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Revision: 1.58
Committed: Thu Oct 15 21:40:42 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.57: +1 -1 lines
Log Message:
cleanups

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26
27 /*
28 * This code is no longer highly inefficient 8)
29 */
30
31 /*
32 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated.
34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
35 * The activator argument can be 0 or the source object for this activation.
36 * the originator is the player or monster who did something.
37 */
38 static void
39 activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
40 {
41 for (; ol; ol = ol->next)
42 {
43 if (!ol->ob)
44 {
45 LOG (llevError, "Internal error in activate_connection_link.\n");
46 continue;
47 }
48
49 /* a button link object can become freed when the map is saving. As
50 * a map is saved, objects are removed and freed, and if an object is
51 * on top of a button, this function is eventually called. If a map
52 * is getting moved out of memory, the status of buttons and levers
53 * probably isn't important - it will get sorted out when the map is
54 * re-loaded. As such, just exit this function if that is the case.
55 */
56
57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
58 return;
59
60 object *tmp = ol->ob;
61
62 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue;
65
66 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
67 continue;
68
69 switch (tmp->type)
70 {
71 case GATE:
72 case HOLE:
73 if (!tmp->active)
74 tmp->play_sound (tmp->sound
75 ? tmp->sound
76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
77 tmp->value = tmp->stats.maxsp ? !state : state;
78 tmp->set_speed (0.5);
79 break;
80
81 case T_HANDLE:
82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
83 update_object (tmp, UP_OBJ_FACE);
84 break;
85
86 case SIGN:
87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
88 {
89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food)
92 tmp->last_eat++;
93 }
94 break;
95
96 case ALTAR:
97 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
98 tmp->value = 1;
99 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE);
101 break;
102
103 case BUTTON:
104 case PEDESTAL:
105 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
106 tmp->value = state;
107 SET_ANIMATION (tmp, tmp->value);
108 update_object (tmp, UP_OBJ_FACE);
109 break;
110
111 case MOOD_FLOOR:
112 do_mood_floor (tmp, activator);
113 break;
114
115 case TIMED_GATE:
116 if (!tmp->active)
117 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
118
119 tmp->set_speed (tmp->arch->speed);
120 tmp->value = tmp->arch->value;
121 tmp->stats.sp = 1;
122 tmp->stats.hp = tmp->stats.maxhp;
123 /* Handle multipart gates. We copy the value for the other parts
124 * from the head - this ensures that the data will consistent
125 */
126 for (object *part = tmp->more; part; part = part->more)
127 {
128 part->value = tmp->value;
129 part->stats.sp = tmp->stats.sp;
130 part->stats.hp = tmp->stats.hp;
131 part->set_speed (tmp->speed);
132 }
133 break;
134
135 case DIRECTOR:
136 case FIREWALL:
137 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
138 move_firewall (tmp);
139 else
140 {
141 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
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, state, activator, originator);
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, object *originator)
184 {
185 if (oblinkpt *obp = op->find_link ())
186 {
187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
188 return;
189
190 activate_connection_link (obp->link, op->value, op, originator);
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, int state, object *activator, 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, activator, 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, object *originator)
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 bool is_match = is_match_expr (tmp->slaying);
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 if (is_match
264 ? match (tmp->slaying, head, tmp, originator)
265 : (head->race == tmp->slaying
266 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
267 || (tmp->slaying == shstr_player && head->type == PLAYER)))
268 {
269 tmp->value = 1;
270 break;
271 }
272 }
273
274 any_down = any_down || tmp->value;
275 }
276 }
277
278 if (any_down) /* If any other buttons were down, force this to remain down */
279 op->value = 1;
280
281 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
282
283 /* If this button hasn't changed, don't do anything */
284 if (op->value != old_value)
285 {
286 SET_ANIMATION (op, op->value);
287 update_object (op, UP_OBJ_FACE);
288 push_button (op, originator); /* Make all other buttons the same */
289 }
290 }
291
292 void
293 use_trigger (object *op, object *originator)
294 {
295 /* Toggle value */
296 op->value = !op->value;
297
298 push_button (op, originator);
299 }
300
301 /*
302 * Note: animate_object should be used instead of this,
303 * but it can't handle animations in the 8 directions
304 */
305 void
306 animate_turning (object *op) /* only one part objects */
307 {
308 if (++op->state >= NUM_ANIMATIONS (op) / 8)
309 op->state = 0;
310 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
311 update_object (op, UP_OBJ_FACE);
312 }
313
314 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
315 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
316
317 /* Returns true if the sacrifice meets the needs of the altar.
318 *
319 * Function put in (0.92.1) so that identify altars won't grab money
320 * unnecessarily - we can see if there is sufficient money, see if something
321 * needs to be identified, and then remove money if needed.
322 *
323 * 0.93.4: Linked objects (ie, objects that are connected) can not be
324 * sacrificed. This fixes a bug of trying to put multiple altars/related
325 * objects on the same space that take the same sacrifice.
326 */
327
328 int
329 check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
330 {
331 if (sacrifice->flag [FLAG_UNPAID])
332 return 0;
333
334 if (is_match_expr (ARCH_SACRIFICE (altar)))
335 return match (ARCH_SACRIFICE (altar), altar, originator);
336
337 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
338 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
339 && sacrifice->type != PLAYER)
340 {
341 if (ARCH_SACRIFICE (altar) == shstr_money
342 && sacrifice->type == MONEY
343 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
344 return 1;
345
346 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
347 || ARCH_SACRIFICE (altar) == sacrifice->name
348 || ARCH_SACRIFICE (altar) == sacrifice->slaying
349 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
350 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
351 return 1;
352 }
353
354 return 0;
355 }
356
357 /*
358 * operate_altar checks if sacrifice was accepted and removes sacrificed
359 * objects. If sacrifice was succeed return 1 else 0. Might be better to
360 * call check_altar_sacrifice (above) than depend on the return value,
361 * since operate_altar will remove the sacrifice also.
362 *
363 * If this function returns 1, '*sacrifice' is modified to point to the
364 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
365 */
366 int
367 operate_altar (object *altar, object **sacrifice, object *originator)
368 {
369 if (!altar->map)
370 {
371 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
372 return 0;
373 }
374
375 if (!altar->slaying || altar->value)
376 return 0;
377
378 if (!check_altar_sacrifice (altar, *sacrifice, originator))
379 return 0;
380
381 /* check_altar_sacrifice should have already verified that enough money
382 * has been dropped.
383 */
384 if (ARCH_SACRIFICE (altar) == shstr_money)
385 {
386 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
387
388 /* Round up any sacrifices. Altars don't make change either */
389 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
390 number++;
391
392 if (!(*sacrifice)->decrease (number))
393 *sacrifice = 0;
394 }
395 else
396 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
397 *sacrifice = 0;
398
399 if (altar->msg)
400 new_info_map (NDI_BLACK, altar->map, altar->msg);
401
402 return 1;
403 }
404
405 void
406 trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
407 {
408 op->stats.wc = state;
409
410 if (state)
411 {
412 use_trigger (op, originator);
413 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
414 op->speed_left = -1;
415 }
416 else
417 {
418 use_trigger (op, originator);
419 op->set_speed (0);
420 }
421 }
422
423
424 /*
425 * cause != NULL: something has moved on top of op
426 *
427 * cause == NULL: nothing has moved, we have been called from
428 * animate_trigger().
429 *
430 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
431 *
432 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
433 *
434 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
435 */
436 int
437 check_trigger (object *op, object *cause, object *originator)
438 {
439 object *tmp;
440 int push = 0, tot = 0;
441 int in_movement = op->stats.wc || op->speed;
442
443 switch (op->type)
444 {
445 case TRIGGER_BUTTON:
446 if (op->weight > 0)
447 {
448 if (cause)
449 {
450 for (tmp = op->above; tmp; tmp = tmp->above)
451 /* Comment reproduced from update_buttons(): */
452 /* Basically, if the move_type matches that on what the
453 * button wants, we count it. The second check is so that
454 * objects that don't move (swords, etc) will count. Note that
455 * this means that more work is needed to make buttons
456 * that are only triggered by flying objects.
457 */
458 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
459 tot += tmp->head_ ()->total_weight ();
460
461 if (tot >= op->weight)
462 push = 1;
463
464 if (op->stats.ac == push)
465 return 0;
466
467 op->stats.ac = push;
468 if (NUM_ANIMATIONS (op) > 1)
469 {
470 SET_ANIMATION (op, push);
471 update_object (op, UP_OBJ_FACE);
472 }
473
474 if (in_movement || !push)
475 return 0;
476 }
477
478 trigger_move (op, push, cause);
479 }
480
481 return 0;
482
483 case TRIGGER_PEDESTAL:
484 if (cause)
485 {
486 for (tmp = op->above; tmp; tmp = tmp->above)
487 {
488 object *head = tmp->head_ ();
489
490 /* See comment in TRIGGER_BUTTON about move_types */
491 if (((head->move_type & op->move_on) || head->move_type == 0)
492 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
493 {
494 push = 1;
495 break;
496 }
497 }
498
499 if (op->stats.ac == push)
500 return 0;
501
502 op->stats.ac = push;
503
504 if (NUM_ANIMATIONS (op) > 1)
505 {
506 SET_ANIMATION (op, push);
507 update_object (op, UP_OBJ_FACE);
508 }
509
510 update_object (op, UP_OBJ_FACE);
511
512 if (in_movement || !push)
513 return 0;
514 }
515
516 trigger_move (op, push, cause);
517 return 0;
518
519 case TRIGGER_ALTAR:
520 if (cause)
521 {
522 if (in_movement)
523 return 0;
524
525 if (operate_altar (op, &cause)) /* TODO: originator? */
526 {
527 if (NUM_ANIMATIONS (op) > 1)
528 {
529 SET_ANIMATION (op, 1);
530 update_object (op, UP_OBJ_FACE);
531 }
532
533 if (op->last_sp >= 0)
534 {
535 trigger_move (op, 1, cause);
536
537 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp;
539 }
540 else
541 {
542 /* for trigger altar with last_sp, the ON/OFF
543 * status (-> +/- value) is "simulated":
544 */
545 op->value = !op->value;
546 trigger_move (op, 1, cause);
547 op->last_sp = -op->last_sp;
548 op->value = !op->value;
549 }
550
551 return cause == NULL;
552 }
553 else
554 return 0;
555 }
556 else
557 {
558 if (NUM_ANIMATIONS (op) > 1)
559 {
560 SET_ANIMATION (op, 0);
561 update_object (op, UP_OBJ_FACE);
562 }
563
564 /* If trigger_altar has "last_sp > 0" set on the map,
565 * it will push the connected value only once per sacrifice.
566 * Otherwise (default), the connected value will be
567 * pushed twice: First by sacrifice, second by reset! -AV
568 */
569 if (!op->last_sp)
570 trigger_move (op, 0, cause);
571 else
572 {
573 op->stats.wc = 0;
574 op->value = !op->value;
575 op->set_speed (0);
576 }
577 }
578 return 0;
579
580 case TRIGGER:
581 if (cause)
582 {
583 if (in_movement)
584 return 0;
585
586 push = 1;
587 }
588
589 if (NUM_ANIMATIONS (op) > 1)
590 {
591 SET_ANIMATION (op, push);
592 update_object (op, UP_OBJ_FACE);
593 }
594
595 trigger_move (op, push, cause);
596 return 1;
597
598 default:
599 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
600 return 0;
601 }
602 }
603
604 void
605 object::add_link (maptile *map, shstr_tmp id)
606 {
607 if (!map)
608 {
609 LOG (llevError, "Tried to add button-link without map.\n");
610 return;
611 }
612
613 flag [FLAG_IS_LINKED] = true;
614
615 objectlink *ol = get_objectlink ();
616 ol->ob = this;
617
618 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
619 if (obp->id == id)
620 {
621 ol->next = obp->link;
622 obp->link = ol;
623 return;
624 }
625
626 oblinkpt *obp = get_objectlinkpt ();
627 obp->id = id;
628
629 obp->next = map->buttons;
630 map->buttons = obp;
631 obp->link = ol;
632 }
633
634 /*
635 * Remove the object from the linked lists of buttons in the map.
636 * This is only needed by editors.
637 */
638 void
639 object::remove_link ()
640 {
641 if (!map)
642 {
643 LOG (llevError, "remove_button_link() in object without map.\n");
644 return;
645 }
646
647 if (!flag [FLAG_IS_LINKED])
648 {
649 LOG (llevError, "remove_button_linked() in unlinked object.\n");
650 return;
651 }
652
653 flag [FLAG_IS_LINKED] = false;
654
655 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
656 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
657 if ((*olp)->ob == this)
658 {
659 objectlink *ol = *olp;
660 *olp = ol->next;
661 delete ol;
662 return;
663 }
664
665 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
666 }
667
668 /*
669 * Updates every button on the map (by calling update_button() for them).
670 */
671 void
672 maptile::update_buttons ()
673 {
674 for (oblinkpt *obp = buttons; obp; obp = obp->next)
675 for (objectlink *ol = obp->link; ol; ol = ol->next)
676 {
677 if (!ol->ob)
678 {
679 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
680 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
681 continue;
682 }
683
684 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
685 {
686 update_button (ol->ob, 0);
687 break;
688 }
689 }
690 }
691
692 /*
693 * Gets the objectlink for this connection from the map.
694 */
695 oblinkpt *
696 maptile::find_link (shstr_tmp id)
697 {
698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
699 if (obp->id == id)
700 return obp;
701
702 return 0;
703 }
704
705 /*
706 * Return the first objectlink in the objects linked to this one
707 */
708 oblinkpt *
709 object::find_link () const
710 {
711 if (map)
712 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
713 for (objectlink *ol = obp->link; ol; ol = ol->next)
714 if (ol->ob == this)
715 return obp;
716
717 return 0;
718 }
719
720 /* This routine makes monsters who are
721 * standing on the 'mood floor' change their
722 * disposition if it is different.
723 * If floor is to be triggered must have
724 * a speed of zero (default is 1 for all
725 * but the charm floor type).
726 * by b.t. thomas@nomad.astro.psu.edu
727 */
728 void
729 do_mood_floor (object *op, object *source)
730 {
731 if (!source)
732 source = op;
733
734 mapspace &ms = op->ms ();
735
736 if (!(ms.flags () & P_IS_ALIVE))
737 return;
738
739 object *tmp;
740
741 for (tmp = ms.top; tmp; tmp = tmp->below)
742 if (QUERY_FLAG (tmp, FLAG_MONSTER))
743 break;
744
745 /* doesn't effect players, and if there is a player on this space, won't also
746 * be a monster here.
747 */
748 //TODO: have players really FLAG_MONSTER? kept it for safety
749 if (!tmp || tmp->type == PLAYER)
750 return;
751
752 switch (op->last_sp)
753 {
754 case 0: /* furious--make all monsters mad */
755 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
756 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
757
758 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
759 {
760 tmp->attack_movement = 0;
761 /* lots of checks here, but want to make sure we don't
762 * dereference a null value
763 */
764 if (tmp->type == GOLEM
765 && tmp->owner
766 && tmp->owner->type == PLAYER
767 && tmp->owner->contr->golem == tmp)
768 tmp->owner->contr->golem = 0;
769
770 tmp->owner = 0;
771
772 remove_friendly_object (tmp);
773 }
774 break;
775
776 case 1: /* angry -- get neutral monsters mad */
777 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
778 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
779 break;
780
781 case 2: /* calm -- pacify unfriendly monsters */
782 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
783 break;
784
785 case 3: /* make all monsters fall asleep */
786 SET_FLAG (tmp, FLAG_SLEEP);
787 break;
788
789 case 4: /* charm all monsters */
790 if (op == source)
791 break; /* only if 'connected' */
792
793 if (object *pl = source->ms ().player ())
794 {
795 tmp->set_owner (pl);
796 SET_FLAG (tmp, FLAG_MONSTER);
797
798 tmp->stats.exp = 0;
799
800 add_friendly_object (tmp);
801 tmp->attack_movement = PETMOVE;
802 }
803 break;
804
805 case 6: // kill monsters
806 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
807 break;
808
809 // FALL THROUGH
810 case 5: // kill all alives
811 if (!tmp->flag [FLAG_PRECIOUS])
812 {
813 archetype::get (shstr_burnout)->insert_at (tmp, source);
814 tmp->destroy ();
815 }
816 break;
817
818 default:
819 break;
820 }
821 }
822
823 /* this function returns the object it matches, or NULL if non.
824 * It will descend through containers to find the object.
825 * slaying = match object slaying flag
826 * race = match object archetype name flag
827 * hp = match object type (excpt type '0'== PLAYER)
828 */
829 object *
830 check_inv_recursive (object *op, const object *trig)
831 {
832 object *tmp, *ret = NULL;
833
834 /* First check the object itself. */
835 if ((trig->stats.hp && (op->type == trig->stats.hp))
836 || (trig->slaying && (op->slaying == trig->slaying))
837 || (trig->race && (op->arch->archname == trig->race)))
838 return op;
839
840 for (tmp = op->inv; tmp; tmp = tmp->below)
841 {
842 if (tmp->inv)
843 {
844 ret = check_inv_recursive (tmp, trig);
845 if (ret)
846 return ret;
847 }
848 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
849 || (trig->slaying && (tmp->slaying == trig->slaying))
850 || (trig->race && (tmp->arch->archname == trig->race)))
851 return tmp;
852 }
853 return NULL;
854 }
855
856 /* check_inv(), a function to search the inventory,
857 * of a player and then based on a set of conditions,
858 * the square will activate connected items.
859 * Monsters can't trigger this square (for now)
860 * Values are: last_sp = 1/0 obj/no obj triggers
861 * last_heal = 1/0 remove/dont remove obj if triggered
862 * -b.t. (thomas@nomad.astro.psu.edu
863 *
864 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
865 * because the check-inventory semantic essentially only applies when
866 * something is above the inventory checker.
867 * The semantic prior this change was: trigger if something has moved on or off
868 * and has a matching item. Imagine what happens if someone steps on the inventory
869 * checker with a matching item, has it, activates the connection, throws the item
870 * away, and then leaves the inventory checker. That would've caused an always-enabled
871 * state in the inventory checker. This won't happen anymore now.
872 *
873 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
874 * whether op is on this mapspace or not, because the value (1|0) depends
875 * on this information. also make sure to only push_button if op has
876 * a matching item (because when we do a push_button with value=0 timed gates
877 * will still open)! (i hope i got the semantics right this time)
878 *
879 */
880 void
881 check_inv (object *op, object *trig)
882 {
883 trig->value = 0; // deactivate if none of the following conditions apply
884
885 object *pl = trig->ms ().player ();
886 object *match = check_inv_recursive (op, trig);
887
888 // elmex: a note about (pl == op):
889 // if pl == 0 then the player has left this space
890 // if pl != 0 then a player is on this mapspace, but then
891 // we still have to check whether it's the player that triggered
892 // this inv-checker, because if not, then the op left this inv-checker
893 // and we have to set the value to 0
894
895 if (match && trig->last_sp) // match == having
896 {
897 if (trig->last_heal)
898 match->decrease ();
899
900 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
901 push_button (trig, op);
902 }
903 else if (!match && !trig->last_sp) // match == not having
904 {
905 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
906 push_button (trig, op);
907 }
908 }
909