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Revision: 1.54
Committed: Sun Oct 11 18:18:03 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.53: +11 -5 lines
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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, int 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 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
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 case MAPSCRIPT:
163 cfperl_mapscript_activate (tmp, state, activator, originator);
164 break;
165 }
166 }
167 }
168
169 /*
170 * elmex:
171 * This is the new push_button function, it got split up so that
172 * you can activate connections without a button now!
173 * old but still valid comment:
174 *
175 * Push the specified object. This can affect other buttons/gates/handles
176 * altars/pedestals/holes in the whole map.
177 * Changed the routine to loop through _all_ objects.
178 * Better hurry with that linked list...
179 *
180 */
181 void
182 push_button (object *op, object *originator)
183 {
184 if (oblinkpt *obp = op->find_link ())
185 {
186 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
187 return;
188
189 activate_connection_link (obp->link, op->value, op, originator);
190 }
191 }
192
193 /*
194 * elmex:
195 * This activates a connection, similar to push_button (object *op) but it takes
196 * only a map, a connection value and a true or false flag that indicated whether
197 * the connection was 'state' or 'released'. So that you can activate objects
198 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
199 *
200 */
201 void
202 maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
203 {
204 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
205 return;
206
207 if (oblinkpt *obp = find_link (id))
208 activate_connection_link (obp->link, state, activator, originator);
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, object *originator)
219 {
220 int any_down = 0, old_value = op->value;
221
222 if (oblinkpt *obp = op->find_link ())
223 for (objectlink *ol = obp->link; ol; ol = ol->next)
224 {
225 if (!ol->ob)
226 {
227 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
228 continue;
229 }
230
231 object *tmp = ol->ob;
232
233 if (tmp->type == BUTTON)
234 {
235 sint32 total = 0;
236
237 for (object *ab = tmp->above; ab; ab = ab->above)
238 /* Basically, if the move_type matches that on what the
239 * button wants, we count it. The second check is so that
240 * objects who don't move (swords, etc) will count. Note that
241 * this means that more work is needed to make buttons
242 * that are only triggered by flying objects.
243 */
244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
245 total += ab->head_ ()->total_weight ();
246
247 tmp->value = total >= tmp->weight;
248
249 any_down = any_down || tmp->value;
250 }
251 else if (tmp->type == PEDESTAL)
252 {
253 tmp->value = 0;
254
255 for (object *ab = tmp->above; ab; ab = ab->above)
256 {
257 object *head = ab->head_ ();
258
259 /* Same note regarding move_type for buttons above apply here. */
260 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
261 && (head->race == tmp->slaying
262 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
263 || (tmp->slaying == shstr_player && head->type == PLAYER)))
264 tmp->value = 1;
265 }
266
267 any_down = any_down || tmp->value;
268 }
269 }
270
271 if (any_down) /* If any other buttons were down, force this to remain down */
272 op->value = 1;
273
274 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
275
276 /* If this button hasn't changed, don't do anything */
277 if (op->value != old_value)
278 {
279 SET_ANIMATION (op, op->value);
280 update_object (op, UP_OBJ_FACE);
281 push_button (op, originator); /* Make all other buttons the same */
282 }
283 }
284
285 void
286 use_trigger (object *op, object *originator)
287 {
288 /* Toggle value */
289 op->value = !op->value;
290
291 push_button (op, originator);
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 (object *altar, object *sacrifice, object *originator)
323 {
324 if (sacrifice->flag [FLAG_UNPAID])
325 return 0;
326
327 if (is_match_expr (ARCH_SACRIFICE (altar)))
328 return match (ARCH_SACRIFICE (altar), altar, originator);
329
330 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
331 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
332 && sacrifice->type != PLAYER)
333 {
334 if (ARCH_SACRIFICE (altar) == shstr_money
335 && sacrifice->type == MONEY
336 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
337 return 1;
338
339 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
340 || ARCH_SACRIFICE (altar) == sacrifice->name
341 || ARCH_SACRIFICE (altar) == sacrifice->slaying
342 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
343 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
344 return 1;
345 }
346
347 return 0;
348 }
349
350 /*
351 * operate_altar checks if sacrifice was accepted and removes sacrificed
352 * objects. If sacrifice was succeed return 1 else 0. Might be better to
353 * call check_altar_sacrifice (above) than depend on the return value,
354 * since operate_altar will remove the sacrifice also.
355 *
356 * If this function returns 1, '*sacrifice' is modified to point to the
357 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
358 */
359 int
360 operate_altar (object *altar, object **sacrifice, object *originator)
361 {
362 if (!altar->map)
363 {
364 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
365 return 0;
366 }
367
368 if (!altar->slaying || altar->value)
369 return 0;
370
371 if (!check_altar_sacrifice (altar, *sacrifice, originator))
372 return 0;
373
374 /* check_altar_sacrifice should have already verified that enough money
375 * has been dropped.
376 */
377 if (ARCH_SACRIFICE (altar) == shstr_money)
378 {
379 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
380
381 /* Round up any sacrifices. Altars don't make change either */
382 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
383 number++;
384
385 if (!(*sacrifice)->decrease (number))
386 *sacrifice = 0;
387 }
388 else
389 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
390 *sacrifice = 0;
391
392 if (altar->msg)
393 new_info_map (NDI_BLACK, altar->map, altar->msg);
394
395 return 1;
396 }
397
398 void
399 trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
400 {
401 op->stats.wc = state;
402
403 if (state)
404 {
405 use_trigger (op, originator);
406 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
407 op->speed_left = -1;
408 }
409 else
410 {
411 use_trigger (op, originator);
412 op->set_speed (0);
413 }
414 }
415
416
417 /*
418 * cause != NULL: something has moved on top of op
419 *
420 * cause == NULL: nothing has moved, we have been called from
421 * animate_trigger().
422 *
423 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
424 *
425 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
426 *
427 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
428 */
429 int
430 check_trigger (object *op, object *cause, object *originator)
431 {
432 object *tmp;
433 int push = 0, tot = 0;
434 int in_movement = op->stats.wc || op->speed;
435
436 switch (op->type)
437 {
438 case TRIGGER_BUTTON:
439 if (op->weight > 0)
440 {
441 if (cause)
442 {
443 for (tmp = op->above; tmp; tmp = tmp->above)
444 /* Comment reproduced from update_buttons(): */
445 /* Basically, if the move_type matches that on what the
446 * button wants, we count it. The second check is so that
447 * objects that don't move (swords, etc) will count. Note that
448 * this means that more work is needed to make buttons
449 * that are only triggered by flying objects.
450 */
451 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
452 tot += tmp->head_ ()->total_weight ();
453
454 if (tot >= op->weight)
455 push = 1;
456
457 if (op->stats.ac == push)
458 return 0;
459
460 op->stats.ac = push;
461 if (NUM_ANIMATIONS (op) > 1)
462 {
463 SET_ANIMATION (op, push);
464 update_object (op, UP_OBJ_FACE);
465 }
466
467 if (in_movement || !push)
468 return 0;
469 }
470
471 trigger_move (op, push, cause);
472 }
473
474 return 0;
475
476 case TRIGGER_PEDESTAL:
477 if (cause)
478 {
479 for (tmp = op->above; tmp; tmp = tmp->above)
480 {
481 object *head = tmp->head_ ();
482
483 /* See comment in TRIGGER_BUTTON about move_types */
484 if (((head->move_type & op->move_on) || head->move_type == 0)
485 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
486 {
487 push = 1;
488 break;
489 }
490 }
491
492 if (op->stats.ac == push)
493 return 0;
494
495 op->stats.ac = push;
496
497 if (NUM_ANIMATIONS (op) > 1)
498 {
499 SET_ANIMATION (op, push);
500 update_object (op, UP_OBJ_FACE);
501 }
502
503 update_object (op, UP_OBJ_FACE);
504
505 if (in_movement || !push)
506 return 0;
507 }
508
509 trigger_move (op, push, cause);
510 return 0;
511
512 case TRIGGER_ALTAR:
513 if (cause)
514 {
515 if (in_movement)
516 return 0;
517
518 if (operate_altar (op, &cause)) /* TODO: originator? */
519 {
520 if (NUM_ANIMATIONS (op) > 1)
521 {
522 SET_ANIMATION (op, 1);
523 update_object (op, UP_OBJ_FACE);
524 }
525
526 if (op->last_sp >= 0)
527 {
528 trigger_move (op, 1, cause);
529
530 if (op->last_sp > 0)
531 op->last_sp = -op->last_sp;
532 }
533 else
534 {
535 /* for trigger altar with last_sp, the ON/OFF
536 * status (-> +/- value) is "simulated":
537 */
538 op->value = !op->value;
539 trigger_move (op, 1, cause);
540 op->last_sp = -op->last_sp;
541 op->value = !op->value;
542 }
543
544 return cause == NULL;
545 }
546 else
547 return 0;
548 }
549 else
550 {
551 if (NUM_ANIMATIONS (op) > 1)
552 {
553 SET_ANIMATION (op, 0);
554 update_object (op, UP_OBJ_FACE);
555 }
556
557 /* If trigger_altar has "last_sp > 0" set on the map,
558 * it will push the connected value only once per sacrifice.
559 * Otherwise (default), the connected value will be
560 * pushed twice: First by sacrifice, second by reset! -AV
561 */
562 if (!op->last_sp)
563 trigger_move (op, 0, cause);
564 else
565 {
566 op->stats.wc = 0;
567 op->value = !op->value;
568 op->set_speed (0);
569 }
570 }
571 return 0;
572
573 case TRIGGER:
574 if (cause)
575 {
576 if (in_movement)
577 return 0;
578
579 push = 1;
580 }
581
582 if (NUM_ANIMATIONS (op) > 1)
583 {
584 SET_ANIMATION (op, push);
585 update_object (op, UP_OBJ_FACE);
586 }
587
588 trigger_move (op, push, cause);
589 return 1;
590
591 default:
592 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
593 return 0;
594 }
595 }
596
597 void
598 object::add_link (maptile *map, shstr_tmp id)
599 {
600 if (!map)
601 {
602 LOG (llevError, "Tried to add button-link without map.\n");
603 return;
604 }
605
606 flag [FLAG_IS_LINKED] = true;
607
608 objectlink *ol = get_objectlink ();
609 ol->ob = this;
610
611 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
612 if (obp->id == id)
613 {
614 ol->next = obp->link;
615 obp->link = ol;
616 return;
617 }
618
619 oblinkpt *obp = get_objectlinkpt ();
620 obp->id = id;
621
622 obp->next = map->buttons;
623 map->buttons = obp;
624 obp->link = ol;
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 void
632 object::remove_link ()
633 {
634 if (!map)
635 {
636 LOG (llevError, "remove_button_link() in object without map.\n");
637 return;
638 }
639
640 if (!flag [FLAG_IS_LINKED])
641 {
642 LOG (llevError, "remove_button_linked() in unlinked object.\n");
643 return;
644 }
645
646 flag [FLAG_IS_LINKED] = false;
647
648 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
649 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
650 if ((*olp)->ob == this)
651 {
652 objectlink *ol = *olp;
653 *olp = ol->next;
654 delete ol;
655 return;
656 }
657
658 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
659 }
660
661 /*
662 * Updates every button on the map (by calling update_button() for them).
663 */
664 void
665 maptile::update_buttons ()
666 {
667 for (oblinkpt *obp = buttons; obp; obp = obp->next)
668 for (objectlink *ol = obp->link; ol; ol = ol->next)
669 {
670 if (!ol->ob)
671 {
672 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
673 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
674 continue;
675 }
676
677 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
678 {
679 update_button (ol->ob, 0);
680 break;
681 }
682 }
683 }
684
685 /*
686 * Gets the objectlink for this connection from the map.
687 */
688 oblinkpt *
689 maptile::find_link (shstr_tmp id)
690 {
691 for (oblinkpt *obp = buttons; obp; obp = obp->next)
692 if (obp->id == id)
693 return obp;
694
695 return 0;
696 }
697
698 /*
699 * Return the first objectlink in the objects linked to this one
700 */
701 oblinkpt *
702 object::find_link () const
703 {
704 if (map)
705 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
706 for (objectlink *ol = obp->link; ol; ol = ol->next)
707 if (ol->ob == this)
708 return obp;
709
710 return 0;
711 }
712
713 /* This routine makes monsters who are
714 * standing on the 'mood floor' change their
715 * disposition if it is different.
716 * If floor is to be triggered must have
717 * a speed of zero (default is 1 for all
718 * but the charm floor type).
719 * by b.t. thomas@nomad.astro.psu.edu
720 */
721 void
722 do_mood_floor (object *op, object *source)
723 {
724 if (!source)
725 source = op;
726
727 mapspace &ms = op->ms ();
728
729 if (!(ms.flags () & P_IS_ALIVE))
730 return;
731
732 object *tmp;
733
734 for (tmp = ms.top; tmp; tmp = tmp->below)
735 if (QUERY_FLAG (tmp, FLAG_MONSTER))
736 break;
737
738 /* doesn't effect players, and if there is a player on this space, won't also
739 * be a monster here.
740 */
741 //TODO: have players really FLAG_MONSTER? kept it for safety
742 if (!tmp || tmp->type == PLAYER)
743 return;
744
745 switch (op->last_sp)
746 {
747 case 0: /* furious--make all monsters mad */
748 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
749 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
750
751 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
752 {
753 tmp->attack_movement = 0;
754 /* lots of checks here, but want to make sure we don't
755 * dereference a null value
756 */
757 if (tmp->type == GOLEM
758 && tmp->owner
759 && tmp->owner->type == PLAYER
760 && tmp->owner->contr->golem == tmp)
761 tmp->owner->contr->golem = 0;
762
763 tmp->owner = 0;
764
765 remove_friendly_object (tmp);
766 }
767 break;
768
769 case 1: /* angry -- get neutral monsters mad */
770 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
771 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
772 break;
773
774 case 2: /* calm -- pacify unfriendly monsters */
775 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
776 break;
777
778 case 3: /* make all monsters fall asleep */
779 SET_FLAG (tmp, FLAG_SLEEP);
780 break;
781
782 case 4: /* charm all monsters */
783 if (op == source)
784 break; /* only if 'connected' */
785
786 if (object *pl = source->ms ().player ())
787 {
788 tmp->set_owner (pl);
789 SET_FLAG (tmp, FLAG_MONSTER);
790
791 tmp->stats.exp = 0;
792
793 add_friendly_object (tmp);
794 tmp->attack_movement = PETMOVE;
795 }
796 break;
797
798 case 6: // kill monsters
799 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
800 break;
801
802 // FALL THROUGH
803 case 5: // kill all alives
804 if (!tmp->flag [FLAG_PRECIOUS])
805 {
806 archetype::get (shstr_burnout)->insert_at (tmp, source);
807 tmp->destroy ();
808 }
809 break;
810
811 default:
812 break;
813 }
814 }
815
816 /* this function returns the object it matches, or NULL if non.
817 * It will descend through containers to find the object.
818 * slaying = match object slaying flag
819 * race = match object archetype name flag
820 * hp = match object type (excpt type '0'== PLAYER)
821 */
822 object *
823 check_inv_recursive (object *op, const object *trig)
824 {
825 object *tmp, *ret = NULL;
826
827 /* First check the object itself. */
828 if ((trig->stats.hp && (op->type == trig->stats.hp))
829 || (trig->slaying && (op->slaying == trig->slaying))
830 || (trig->race && (op->arch->archname == trig->race)))
831 return op;
832
833 for (tmp = op->inv; tmp; tmp = tmp->below)
834 {
835 if (tmp->inv)
836 {
837 ret = check_inv_recursive (tmp, trig);
838 if (ret)
839 return ret;
840 }
841 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
842 || (trig->slaying && (tmp->slaying == trig->slaying))
843 || (trig->race && (tmp->arch->archname == trig->race)))
844 return tmp;
845 }
846 return NULL;
847 }
848
849 /* check_inv(), a function to search the inventory,
850 * of a player and then based on a set of conditions,
851 * the square will activate connected items.
852 * Monsters can't trigger this square (for now)
853 * Values are: last_sp = 1/0 obj/no obj triggers
854 * last_heal = 1/0 remove/dont remove obj if triggered
855 * -b.t. (thomas@nomad.astro.psu.edu
856 *
857 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
858 * because the check-inventory semantic essentially only applies when
859 * something is above the inventory checker.
860 * The semantic prior this change was: trigger if something has moved on or off
861 * and has a matching item. Imagine what happens if someone steps on the inventory
862 * checker with a matching item, has it, activates the connection, throws the item
863 * away, and then leaves the inventory checker. That would've caused an always-enabled
864 * state in the inventory checker. This won't happen anymore now.
865 *
866 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
867 * whether op is on this mapspace or not, because the value (1|0) depends
868 * on this information. also make sure to only push_button if op has
869 * a matching item (because when we do a push_button with value=0 timed gates
870 * will still open)! (i hope i got the semantics right this time)
871 *
872 */
873 void
874 check_inv (object *op, object *trig)
875 {
876 trig->value = 0; // deactivate if none of the following conditions apply
877
878 object *pl = trig->ms ().player ();
879 object *match = check_inv_recursive (op, trig);
880
881 // elmex: a note about (pl == op):
882 // if pl == 0 then the player has left this space
883 // if pl != 0 then a player is on this mapspace, but then
884 // we still have to check whether it's the player that triggered
885 // this inv-checker, because if not, then the op left this inv-checker
886 // and we have to set the value to 0
887
888 if (match && trig->last_sp) // match == having
889 {
890 if (trig->last_heal)
891 match->decrease ();
892
893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
894 push_button (trig, op);
895 }
896 else if (!match && !trig->last_sp) // match == not having
897 {
898 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
899 push_button (trig, op);
900 }
901 }
902