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Revision: 1.55
Committed: Mon Oct 12 04:02:17 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.54: +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 bool is_match = is_match_expr (tmp->slaying);
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 if (is_match
263 ? match (tmp->slaying, head, tmp, originator)
264 : (head->race == tmp->slaying
265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
267 {
268 tmp->value = 1;
269 break;
270 }
271 }
272
273 any_down = any_down || tmp->value;
274 }
275 }
276
277 if (any_down) /* If any other buttons were down, force this to remain down */
278 op->value = 1;
279
280 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
281
282 /* If this button hasn't changed, don't do anything */
283 if (op->value != old_value)
284 {
285 SET_ANIMATION (op, op->value);
286 update_object (op, UP_OBJ_FACE);
287 push_button (op, originator); /* Make all other buttons the same */
288 }
289 }
290
291 void
292 use_trigger (object *op, object *originator)
293 {
294 /* Toggle value */
295 op->value = !op->value;
296
297 push_button (op, originator);
298 }
299
300 /*
301 * Note: animate_object should be used instead of this,
302 * but it can't handle animations in the 8 directions
303 */
304 void
305 animate_turning (object *op) /* only one part objects */
306 {
307 if (++op->state >= NUM_ANIMATIONS (op) / 8)
308 op->state = 0;
309 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
310 update_object (op, UP_OBJ_FACE);
311 }
312
313 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
314 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
315
316 /* Returns true if the sacrifice meets the needs of the altar.
317 *
318 * Function put in (0.92.1) so that identify altars won't grab money
319 * unnecessarily - we can see if there is sufficient money, see if something
320 * needs to be identified, and then remove money if needed.
321 *
322 * 0.93.4: Linked objects (ie, objects that are connected) can not be
323 * sacrificed. This fixes a bug of trying to put multiple altars/related
324 * objects on the same space that take the same sacrifice.
325 */
326
327 int
328 check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
329 {
330 if (sacrifice->flag [FLAG_UNPAID])
331 return 0;
332
333 if (is_match_expr (ARCH_SACRIFICE (altar)))
334 return match (ARCH_SACRIFICE (altar), altar, originator);
335
336 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
337 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
338 && sacrifice->type != PLAYER)
339 {
340 if (ARCH_SACRIFICE (altar) == shstr_money
341 && sacrifice->type == MONEY
342 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
343 return 1;
344
345 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
346 || ARCH_SACRIFICE (altar) == sacrifice->name
347 || ARCH_SACRIFICE (altar) == sacrifice->slaying
348 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
349 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
350 return 1;
351 }
352
353 return 0;
354 }
355
356 /*
357 * operate_altar checks if sacrifice was accepted and removes sacrificed
358 * objects. If sacrifice was succeed return 1 else 0. Might be better to
359 * call check_altar_sacrifice (above) than depend on the return value,
360 * since operate_altar will remove the sacrifice also.
361 *
362 * If this function returns 1, '*sacrifice' is modified to point to the
363 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
364 */
365 int
366 operate_altar (object *altar, object **sacrifice, object *originator)
367 {
368 if (!altar->map)
369 {
370 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
371 return 0;
372 }
373
374 if (!altar->slaying || altar->value)
375 return 0;
376
377 if (!check_altar_sacrifice (altar, *sacrifice, originator))
378 return 0;
379
380 /* check_altar_sacrifice should have already verified that enough money
381 * has been dropped.
382 */
383 if (ARCH_SACRIFICE (altar) == shstr_money)
384 {
385 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
386
387 /* Round up any sacrifices. Altars don't make change either */
388 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
389 number++;
390
391 if (!(*sacrifice)->decrease (number))
392 *sacrifice = 0;
393 }
394 else
395 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
396 *sacrifice = 0;
397
398 if (altar->msg)
399 new_info_map (NDI_BLACK, altar->map, altar->msg);
400
401 return 1;
402 }
403
404 void
405 trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
406 {
407 op->stats.wc = state;
408
409 if (state)
410 {
411 use_trigger (op, originator);
412 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
413 op->speed_left = -1;
414 }
415 else
416 {
417 use_trigger (op, originator);
418 op->set_speed (0);
419 }
420 }
421
422
423 /*
424 * cause != NULL: something has moved on top of op
425 *
426 * cause == NULL: nothing has moved, we have been called from
427 * animate_trigger().
428 *
429 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
430 *
431 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
432 *
433 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
434 */
435 int
436 check_trigger (object *op, object *cause, object *originator)
437 {
438 object *tmp;
439 int push = 0, tot = 0;
440 int in_movement = op->stats.wc || op->speed;
441
442 switch (op->type)
443 {
444 case TRIGGER_BUTTON:
445 if (op->weight > 0)
446 {
447 if (cause)
448 {
449 for (tmp = op->above; tmp; tmp = tmp->above)
450 /* Comment reproduced from update_buttons(): */
451 /* Basically, if the move_type matches that on what the
452 * button wants, we count it. The second check is so that
453 * objects that don't move (swords, etc) will count. Note that
454 * this means that more work is needed to make buttons
455 * that are only triggered by flying objects.
456 */
457 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
458 tot += tmp->head_ ()->total_weight ();
459
460 if (tot >= op->weight)
461 push = 1;
462
463 if (op->stats.ac == push)
464 return 0;
465
466 op->stats.ac = push;
467 if (NUM_ANIMATIONS (op) > 1)
468 {
469 SET_ANIMATION (op, push);
470 update_object (op, UP_OBJ_FACE);
471 }
472
473 if (in_movement || !push)
474 return 0;
475 }
476
477 trigger_move (op, push, cause);
478 }
479
480 return 0;
481
482 case TRIGGER_PEDESTAL:
483 if (cause)
484 {
485 for (tmp = op->above; tmp; tmp = tmp->above)
486 {
487 object *head = tmp->head_ ();
488
489 /* See comment in TRIGGER_BUTTON about move_types */
490 if (((head->move_type & op->move_on) || head->move_type == 0)
491 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
492 {
493 push = 1;
494 break;
495 }
496 }
497
498 if (op->stats.ac == push)
499 return 0;
500
501 op->stats.ac = push;
502
503 if (NUM_ANIMATIONS (op) > 1)
504 {
505 SET_ANIMATION (op, push);
506 update_object (op, UP_OBJ_FACE);
507 }
508
509 update_object (op, UP_OBJ_FACE);
510
511 if (in_movement || !push)
512 return 0;
513 }
514
515 trigger_move (op, push, cause);
516 return 0;
517
518 case TRIGGER_ALTAR:
519 if (cause)
520 {
521 if (in_movement)
522 return 0;
523
524 if (operate_altar (op, &cause)) /* TODO: originator? */
525 {
526 if (NUM_ANIMATIONS (op) > 1)
527 {
528 SET_ANIMATION (op, 1);
529 update_object (op, UP_OBJ_FACE);
530 }
531
532 if (op->last_sp >= 0)
533 {
534 trigger_move (op, 1, cause);
535
536 if (op->last_sp > 0)
537 op->last_sp = -op->last_sp;
538 }
539 else
540 {
541 /* for trigger altar with last_sp, the ON/OFF
542 * status (-> +/- value) is "simulated":
543 */
544 op->value = !op->value;
545 trigger_move (op, 1, cause);
546 op->last_sp = -op->last_sp;
547 op->value = !op->value;
548 }
549
550 return cause == NULL;
551 }
552 else
553 return 0;
554 }
555 else
556 {
557 if (NUM_ANIMATIONS (op) > 1)
558 {
559 SET_ANIMATION (op, 0);
560 update_object (op, UP_OBJ_FACE);
561 }
562
563 /* If trigger_altar has "last_sp > 0" set on the map,
564 * it will push the connected value only once per sacrifice.
565 * Otherwise (default), the connected value will be
566 * pushed twice: First by sacrifice, second by reset! -AV
567 */
568 if (!op->last_sp)
569 trigger_move (op, 0, cause);
570 else
571 {
572 op->stats.wc = 0;
573 op->value = !op->value;
574 op->set_speed (0);
575 }
576 }
577 return 0;
578
579 case TRIGGER:
580 if (cause)
581 {
582 if (in_movement)
583 return 0;
584
585 push = 1;
586 }
587
588 if (NUM_ANIMATIONS (op) > 1)
589 {
590 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE);
592 }
593
594 trigger_move (op, push, cause);
595 return 1;
596
597 default:
598 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
599 return 0;
600 }
601 }
602
603 void
604 object::add_link (maptile *map, shstr_tmp id)
605 {
606 if (!map)
607 {
608 LOG (llevError, "Tried to add button-link without map.\n");
609 return;
610 }
611
612 flag [FLAG_IS_LINKED] = true;
613
614 objectlink *ol = get_objectlink ();
615 ol->ob = this;
616
617 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
618 if (obp->id == id)
619 {
620 ol->next = obp->link;
621 obp->link = ol;
622 return;
623 }
624
625 oblinkpt *obp = get_objectlinkpt ();
626 obp->id = id;
627
628 obp->next = map->buttons;
629 map->buttons = obp;
630 obp->link = ol;
631 }
632
633 /*
634 * Remove the object from the linked lists of buttons in the map.
635 * This is only needed by editors.
636 */
637 void
638 object::remove_link ()
639 {
640 if (!map)
641 {
642 LOG (llevError, "remove_button_link() in object without map.\n");
643 return;
644 }
645
646 if (!flag [FLAG_IS_LINKED])
647 {
648 LOG (llevError, "remove_button_linked() in unlinked object.\n");
649 return;
650 }
651
652 flag [FLAG_IS_LINKED] = false;
653
654 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
655 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
656 if ((*olp)->ob == this)
657 {
658 objectlink *ol = *olp;
659 *olp = ol->next;
660 delete ol;
661 return;
662 }
663
664 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
665 }
666
667 /*
668 * Updates every button on the map (by calling update_button() for them).
669 */
670 void
671 maptile::update_buttons ()
672 {
673 for (oblinkpt *obp = buttons; obp; obp = obp->next)
674 for (objectlink *ol = obp->link; ol; ol = ol->next)
675 {
676 if (!ol->ob)
677 {
678 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
679 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
680 continue;
681 }
682
683 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
684 {
685 update_button (ol->ob, 0);
686 break;
687 }
688 }
689 }
690
691 /*
692 * Gets the objectlink for this connection from the map.
693 */
694 oblinkpt *
695 maptile::find_link (shstr_tmp id)
696 {
697 for (oblinkpt *obp = buttons; obp; obp = obp->next)
698 if (obp->id == id)
699 return obp;
700
701 return 0;
702 }
703
704 /*
705 * Return the first objectlink in the objects linked to this one
706 */
707 oblinkpt *
708 object::find_link () const
709 {
710 if (map)
711 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
712 for (objectlink *ol = obp->link; ol; ol = ol->next)
713 if (ol->ob == this)
714 return obp;
715
716 return 0;
717 }
718
719 /* This routine makes monsters who are
720 * standing on the 'mood floor' change their
721 * disposition if it is different.
722 * If floor is to be triggered must have
723 * a speed of zero (default is 1 for all
724 * but the charm floor type).
725 * by b.t. thomas@nomad.astro.psu.edu
726 */
727 void
728 do_mood_floor (object *op, object *source)
729 {
730 if (!source)
731 source = op;
732
733 mapspace &ms = op->ms ();
734
735 if (!(ms.flags () & P_IS_ALIVE))
736 return;
737
738 object *tmp;
739
740 for (tmp = ms.top; tmp; tmp = tmp->below)
741 if (QUERY_FLAG (tmp, FLAG_MONSTER))
742 break;
743
744 /* doesn't effect players, and if there is a player on this space, won't also
745 * be a monster here.
746 */
747 //TODO: have players really FLAG_MONSTER? kept it for safety
748 if (!tmp || tmp->type == PLAYER)
749 return;
750
751 switch (op->last_sp)
752 {
753 case 0: /* furious--make all monsters mad */
754 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
755 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
756
757 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
758 {
759 tmp->attack_movement = 0;
760 /* lots of checks here, but want to make sure we don't
761 * dereference a null value
762 */
763 if (tmp->type == GOLEM
764 && tmp->owner
765 && tmp->owner->type == PLAYER
766 && tmp->owner->contr->golem == tmp)
767 tmp->owner->contr->golem = 0;
768
769 tmp->owner = 0;
770
771 remove_friendly_object (tmp);
772 }
773 break;
774
775 case 1: /* angry -- get neutral monsters mad */
776 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
777 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
778 break;
779
780 case 2: /* calm -- pacify unfriendly monsters */
781 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
782 break;
783
784 case 3: /* make all monsters fall asleep */
785 SET_FLAG (tmp, FLAG_SLEEP);
786 break;
787
788 case 4: /* charm all monsters */
789 if (op == source)
790 break; /* only if 'connected' */
791
792 if (object *pl = source->ms ().player ())
793 {
794 tmp->set_owner (pl);
795 SET_FLAG (tmp, FLAG_MONSTER);
796
797 tmp->stats.exp = 0;
798
799 add_friendly_object (tmp);
800 tmp->attack_movement = PETMOVE;
801 }
802 break;
803
804 case 6: // kill monsters
805 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
806 break;
807
808 // FALL THROUGH
809 case 5: // kill all alives
810 if (!tmp->flag [FLAG_PRECIOUS])
811 {
812 archetype::get (shstr_burnout)->insert_at (tmp, source);
813 tmp->destroy ();
814 }
815 break;
816
817 default:
818 break;
819 }
820 }
821
822 /* this function returns the object it matches, or NULL if non.
823 * It will descend through containers to find the object.
824 * slaying = match object slaying flag
825 * race = match object archetype name flag
826 * hp = match object type (excpt type '0'== PLAYER)
827 */
828 object *
829 check_inv_recursive (object *op, const object *trig)
830 {
831 object *tmp, *ret = NULL;
832
833 /* First check the object itself. */
834 if ((trig->stats.hp && (op->type == trig->stats.hp))
835 || (trig->slaying && (op->slaying == trig->slaying))
836 || (trig->race && (op->arch->archname == trig->race)))
837 return op;
838
839 for (tmp = op->inv; tmp; tmp = tmp->below)
840 {
841 if (tmp->inv)
842 {
843 ret = check_inv_recursive (tmp, trig);
844 if (ret)
845 return ret;
846 }
847 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
848 || (trig->slaying && (tmp->slaying == trig->slaying))
849 || (trig->race && (tmp->arch->archname == trig->race)))
850 return tmp;
851 }
852 return NULL;
853 }
854
855 /* check_inv(), a function to search the inventory,
856 * of a player and then based on a set of conditions,
857 * the square will activate connected items.
858 * Monsters can't trigger this square (for now)
859 * Values are: last_sp = 1/0 obj/no obj triggers
860 * last_heal = 1/0 remove/dont remove obj if triggered
861 * -b.t. (thomas@nomad.astro.psu.edu
862 *
863 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
864 * because the check-inventory semantic essentially only applies when
865 * something is above the inventory checker.
866 * The semantic prior this change was: trigger if something has moved on or off
867 * and has a matching item. Imagine what happens if someone steps on the inventory
868 * checker with a matching item, has it, activates the connection, throws the item
869 * away, and then leaves the inventory checker. That would've caused an always-enabled
870 * state in the inventory checker. This won't happen anymore now.
871 *
872 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
873 * whether op is on this mapspace or not, because the value (1|0) depends
874 * on this information. also make sure to only push_button if op has
875 * a matching item (because when we do a push_button with value=0 timed gates
876 * will still open)! (i hope i got the semantics right this time)
877 *
878 */
879 void
880 check_inv (object *op, object *trig)
881 {
882 trig->value = 0; // deactivate if none of the following conditions apply
883
884 object *pl = trig->ms ().player ();
885 object *match = check_inv_recursive (op, trig);
886
887 // elmex: a note about (pl == op):
888 // if pl == 0 then the player has left this space
889 // if pl != 0 then a player is on this mapspace, but then
890 // we still have to check whether it's the player that triggered
891 // this inv-checker, because if not, then the op left this inv-checker
892 // and we have to set the value to 0
893
894 if (match && trig->last_sp) // match == having
895 {
896 if (trig->last_heal)
897 match->decrease ();
898
899 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
900 push_button (trig, op);
901 }
902 else if (!match && !trig->last_sp) // match == not having
903 {
904 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
905 push_button (trig, op);
906 }
907 }
908