ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/button.C
Revision: 1.47
Committed: Tue May 6 16:55:25 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_7, rel-2_71, rel-2_54, rel-2_55, rel-2_56, rel-2_61
Changes since 1.46: +1 -1 lines
Log Message:
update copyright

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 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 int any_down = 0, old_value = op->value;
221 oblinkpt *obp = 0;
222 objectlink *ol;
223
224 obp = get_button_links (op);
225 if (obp)
226 for (ol = obp->link; ol; ol = ol->next)
227 {
228 if (!ol->ob)
229 {
230 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
231 continue;
232 }
233
234 object *tmp = ol->ob;
235
236 if (tmp->type == BUTTON)
237 {
238 sint32 total = 0;
239
240 for (object *ab = tmp->above; ab; ab = ab->above)
241 /* Basically, if the move_type matches that on what the
242 * button wants, we count it. The second check is so that
243 * objects who don't move (swords, etc) will count. Note that
244 * this means that more work is needed to make buttons
245 * that are only triggered by flying objects.
246 */
247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
248 total += ab->head_ ()->total_weight ();
249
250 tmp->value = total >= tmp->weight;
251
252 any_down = any_down || tmp->value;
253 }
254 else if (tmp->type == PEDESTAL)
255 {
256 tmp->value = 0;
257
258 for (object *ab = tmp->above; ab; ab = ab->above)
259 {
260 object *head = ab->head_ ();
261
262 /* Same note regarding move_type for buttons above apply here. */
263 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
264 && (head->race == tmp->slaying
265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
267 tmp->value = 1;
268 }
269
270 any_down = any_down || tmp->value;
271 }
272 }
273
274 if (any_down) /* If any other buttons were down, force this to remain down */
275 op->value = 1;
276
277 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
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 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
383 }
384 else
385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
387
388 if (altar->msg)
389 new_info_map (NDI_BLACK, altar->map, altar->msg);
390
391 return 1;
392 }
393
394 void
395 trigger_move (object *op, int state) /* 1 down and 0 up */
396 {
397 op->stats.wc = state;
398 if (state)
399 {
400 use_trigger (op);
401 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
402 op->speed_left = -1;
403 }
404 else
405 {
406 use_trigger (op);
407 op->set_speed (0);
408 }
409 }
410
411
412 /*
413 * cause != NULL: something has moved on top of op
414 *
415 * cause == NULL: nothing has moved, we have been called from
416 * animate_trigger().
417 *
418 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
419 *
420 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
421 *
422 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
423 */
424 int
425 check_trigger (object *op, object *cause)
426 {
427 object *tmp;
428 int push = 0, tot = 0;
429 int in_movement = op->stats.wc || op->speed;
430
431 switch (op->type)
432 {
433 case TRIGGER_BUTTON:
434 if (op->weight > 0)
435 {
436 if (cause)
437 {
438 for (tmp = op->above; tmp; tmp = tmp->above)
439 /* Comment reproduced from update_buttons(): */
440 /* Basically, if the move_type matches that on what the
441 * button wants, we count it. The second check is so that
442 * objects that don't move (swords, etc) will count. Note that
443 * this means that more work is needed to make buttons
444 * that are only triggered by flying objects.
445 */
446 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
447 tot += tmp->head_ ()->total_weight ();
448
449 if (tot >= op->weight)
450 push = 1;
451
452 if (op->stats.ac == push)
453 return 0;
454
455 op->stats.ac = push;
456 if (NUM_ANIMATIONS (op) > 1)
457 {
458 SET_ANIMATION (op, push);
459 update_object (op, UP_OBJ_FACE);
460 }
461
462 if (in_movement || !push)
463 return 0;
464 }
465 trigger_move (op, push);
466 }
467
468 return 0;
469
470 case TRIGGER_PEDESTAL:
471 if (cause)
472 {
473 for (tmp = op->above; tmp; tmp = tmp->above)
474 {
475 object *head = tmp->head_ ();
476
477 /* See comment in TRIGGER_BUTTON about move_types */
478 if (((head->move_type & op->move_on) || head->move_type == 0)
479 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
480 {
481 push = 1;
482 break;
483 }
484 }
485
486 if (op->stats.ac == push)
487 return 0;
488
489 op->stats.ac = push;
490
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 update_object (op, UP_OBJ_FACE);
498
499 if (in_movement || !push)
500 return 0;
501 }
502
503 trigger_move (op, push);
504 return 0;
505
506 case TRIGGER_ALTAR:
507 if (cause)
508 {
509 if (in_movement)
510 return 0;
511
512 if (operate_altar (op, &cause))
513 {
514 if (NUM_ANIMATIONS (op) > 1)
515 {
516 SET_ANIMATION (op, 1);
517 update_object (op, UP_OBJ_FACE);
518 }
519
520 if (op->last_sp >= 0)
521 {
522 trigger_move (op, 1);
523 if (op->last_sp > 0)
524 op->last_sp = -op->last_sp;
525 }
526 else
527 {
528 /* for trigger altar with last_sp, the ON/OFF
529 * status (-> +/- value) is "simulated":
530 */
531 op->value = !op->value;
532 trigger_move (op, 1);
533 op->last_sp = -op->last_sp;
534 op->value = !op->value;
535 }
536
537 return cause == NULL;
538 }
539 else
540 return 0;
541 }
542 else
543 {
544 if (NUM_ANIMATIONS (op) > 1)
545 {
546 SET_ANIMATION (op, 0);
547 update_object (op, UP_OBJ_FACE);
548 }
549
550 /* If trigger_altar has "last_sp > 0" set on the map,
551 * it will push the connected value only once per sacrifice.
552 * Otherwise (default), the connected value will be
553 * pushed twice: First by sacrifice, second by reset! -AV
554 */
555 if (!op->last_sp)
556 trigger_move (op, 0);
557 else
558 {
559 op->stats.wc = 0;
560 op->value = !op->value;
561 op->set_speed (0);
562 }
563 }
564 return 0;
565
566 case TRIGGER:
567 if (cause)
568 {
569 if (in_movement)
570 return 0;
571
572 push = 1;
573 }
574
575 if (NUM_ANIMATIONS (op) > 1)
576 {
577 SET_ANIMATION (op, push);
578 update_object (op, UP_OBJ_FACE);
579 }
580
581 trigger_move (op, push);
582 return 1;
583
584 default:
585 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
586 return 0;
587 }
588 }
589
590 void
591 add_button_link (object *button, maptile *map, int connected)
592 {
593 oblinkpt *obp;
594 objectlink *ol = get_objectlink ();
595
596 if (!map)
597 {
598 LOG (llevError, "Tried to add button-link without map.\n");
599 return;
600 }
601
602 button->path_attuned = connected; /* peterm: I need this so I can rebuild
603 a connected map from a template map. */
604
605 SET_FLAG (button, FLAG_IS_LINKED);
606
607 ol->ob = button;
608
609 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
610 ;
611
612 if (obp)
613 {
614 ol->next = obp->link;
615 obp->link = ol;
616 }
617 else
618 {
619 obp = get_objectlinkpt ();
620 obp->value = connected;
621
622 obp->next = map->buttons;
623 map->buttons = obp;
624 obp->link = ol;
625 }
626 }
627
628 /*
629 * Remove the object from the linked lists of buttons in the map.
630 * This is only needed by editors.
631 */
632
633 void
634 remove_button_link (object *op)
635 {
636 oblinkpt *obp;
637 objectlink **olp, *ol;
638
639 if (op->map == NULL)
640 {
641 LOG (llevError, "remove_button_link() in object without map.\n");
642 return;
643 }
644
645 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
646 {
647 LOG (llevError, "remove_button_linked() in unlinked object.\n");
648 return;
649 }
650
651 for (obp = op->map->buttons; obp; obp = obp->next)
652 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
653 if (ol->ob == op)
654 {
655
656 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
657 obp->value, op->name, op->map->path);
658 */
659 *olp = ol->next;
660 delete ol;
661 return;
662 }
663
664 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
665 CLEAR_FLAG (op, FLAG_IS_LINKED);
666 }
667
668 /*
669 * Gets the objectlink for this connection from the map.
670 */
671 oblinkpt *
672 get_connection_links (maptile *map, long connection)
673 {
674 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
675 if (obp->value == connection)
676 return obp;
677
678 return 0;
679 }
680
681 /*
682 * Return the first objectlink in the objects linked to this one
683 */
684
685 oblinkpt *
686 get_button_links (const object *button)
687 {
688 oblinkpt *obp;
689 objectlink *ol;
690
691 if (!button->map)
692 return NULL;
693
694 for (obp = button->map->buttons; obp; obp = obp->next)
695 for (ol = obp->link; ol; ol = ol->next)
696 if (ol->ob == button)
697 return obp;
698
699 return NULL;
700 }
701
702 /*
703 * Made as a separate function to increase efficiency
704 */
705
706 int
707 get_button_value (const object *button)
708 {
709 oblinkpt *obp;
710 objectlink *ol;
711
712 if (!button->map)
713 return 0;
714 for (obp = button->map->buttons; obp; obp = obp->next)
715 for (ol = obp->link; ol; ol = ol->next)
716 if (ol->ob == button)
717 return obp->value;
718 return 0;
719 }
720
721 /* This routine makes monsters who are
722 * standing on the 'mood floor' change their
723 * disposition if it is different.
724 * If floor is to be triggered must have
725 * a speed of zero (default is 1 for all
726 * but the charm floor type).
727 * by b.t. thomas@nomad.astro.psu.edu
728 */
729
730 void
731 do_mood_floor (object *op, object *source)
732 {
733 if (!source)
734 source = op;
735
736 mapspace &ms = op->ms ();
737
738 if (!(ms.flags () & P_IS_ALIVE))
739 return;
740
741 object *tmp;
742
743 for (tmp = ms.top; tmp; tmp = tmp->below)
744 if (QUERY_FLAG (tmp, FLAG_MONSTER))
745 break;
746
747 /* doesn't effect players, and if there is a player on this space, won't also
748 * be a monster here.
749 */
750 //TODO: have players really FLAG_MONSTER? kept it for safety
751 if (!tmp || tmp->type == PLAYER)
752 return;
753
754 switch (op->last_sp)
755 {
756 case 0: /* furious--make all monsters mad */
757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
759
760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
761 {
762 tmp->attack_movement = 0;
763 /* lots of checks here, but want to make sure we don't
764 * dereference a null value
765 */
766 if (tmp->type == GOLEM
767 && tmp->owner
768 && tmp->owner->type == PLAYER
769 && tmp->owner->contr->golem == tmp)
770 tmp->owner->contr->golem = 0;
771
772 tmp->owner = 0;
773
774 remove_friendly_object (tmp);
775 }
776 break;
777
778 case 1: /* angry -- get neutral monsters mad */
779 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
780 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
781 break;
782
783 case 2: /* calm -- pacify unfriendly monsters */
784 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break;
786
787 case 3: /* make all monsters fall asleep */
788 SET_FLAG (tmp, FLAG_SLEEP);
789 break;
790
791 case 4: /* charm all monsters */
792 if (op == source)
793 break; /* only if 'connected' */
794
795 if (object *pl = source->ms ().player ())
796 {
797 tmp->set_owner (pl);
798 SET_FLAG (tmp, FLAG_MONSTER);
799
800 tmp->stats.exp = 0;
801
802 add_friendly_object (tmp);
803 tmp->attack_movement = PETMOVE;
804 }
805 break;
806
807 case 6: // kill monsters
808 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
809 break;
810
811 // FALL THROUGH
812 case 5: // kill all alives
813 if (!tmp->flag [FLAG_PRECIOUS])
814 {
815 archetype::get (shstr_burnout)->insert_at (tmp, source);
816 tmp->destroy ();
817 }
818 break;
819
820 default:
821 break;
822 }
823 }
824
825 /* this function returns the object it matches, or NULL if non.
826 * It will descend through containers to find the object.
827 * slaying = match object slaying flag
828 * race = match object archetype name flag
829 * hp = match object type (excpt type '0'== PLAYER)
830 */
831 object *
832 check_inv_recursive (object *op, const object *trig)
833 {
834 object *tmp, *ret = NULL;
835
836 /* First check the object itself. */
837 if ((trig->stats.hp && (op->type == trig->stats.hp))
838 || (trig->slaying && (op->slaying == trig->slaying))
839 || (trig->race && (op->arch->archname == trig->race)))
840 return op;
841
842 for (tmp = op->inv; tmp; tmp = tmp->below)
843 {
844 if (tmp->inv)
845 {
846 ret = check_inv_recursive (tmp, trig);
847 if (ret)
848 return ret;
849 }
850 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
851 || (trig->slaying && (tmp->slaying == trig->slaying))
852 || (trig->race && (tmp->arch->archname == trig->race)))
853 return tmp;
854 }
855 return NULL;
856 }
857
858 /* check_inv(), a function to search the inventory,
859 * of a player and then based on a set of conditions,
860 * the square will activate connected items.
861 * Monsters can't trigger this square (for now)
862 * Values are: last_sp = 1/0 obj/no obj triggers
863 * last_heal = 1/0 remove/dont remove obj if triggered
864 * -b.t. (thomas@nomad.astro.psu.edu
865 *
866 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
867 * because the check-inventory semantic essentially only applies when
868 * something is above the inventory checker.
869 * The semantic prior this change was: trigger if something has moved on or off
870 * and has a matching item. Imagine what happens if someone steps on the inventory
871 * checker with a matching item, has it, activates the connection, throws the item
872 * away, and then leaves the inventory checker. That would've caused an always-enabled
873 * state in the inventory checker. This won't happen anymore now.
874 *
875 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
876 * whether op is on this mapspace or not, because the value (1|0) depends
877 * on this information. also make sure to only push_button if op has
878 * a matching item (because when we do a push_button with value=0 timed gates
879 * will still open)! (i hope i got the semantics right this time)
880 *
881 */
882 void
883 check_inv (object *op, object *trig)
884 {
885 trig->value = 0; // deactivate if none of the following conditions apply
886
887 object *pl = trig->ms ().player ();
888 object *match = check_inv_recursive (op, trig);
889
890 // elmex: a note about (pl == op):
891 // if pl == 0 then the player has left this space
892 // if pl != 0 then a player is on this mapspace, but then
893 // we still have to check whether it's the player that triggered
894 // this inv-checker, because if not, then the op left this inv-checker
895 // and we have to set the value to 0
896
897 if (match && trig->last_sp) // match == having
898 {
899 if (trig->last_heal)
900 match->decrease ();
901
902 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
903 push_button (trig);
904 }
905 else if (!match && !trig->last_sp) // match == not having
906 {
907 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
908 push_button (trig);
909 }
910 }
911