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Revision: 1.51
Committed: Thu Jan 8 03:03:23 2009 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.50: +75 -93 lines
Log Message:
connected => shstr, beginning of mapscript

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
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 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, source, state);
165 break;
166 }
167 }
168 }
169
170 /*
171 * elmex:
172 * This is the new push_button function, it got split up so that
173 * you can activate connections without a button now!
174 * old but still valid comment:
175 *
176 * Push the specified object. This can affect other buttons/gates/handles
177 * altars/pedestals/holes in the whole map.
178 * Changed the routine to loop through _all_ objects.
179 * Better hurry with that linked list...
180 *
181 */
182 void
183 push_button (object *op)
184 {
185 if (oblinkpt *obp = op->find_link ())
186 {
187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value)))
188 return;
189
190 activate_connection_link (obp->link, op->value, op);
191 }
192 }
193
194 /*
195 * elmex:
196 * This activates a connection, similar to push_button (object *op) but it takes
197 * only a map, a connection value and a true or false flag that indicated whether
198 * the connection was 'state' or 'released'. So that you can activate objects
199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
200 *
201 */
202 void
203 maptile::trigger (shstr_tmp id, bool state, object *originator)
204 {
205 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
206 return;
207
208 if (oblinkpt *obp = find_link (id))
209 activate_connection_link (obp->link, state, originator);
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 int any_down = 0, old_value = op->value;
222
223 if (oblinkpt *obp = op->find_link ())
224 for (objectlink *ol = obp->link; ol; ol = ol->next)
225 {
226 if (!ol->ob)
227 {
228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
229 continue;
230 }
231
232 object *tmp = ol->ob;
233
234 if (tmp->type == BUTTON)
235 {
236 sint32 total = 0;
237
238 for (object *ab = tmp->above; ab; ab = ab->above)
239 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that
241 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects.
244 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 total += ab->head_ ()->total_weight ();
247
248 tmp->value = total >= tmp->weight;
249
250 any_down = any_down || tmp->value;
251 }
252 else if (tmp->type == PEDESTAL)
253 {
254 tmp->value = 0;
255
256 for (object *ab = tmp->above; ab; ab = ab->above)
257 {
258 object *head = ab->head_ ();
259
260 /* Same note regarding move_type for buttons above apply here. */
261 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
262 && (head->race == tmp->slaying
263 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
264 || (tmp->slaying == shstr_player && head->type == PLAYER)))
265 tmp->value = 1;
266 }
267
268 any_down = any_down || tmp->value;
269 }
270 }
271
272 if (any_down) /* If any other buttons were down, force this to remain down */
273 op->value = 1;
274
275 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
276
277 /* If this button hasn't changed, don't do anything */
278 if (op->value != old_value)
279 {
280 SET_ANIMATION (op, op->value);
281 update_object (op, UP_OBJ_FACE);
282 push_button (op); /* Make all other buttons the same */
283 }
284 }
285
286 void
287 use_trigger (object *op)
288 {
289 /* Toggle value */
290 op->value = !op->value;
291 push_button (op);
292 }
293
294 /*
295 * Note: animate_object should be used instead of this,
296 * but it can't handle animations in the 8 directions
297 */
298 void
299 animate_turning (object *op) /* only one part objects */
300 {
301 if (++op->state >= NUM_ANIMATIONS (op) / 8)
302 op->state = 0;
303 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
304 update_object (op, UP_OBJ_FACE);
305 }
306
307 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
308 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
309
310 /* Returns true if the sacrifice meets the needs of the altar.
311 *
312 * Function put in (0.92.1) so that identify altars won't grab money
313 * unnecessarily - we can see if there is sufficient money, see if something
314 * needs to be identified, and then remove money if needed.
315 *
316 * 0.93.4: Linked objects (ie, objects that are connected) can not be
317 * sacrificed. This fixes a bug of trying to put multiple altars/related
318 * objects on the same space that take the same sacrifice.
319 */
320
321 int
322 check_altar_sacrifice (const object *altar, const object *sacrifice)
323 {
324 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
325 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
326 && sacrifice->type != PLAYER)
327 {
328 if (ARCH_SACRIFICE (altar) == shstr_money
329 && sacrifice->type == MONEY
330 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
331 return 1;
332
333 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
334 || ARCH_SACRIFICE (altar) == sacrifice->name
335 || ARCH_SACRIFICE (altar) == sacrifice->slaying
336 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
337 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
338 return 1;
339 }
340
341 return 0;
342 }
343
344 /*
345 * operate_altar checks if sacrifice was accepted and removes sacrificed
346 * objects. If sacrifice was succeed return 1 else 0. Might be better to
347 * call check_altar_sacrifice (above) than depend on the return value,
348 * since operate_altar will remove the sacrifice also.
349 *
350 * If this function returns 1, '*sacrifice' is modified to point to the
351 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
352 */
353 int
354 operate_altar (object *altar, object **sacrifice)
355 {
356 if (!altar->map)
357 {
358 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
359 return 0;
360 }
361
362 if (!altar->slaying || altar->value)
363 return 0;
364
365 if (!check_altar_sacrifice (altar, *sacrifice))
366 return 0;
367
368 /* check_altar_sacrifice should have already verified that enough money
369 * has been dropped.
370 */
371 if (ARCH_SACRIFICE (altar) == shstr_money)
372 {
373 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
374
375 /* Round up any sacrifices. Altars don't make change either */
376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
377 number++;
378
379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
381 }
382 else
383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
384 *sacrifice = 0;
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 || (op->slaying == shstr_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 object::add_link (maptile *map, shstr_tmp id)
590 {
591 if (!map)
592 {
593 LOG (llevError, "Tried to add button-link without map.\n");
594 return;
595 }
596
597 flag [FLAG_IS_LINKED] = true;
598
599 objectlink *ol = get_objectlink ();
600 ol->ob = this;
601
602 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
603 if (obp->id == id)
604 {
605 ol->next = obp->link;
606 obp->link = ol;
607 return;
608 }
609
610 oblinkpt *obp = get_objectlinkpt ();
611 obp->id = id;
612
613 obp->next = map->buttons;
614 map->buttons = obp;
615 obp->link = ol;
616 }
617
618 /*
619 * Remove the object from the linked lists of buttons in the map.
620 * This is only needed by editors.
621 */
622 void
623 object::remove_link ()
624 {
625 if (!map)
626 {
627 LOG (llevError, "remove_button_link() in object without map.\n");
628 return;
629 }
630
631 if (!flag [FLAG_IS_LINKED])
632 {
633 LOG (llevError, "remove_button_linked() in unlinked object.\n");
634 return;
635 }
636
637 flag [FLAG_IS_LINKED] = false;
638
639 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
640 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
641 if ((*olp)->ob == this)
642 {
643 objectlink *ol = *olp;
644 *olp = ol->next;
645 delete ol;
646 return;
647 }
648
649 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
650 }
651
652 /*
653 * Updates every button on the map (by calling update_button() for them).
654 */
655 void
656 maptile::update_buttons ()
657 {
658 for (oblinkpt *obp = buttons; obp; obp = obp->next)
659 for (objectlink *ol = obp->link; ol; ol = ol->next)
660 {
661 if (!ol->ob)
662 {
663 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
664 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
665 continue;
666 }
667
668 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
669 {
670 update_button (ol->ob);
671 break;
672 }
673 }
674 }
675
676 /*
677 * Gets the objectlink for this connection from the map.
678 */
679 oblinkpt *
680 maptile::find_link (shstr_tmp id)
681 {
682 for (oblinkpt *obp = buttons; obp; obp = obp->next)
683 if (obp->id == id)
684 return obp;
685
686 return 0;
687 }
688
689 /*
690 * Return the first objectlink in the objects linked to this one
691 */
692 oblinkpt *
693 object::find_link () const
694 {
695 if (map)
696 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
697 for (objectlink *ol = obp->link; ol; ol = ol->next)
698 if (ol->ob == this)
699 return obp;
700
701 return 0;
702 }
703
704 /* This routine makes monsters who are
705 * standing on the 'mood floor' change their
706 * disposition if it is different.
707 * If floor is to be triggered must have
708 * a speed of zero (default is 1 for all
709 * but the charm floor type).
710 * by b.t. thomas@nomad.astro.psu.edu
711 */
712 void
713 do_mood_floor (object *op, object *source)
714 {
715 if (!source)
716 source = op;
717
718 mapspace &ms = op->ms ();
719
720 if (!(ms.flags () & P_IS_ALIVE))
721 return;
722
723 object *tmp;
724
725 for (tmp = ms.top; tmp; tmp = tmp->below)
726 if (QUERY_FLAG (tmp, FLAG_MONSTER))
727 break;
728
729 /* doesn't effect players, and if there is a player on this space, won't also
730 * be a monster here.
731 */
732 //TODO: have players really FLAG_MONSTER? kept it for safety
733 if (!tmp || tmp->type == PLAYER)
734 return;
735
736 switch (op->last_sp)
737 {
738 case 0: /* furious--make all monsters mad */
739 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
740 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
741
742 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
743 {
744 tmp->attack_movement = 0;
745 /* lots of checks here, but want to make sure we don't
746 * dereference a null value
747 */
748 if (tmp->type == GOLEM
749 && tmp->owner
750 && tmp->owner->type == PLAYER
751 && tmp->owner->contr->golem == tmp)
752 tmp->owner->contr->golem = 0;
753
754 tmp->owner = 0;
755
756 remove_friendly_object (tmp);
757 }
758 break;
759
760 case 1: /* angry -- get neutral monsters mad */
761 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
762 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
763 break;
764
765 case 2: /* calm -- pacify unfriendly monsters */
766 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
767 break;
768
769 case 3: /* make all monsters fall asleep */
770 SET_FLAG (tmp, FLAG_SLEEP);
771 break;
772
773 case 4: /* charm all monsters */
774 if (op == source)
775 break; /* only if 'connected' */
776
777 if (object *pl = source->ms ().player ())
778 {
779 tmp->set_owner (pl);
780 SET_FLAG (tmp, FLAG_MONSTER);
781
782 tmp->stats.exp = 0;
783
784 add_friendly_object (tmp);
785 tmp->attack_movement = PETMOVE;
786 }
787 break;
788
789 case 6: // kill monsters
790 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
791 break;
792
793 // FALL THROUGH
794 case 5: // kill all alives
795 if (!tmp->flag [FLAG_PRECIOUS])
796 {
797 archetype::get (shstr_burnout)->insert_at (tmp, source);
798 tmp->destroy ();
799 }
800 break;
801
802 default:
803 break;
804 }
805 }
806
807 /* this function returns the object it matches, or NULL if non.
808 * It will descend through containers to find the object.
809 * slaying = match object slaying flag
810 * race = match object archetype name flag
811 * hp = match object type (excpt type '0'== PLAYER)
812 */
813 object *
814 check_inv_recursive (object *op, const object *trig)
815 {
816 object *tmp, *ret = NULL;
817
818 /* First check the object itself. */
819 if ((trig->stats.hp && (op->type == trig->stats.hp))
820 || (trig->slaying && (op->slaying == trig->slaying))
821 || (trig->race && (op->arch->archname == trig->race)))
822 return op;
823
824 for (tmp = op->inv; tmp; tmp = tmp->below)
825 {
826 if (tmp->inv)
827 {
828 ret = check_inv_recursive (tmp, trig);
829 if (ret)
830 return ret;
831 }
832 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
833 || (trig->slaying && (tmp->slaying == trig->slaying))
834 || (trig->race && (tmp->arch->archname == trig->race)))
835 return tmp;
836 }
837 return NULL;
838 }
839
840 /* check_inv(), a function to search the inventory,
841 * of a player and then based on a set of conditions,
842 * the square will activate connected items.
843 * Monsters can't trigger this square (for now)
844 * Values are: last_sp = 1/0 obj/no obj triggers
845 * last_heal = 1/0 remove/dont remove obj if triggered
846 * -b.t. (thomas@nomad.astro.psu.edu
847 *
848 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
849 * because the check-inventory semantic essentially only applies when
850 * something is above the inventory checker.
851 * The semantic prior this change was: trigger if something has moved on or off
852 * and has a matching item. Imagine what happens if someone steps on the inventory
853 * checker with a matching item, has it, activates the connection, throws the item
854 * away, and then leaves the inventory checker. That would've caused an always-enabled
855 * state in the inventory checker. This won't happen anymore now.
856 *
857 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
858 * whether op is on this mapspace or not, because the value (1|0) depends
859 * on this information. also make sure to only push_button if op has
860 * a matching item (because when we do a push_button with value=0 timed gates
861 * will still open)! (i hope i got the semantics right this time)
862 *
863 */
864 void
865 check_inv (object *op, object *trig)
866 {
867 trig->value = 0; // deactivate if none of the following conditions apply
868
869 object *pl = trig->ms ().player ();
870 object *match = check_inv_recursive (op, trig);
871
872 // elmex: a note about (pl == op):
873 // if pl == 0 then the player has left this space
874 // if pl != 0 then a player is on this mapspace, but then
875 // we still have to check whether it's the player that triggered
876 // this inv-checker, because if not, then the op left this inv-checker
877 // and we have to set the value to 0
878
879 if (match && trig->last_sp) // match == having
880 {
881 if (trig->last_heal)
882 match->decrease ();
883
884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
885 push_button (trig);
886 }
887 else if (!match && !trig->last_sp) // match == not having
888 {
889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 push_button (trig);
891 }
892 }
893