loop through _all_ objects.
174 * Better hurry with that linked list...
175 *
176 */
177 void
178 push_button (object *op)
179 {
180 oblinkpt *obp = get_button_links (op);
181
182 if (!obp)
183 return;
184
185 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
186 return;
187
188 activate_connection_link (obp->link, op->value, op);
189 }
190
191 /*
192 * elmex:
193 * This activates a connection, similar to push_button (object *op) but it takes
194 * only a map, a connection value and a true or false flag that indicated whether
195 * the connection was 'state' or 'released'. So that you can activate objects
196 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
197 *
198 */
199 void
200 activate_connection (maptile *map, long connection, bool state)
201 {
202 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
203 return;
204
205 oblinkpt *obp = get_connection_links (map, connection);
206
207 if (obp)
208 activate_connection_link (obp->link, state);
209 }
210
211 /*
212 * Updates everything connected with the button op.
213 * After changing the state of a button, this function must be called
214 * to make sure that all gates and other buttons connected to the
215 * button reacts to the (eventual) change of state.
216 */
217 void
218 update_button (object *op)
219 {
220 object *ab, *tmp, *head;
221 int tot, any_down = 0, old_value = op->value;
222 oblinkpt *obp = 0;
223 objectlink *ol;
224
225 obp = get_button_links (op);
226 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
227 if (obp)
228 for (ol = obp->link; ol; ol = ol->next)
229 {
230 if (!ol->ob)
231 {
232 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
233 continue;
234 }
235
236 tmp = ol->ob;
237 if (tmp->type == BUTTON)
238 {
239 for (ab = tmp->above, tot = 0; ab; ab = ab->above)
240 {
241 head = ab->head_ ();
242
243 /* Basically, if the move_type matches that on what the
244 * button wants, we count it. The second check is so that
245 * objects who don't move (swords, etc) will count. Note that
246 * this means that more work is needed to make buttons
247 * that are only triggered by flying objects.
248 */
249 if ((head->move_type & tmp->move_on) || head->move_type == 0)
250 tot += head->total_weight ();
251 }
252
253 tmp->value = tot >= tmp->weight ? 1 : 0;
254 }
255 else if (tmp->type == PEDESTAL)
256 {
257 tmp->value = 0;
258
259 for (ab = tmp->above; ab; ab = ab->above)
260 {
261 head = ab->head_ ();
262
263 /* Same note regarding move_type for buttons above apply here. */
264 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
265 (head->race == tmp->slaying ||
266 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
267 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
268 tmp->value = 1;
269 }
270 }
271
272 any_down = any_down || tmp->value;
273 }
274
275 if (any_down) /* If any other buttons were down, force this to remain down */
276 op->value = 1;
277
278 /* If this button hasn't changed, don't do anything */
279 if (op->value != old_value)
280 {
281 SET_ANIMATION (op, op->value);
282 update_object (op, UP_OBJ_FACE);
283 push_button (op); /* Make all other buttons the same */
284 }
285 }
286
287 void
288 use_trigger (object *op)
289 {
290 /* Toggle value */
291 op->value = !op->value;
292 push_button (op);
293 }
294
295 /*
296 * Note: animate_object should be used instead of this,
297 * but it can't handle animations in the 8 directions
298 */
299 void
300 animate_turning (object *op) /* only one part objects */
301 {
302 if (++op->state >= NUM_ANIMATIONS (op) / 8)
303 op->state = 0;
304 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
305 update_object (op, UP_OBJ_FACE);
306 }
307
308 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
309 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
310
311 /* Returns true if the sacrifice meets the needs of the altar.
312 *
313 * Function put in (0.92.1) so that identify altars won't grab money
314 * unnecessarily - we can see if there is sufficient money, see if something
315 * needs to be identified, and then remove money if needed.
316 *
317 * 0.93.4: Linked objects (ie, objects that are connected) can not be
318 * sacrificed. This fixes a bug of trying to put multiple altars/related
319 * objects on the same space that take the same sacrifice.
320 */
321
322 int
323 check_altar_sacrifice (const object *altar, const object *sacrifice)
324 {
325 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
326 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
327 && sacrifice->type != PLAYER)
328 {
329 if (ARCH_SACRIFICE (altar) == shstr_money
330 && sacrifice->type == MONEY
331 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
332 return 1;
333
334 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
335 || ARCH_SACRIFICE (altar) == sacrifice->name
336 || ARCH_SACRIFICE (altar) == sacrifice->slaying
337 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
338 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
339 return 1;
340 }
341
342 return 0;
343 }
344
345 /*
346 * operate_altar checks if sacrifice was accepted and removes sacrificed
347 * objects. If sacrifice was succeed return 1 else 0. Might be better to
348 * call check_altar_sacrifice (above) than depend on the return value,
349 * since operate_altar will remove the sacrifice also.
350 *
351 * If this function returns 1, '*sacrifice' is modified to point to the
352 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
353 */
354 int
355 operate_altar (object *altar, object **sacrifice)
356 {
357 if (!altar->map)
358 {
359 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
360 return 0;
361 }
362
363 if (!altar->slaying || altar->value)
364 return 0;
365
366 if (!check_altar_sacrifice (altar, *sacrifice))
367 return 0;
368
369 /* check_altar_sacrifice should have already verified that enough money
370 * has been dropped.
371 */
372 if (ARCH_SACRIFICE (altar) == shstr_money)
373 {
374 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
375
376 /* Round up any sacrifices. Altars don't make change either */
377 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
378 number++;
379
380 if (!(*sacrifice)->decrease (number))
381 *sacrifice = 0;
382 }
383 else
384 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
385 *sacrifice = 0;
386
387 if (altar->msg)
388 new_info_map (NDI_BLACK, altar->map, altar->msg);
389
390 return 1;
391 }
392
393 void
394 trigger_move (object *op, int state) /* 1 down and 0 up */
395 {
396 op->stats.wc = state;
397 if (state)
398 {
399 use_trigger (op);
400 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
401 op->speed_left = -1;
402 }
403 else
404 {
405 use_trigger (op);
406 op->set_speed (0);
407 }
408 }
409
410
411 /*
412 * cause != NULL: something has moved on top of op
413 *
414 * cause == NULL: nothing has moved, we have been called from
415 * animate_trigger().
416 *
417 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
418 *
419 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
420 *
421 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
422 */
423 int
424 check_trigger (object *op, object *cause)
425 {
426 object *tmp;
427 int push = 0, tot = 0;
428 int in_movement = op->stats.wc || op->speed;
429
430 switch (op->type)
431 {
432 case TRIGGER_BUTTON:
433 if (op->weight > 0)
434 {
435 if (cause)
436 {
437 for (tmp = op->above; tmp; tmp = tmp->above)
438 /* Comment reproduced from update_buttons(): */
439 /* Basically, if the move_type matches that on what the
440 * button wants, we count it. The second check is so that
441 * objects that don't move (swords, etc) will count. Note that
442 * this means that more work is needed to make buttons
443 * that are only triggered by flying objects.
444 */
445 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
446 tot += tmp->head_ ()->total_weight ();
447
448 if (tot >= op->weight)
449 push = 1;
450
451 if (op->stats.ac == push)
452 return 0;
453
454 op->stats.ac = push;
455 if (NUM_ANIMATIONS (op) > 1)
456 {
457 SET_ANIMATION (op, push);
458 update_object (op, UP_OBJ_FACE);
459 }
460
461 if (in_movement || !push)
462 return 0;
463 }
464 trigger_move (op, push);
465 }
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 match->decrease ();
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