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Revision: 1.52
Committed: Thu Jan 8 04:35:03 2009 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.51: +31 -26 lines
Log Message:
add originator

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 activator argument can be 0 or the source object for this activation.
35 * the originator is the player or monster who did something.
36 */
37 static void
38 activate_connection_link (objectlink *ol, bool state, object *activator, object *originator)
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, activator);
112 break;
113
114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
118 tmp->set_speed (tmp->arch->speed);
119 tmp->value = tmp->arch->value;
120 tmp->stats.sp = 1;
121 tmp->stats.hp = tmp->stats.maxhp;
122 /* Handle multipart gates. We copy the value for the other parts
123 * from the head - this ensures that the data will consistent
124 */
125 for (object *part = tmp->more; part; part = part->more)
126 {
127 part->value = tmp->value;
128 part->stats.sp = tmp->stats.sp;
129 part->stats.hp = tmp->stats.hp;
130 part->set_speed (tmp->speed);
131 }
132 break;
133
134 case DIRECTOR:
135 case FIREWALL:
136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
137 move_firewall (tmp);
138 else
139 {
140 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
141 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
142
143 animate_turning (tmp);
144 }
145 break;
146
147 case TELEPORTER:
148 move_teleporter (tmp);
149 break;
150
151 case CREATOR:
152 move_creator (tmp);
153 break;
154
155 case TRIGGER_MARKER:
156 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
157 move_marker (tmp);
158 break;
159
160 case DUPLICATOR:
161 move_duplicator (tmp);
162 break;
163
164 case MAPSCRIPT:
165 cfperl_mapscript_activate (tmp, state, activator, originator);
166 break;
167 }
168 }
169 }
170
171 /*
172 * elmex:
173 * This is the new push_button function, it got split up so that
174 * you can activate connections without a button now!
175 * old but still valid comment:
176 *
177 * Push the specified object. This can affect other buttons/gates/handles
178 * altars/pedestals/holes in the whole map.
179 * Changed the routine to loop through _all_ objects.
180 * Better hurry with that linked list...
181 *
182 */
183 void
184 push_button (object *op, object *originator)
185 {
186 if (oblinkpt *obp = op->find_link ())
187 {
188 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
189 return;
190
191 activate_connection_link (obp->link, op->value, op, originator);
192 }
193 }
194
195 /*
196 * elmex:
197 * This activates a connection, similar to push_button (object *op) but it takes
198 * only a map, a connection value and a true or false flag that indicated whether
199 * the connection was 'state' or 'released'. So that you can activate objects
200 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
201 *
202 */
203 void
204 maptile::trigger (shstr_tmp id, bool state, object *activator, object *originator)
205 {
206 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
207 return;
208
209 if (oblinkpt *obp = find_link (id))
210 activate_connection_link (obp->link, state, activator, originator);
211 }
212
213 /*
214 * Updates everything connected with the button op.
215 * After changing the state of a button, this function must be called
216 * to make sure that all gates and other buttons connected to the
217 * button reacts to the (eventual) change of state.
218 */
219 void
220 update_button (object *op, object *originator)
221 {
222 int any_down = 0, old_value = op->value;
223
224 if (oblinkpt *obp = op->find_link ())
225 for (objectlink *ol = obp->link; ol; ol = ol->next)
226 {
227 if (!ol->ob)
228 {
229 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
230 continue;
231 }
232
233 object *tmp = ol->ob;
234
235 if (tmp->type == BUTTON)
236 {
237 sint32 total = 0;
238
239 for (object *ab = tmp->above; ab; ab = ab->above)
240 /* Basically, if the move_type matches that on what the
241 * button wants, we count it. The second check is so that
242 * objects who don't move (swords, etc) will count. Note that
243 * this means that more work is needed to make buttons
244 * that are only triggered by flying objects.
245 */
246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
247 total += ab->head_ ()->total_weight ();
248
249 tmp->value = total >= tmp->weight;
250
251 any_down = any_down || tmp->value;
252 }
253 else if (tmp->type == PEDESTAL)
254 {
255 tmp->value = 0;
256
257 for (object *ab = tmp->above; ab; ab = ab->above)
258 {
259 object *head = ab->head_ ();
260
261 /* Same note regarding move_type for buttons above apply here. */
262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
263 && (head->race == tmp->slaying
264 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
265 || (tmp->slaying == shstr_player && head->type == PLAYER)))
266 tmp->value = 1;
267 }
268
269 any_down = any_down || tmp->value;
270 }
271 }
272
273 if (any_down) /* If any other buttons were down, force this to remain down */
274 op->value = 1;
275
276 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
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, originator); /* Make all other buttons the same */
284 }
285 }
286
287 void
288 use_trigger (object *op, object *originator)
289 {
290 /* Toggle value */
291 op->value = !op->value;
292
293 push_button (op, originator);
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, object *originator) /* 1 down and 0 up */
396 {
397 op->stats.wc = state;
398
399 if (state)
400 {
401 use_trigger (op, originator);
402 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
403 op->speed_left = -1;
404 }
405 else
406 {
407 use_trigger (op, originator);
408 op->set_speed (0);
409 }
410 }
411
412
413 /*
414 * cause != NULL: something has moved on top of op
415 *
416 * cause == NULL: nothing has moved, we have been called from
417 * animate_trigger().
418 *
419 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
420 *
421 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
422 *
423 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
424 */
425 int
426 check_trigger (object *op, object *cause)
427 {
428 object *tmp;
429 int push = 0, tot = 0;
430 int in_movement = op->stats.wc || op->speed;
431
432 switch (op->type)
433 {
434 case TRIGGER_BUTTON:
435 if (op->weight > 0)
436 {
437 if (cause)
438 {
439 for (tmp = op->above; tmp; tmp = tmp->above)
440 /* Comment reproduced from update_buttons(): */
441 /* Basically, if the move_type matches that on what the
442 * button wants, we count it. The second check is so that
443 * objects that don't move (swords, etc) will count. Note that
444 * this means that more work is needed to make buttons
445 * that are only triggered by flying objects.
446 */
447 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
448 tot += tmp->head_ ()->total_weight ();
449
450 if (tot >= op->weight)
451 push = 1;
452
453 if (op->stats.ac == push)
454 return 0;
455
456 op->stats.ac = push;
457 if (NUM_ANIMATIONS (op) > 1)
458 {
459 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE);
461 }
462
463 if (in_movement || !push)
464 return 0;
465 }
466
467 trigger_move (op, push, cause);
468 }
469
470 return 0;
471
472 case TRIGGER_PEDESTAL:
473 if (cause)
474 {
475 for (tmp = op->above; tmp; tmp = tmp->above)
476 {
477 object *head = tmp->head_ ();
478
479 /* See comment in TRIGGER_BUTTON about move_types */
480 if (((head->move_type & op->move_on) || head->move_type == 0)
481 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
482 {
483 push = 1;
484 break;
485 }
486 }
487
488 if (op->stats.ac == push)
489 return 0;
490
491 op->stats.ac = push;
492
493 if (NUM_ANIMATIONS (op) > 1)
494 {
495 SET_ANIMATION (op, push);
496 update_object (op, UP_OBJ_FACE);
497 }
498
499 update_object (op, UP_OBJ_FACE);
500
501 if (in_movement || !push)
502 return 0;
503 }
504
505 trigger_move (op, push, cause);
506 return 0;
507
508 case TRIGGER_ALTAR:
509 if (cause)
510 {
511 if (in_movement)
512 return 0;
513
514 if (operate_altar (op, &cause))
515 {
516 if (NUM_ANIMATIONS (op) > 1)
517 {
518 SET_ANIMATION (op, 1);
519 update_object (op, UP_OBJ_FACE);
520 }
521
522 if (op->last_sp >= 0)
523 {
524 trigger_move (op, 1, cause);
525
526 if (op->last_sp > 0)
527 op->last_sp = -op->last_sp;
528 }
529 else
530 {
531 /* for trigger altar with last_sp, the ON/OFF
532 * status (-> +/- value) is "simulated":
533 */
534 op->value = !op->value;
535 trigger_move (op, 1, cause);
536 op->last_sp = -op->last_sp;
537 op->value = !op->value;
538 }
539
540 return cause == NULL;
541 }
542 else
543 return 0;
544 }
545 else
546 {
547 if (NUM_ANIMATIONS (op) > 1)
548 {
549 SET_ANIMATION (op, 0);
550 update_object (op, UP_OBJ_FACE);
551 }
552
553 /* If trigger_altar has "last_sp > 0" set on the map,
554 * it will push the connected value only once per sacrifice.
555 * Otherwise (default), the connected value will be
556 * pushed twice: First by sacrifice, second by reset! -AV
557 */
558 if (!op->last_sp)
559 trigger_move (op, 0, cause);
560 else
561 {
562 op->stats.wc = 0;
563 op->value = !op->value;
564 op->set_speed (0);
565 }
566 }
567 return 0;
568
569 case TRIGGER:
570 if (cause)
571 {
572 if (in_movement)
573 return 0;
574
575 push = 1;
576 }
577
578 if (NUM_ANIMATIONS (op) > 1)
579 {
580 SET_ANIMATION (op, push);
581 update_object (op, UP_OBJ_FACE);
582 }
583
584 trigger_move (op, push, cause);
585 return 1;
586
587 default:
588 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
589 return 0;
590 }
591 }
592
593 void
594 object::add_link (maptile *map, shstr_tmp id)
595 {
596 if (!map)
597 {
598 LOG (llevError, "Tried to add button-link without map.\n");
599 return;
600 }
601
602 flag [FLAG_IS_LINKED] = true;
603
604 objectlink *ol = get_objectlink ();
605 ol->ob = this;
606
607 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
608 if (obp->id == id)
609 {
610 ol->next = obp->link;
611 obp->link = ol;
612 return;
613 }
614
615 oblinkpt *obp = get_objectlinkpt ();
616 obp->id = id;
617
618 obp->next = map->buttons;
619 map->buttons = obp;
620 obp->link = ol;
621 }
622
623 /*
624 * Remove the object from the linked lists of buttons in the map.
625 * This is only needed by editors.
626 */
627 void
628 object::remove_link ()
629 {
630 if (!map)
631 {
632 LOG (llevError, "remove_button_link() in object without map.\n");
633 return;
634 }
635
636 if (!flag [FLAG_IS_LINKED])
637 {
638 LOG (llevError, "remove_button_linked() in unlinked object.\n");
639 return;
640 }
641
642 flag [FLAG_IS_LINKED] = false;
643
644 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
645 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
646 if ((*olp)->ob == this)
647 {
648 objectlink *ol = *olp;
649 *olp = ol->next;
650 delete ol;
651 return;
652 }
653
654 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
655 }
656
657 /*
658 * Updates every button on the map (by calling update_button() for them).
659 */
660 void
661 maptile::update_buttons ()
662 {
663 for (oblinkpt *obp = buttons; obp; obp = obp->next)
664 for (objectlink *ol = obp->link; ol; ol = ol->next)
665 {
666 if (!ol->ob)
667 {
668 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
669 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
670 continue;
671 }
672
673 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
674 {
675 update_button (ol->ob, 0);
676 break;
677 }
678 }
679 }
680
681 /*
682 * Gets the objectlink for this connection from the map.
683 */
684 oblinkpt *
685 maptile::find_link (shstr_tmp id)
686 {
687 for (oblinkpt *obp = buttons; obp; obp = obp->next)
688 if (obp->id == id)
689 return obp;
690
691 return 0;
692 }
693
694 /*
695 * Return the first objectlink in the objects linked to this one
696 */
697 oblinkpt *
698 object::find_link () const
699 {
700 if (map)
701 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
702 for (objectlink *ol = obp->link; ol; ol = ol->next)
703 if (ol->ob == this)
704 return obp;
705
706 return 0;
707 }
708
709 /* This routine makes monsters who are
710 * standing on the 'mood floor' change their
711 * disposition if it is different.
712 * If floor is to be triggered must have
713 * a speed of zero (default is 1 for all
714 * but the charm floor type).
715 * by b.t. thomas@nomad.astro.psu.edu
716 */
717 void
718 do_mood_floor (object *op, object *source)
719 {
720 if (!source)
721 source = op;
722
723 mapspace &ms = op->ms ();
724
725 if (!(ms.flags () & P_IS_ALIVE))
726 return;
727
728 object *tmp;
729
730 for (tmp = ms.top; tmp; tmp = tmp->below)
731 if (QUERY_FLAG (tmp, FLAG_MONSTER))
732 break;
733
734 /* doesn't effect players, and if there is a player on this space, won't also
735 * be a monster here.
736 */
737 //TODO: have players really FLAG_MONSTER? kept it for safety
738 if (!tmp || tmp->type == PLAYER)
739 return;
740
741 switch (op->last_sp)
742 {
743 case 0: /* furious--make all monsters mad */
744 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
745 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
746
747 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
748 {
749 tmp->attack_movement = 0;
750 /* lots of checks here, but want to make sure we don't
751 * dereference a null value
752 */
753 if (tmp->type == GOLEM
754 && tmp->owner
755 && tmp->owner->type == PLAYER
756 && tmp->owner->contr->golem == tmp)
757 tmp->owner->contr->golem = 0;
758
759 tmp->owner = 0;
760
761 remove_friendly_object (tmp);
762 }
763 break;
764
765 case 1: /* angry -- get neutral monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
768 break;
769
770 case 2: /* calm -- pacify unfriendly monsters */
771 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
772 break;
773
774 case 3: /* make all monsters fall asleep */
775 SET_FLAG (tmp, FLAG_SLEEP);
776 break;
777
778 case 4: /* charm all monsters */
779 if (op == source)
780 break; /* only if 'connected' */
781
782 if (object *pl = source->ms ().player ())
783 {
784 tmp->set_owner (pl);
785 SET_FLAG (tmp, FLAG_MONSTER);
786
787 tmp->stats.exp = 0;
788
789 add_friendly_object (tmp);
790 tmp->attack_movement = PETMOVE;
791 }
792 break;
793
794 case 6: // kill monsters
795 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
796 break;
797
798 // FALL THROUGH
799 case 5: // kill all alives
800 if (!tmp->flag [FLAG_PRECIOUS])
801 {
802 archetype::get (shstr_burnout)->insert_at (tmp, source);
803 tmp->destroy ();
804 }
805 break;
806
807 default:
808 break;
809 }
810 }
811
812 /* this function returns the object it matches, or NULL if non.
813 * It will descend through containers to find the object.
814 * slaying = match object slaying flag
815 * race = match object archetype name flag
816 * hp = match object type (excpt type '0'== PLAYER)
817 */
818 object *
819 check_inv_recursive (object *op, const object *trig)
820 {
821 object *tmp, *ret = NULL;
822
823 /* First check the object itself. */
824 if ((trig->stats.hp && (op->type == trig->stats.hp))
825 || (trig->slaying && (op->slaying == trig->slaying))
826 || (trig->race && (op->arch->archname == trig->race)))
827 return op;
828
829 for (tmp = op->inv; tmp; tmp = tmp->below)
830 {
831 if (tmp->inv)
832 {
833 ret = check_inv_recursive (tmp, trig);
834 if (ret)
835 return ret;
836 }
837 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
838 || (trig->slaying && (tmp->slaying == trig->slaying))
839 || (trig->race && (tmp->arch->archname == trig->race)))
840 return tmp;
841 }
842 return NULL;
843 }
844
845 /* check_inv(), a function to search the inventory,
846 * of a player and then based on a set of conditions,
847 * the square will activate connected items.
848 * Monsters can't trigger this square (for now)
849 * Values are: last_sp = 1/0 obj/no obj triggers
850 * last_heal = 1/0 remove/dont remove obj if triggered
851 * -b.t. (thomas@nomad.astro.psu.edu
852 *
853 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
854 * because the check-inventory semantic essentially only applies when
855 * something is above the inventory checker.
856 * The semantic prior this change was: trigger if something has moved on or off
857 * and has a matching item. Imagine what happens if someone steps on the inventory
858 * checker with a matching item, has it, activates the connection, throws the item
859 * away, and then leaves the inventory checker. That would've caused an always-enabled
860 * state in the inventory checker. This won't happen anymore now.
861 *
862 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
863 * whether op is on this mapspace or not, because the value (1|0) depends
864 * on this information. also make sure to only push_button if op has
865 * a matching item (because when we do a push_button with value=0 timed gates
866 * will still open)! (i hope i got the semantics right this time)
867 *
868 */
869 void
870 check_inv (object *op, object *trig)
871 {
872 trig->value = 0; // deactivate if none of the following conditions apply
873
874 object *pl = trig->ms ().player ();
875 object *match = check_inv_recursive (op, trig);
876
877 // elmex: a note about (pl == op):
878 // if pl == 0 then the player has left this space
879 // if pl != 0 then a player is on this mapspace, but then
880 // we still have to check whether it's the player that triggered
881 // this inv-checker, because if not, then the op left this inv-checker
882 // and we have to set the value to 0
883
884 if (match && trig->last_sp) // match == having
885 {
886 if (trig->last_heal)
887 match->decrease ();
888
889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 push_button (trig, op);
891 }
892 else if (!match && !trig->last_sp) // match == not having
893 {
894 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
895 push_button (trig, op);
896 }
897 }
898