ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/button.C
Revision: 1.59
Committed: Wed Oct 21 00:44:39 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_82
Changes since 1.58: +19 -0 lines
Log Message:
*** empty log message ***

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 else if (tmp->type == T_MATCH)
277 {
278 tmp->value = 0;
279
280 for (object *ab = tmp->above; ab; ab = ab->above)
281 {
282 object *head = ab->head_ ();
283
284 /* Same note regarding move_type for buttons above apply here. */
285 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
286 if (match (tmp->slaying, head, tmp, originator))
287 {
288 tmp->value = 1;
289 break;
290 }
291 }
292
293 any_down = any_down || tmp->value;
294 }
295 }
296
297 if (any_down) /* If any other buttons were down, force this to remain down */
298 op->value = 1;
299
300 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
301
302 /* If this button hasn't changed, don't do anything */
303 if (op->value != old_value)
304 {
305 SET_ANIMATION (op, op->value);
306 update_object (op, UP_OBJ_FACE);
307 push_button (op, originator); /* Make all other buttons the same */
308 }
309 }
310
311 void
312 use_trigger (object *op, object *originator)
313 {
314 /* Toggle value */
315 op->value = !op->value;
316
317 push_button (op, originator);
318 }
319
320 /*
321 * Note: animate_object should be used instead of this,
322 * but it can't handle animations in the 8 directions
323 */
324 void
325 animate_turning (object *op) /* only one part objects */
326 {
327 if (++op->state >= NUM_ANIMATIONS (op) / 8)
328 op->state = 0;
329 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
330 update_object (op, UP_OBJ_FACE);
331 }
332
333 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
334 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
335
336 /* Returns true if the sacrifice meets the needs of the altar.
337 *
338 * Function put in (0.92.1) so that identify altars won't grab money
339 * unnecessarily - we can see if there is sufficient money, see if something
340 * needs to be identified, and then remove money if needed.
341 *
342 * 0.93.4: Linked objects (ie, objects that are connected) can not be
343 * sacrificed. This fixes a bug of trying to put multiple altars/related
344 * objects on the same space that take the same sacrifice.
345 */
346
347 int
348 check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
349 {
350 if (sacrifice->flag [FLAG_UNPAID])
351 return 0;
352
353 if (is_match_expr (ARCH_SACRIFICE (altar)))
354 return match (ARCH_SACRIFICE (altar), altar, originator);
355
356 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
357 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
358 && sacrifice->type != PLAYER)
359 {
360 if (ARCH_SACRIFICE (altar) == shstr_money
361 && sacrifice->type == MONEY
362 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
363 return 1;
364
365 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
366 || ARCH_SACRIFICE (altar) == sacrifice->name
367 || ARCH_SACRIFICE (altar) == sacrifice->slaying
368 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
369 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
370 return 1;
371 }
372
373 return 0;
374 }
375
376 /*
377 * operate_altar checks if sacrifice was accepted and removes sacrificed
378 * objects. If sacrifice was succeed return 1 else 0. Might be better to
379 * call check_altar_sacrifice (above) than depend on the return value,
380 * since operate_altar will remove the sacrifice also.
381 *
382 * If this function returns 1, '*sacrifice' is modified to point to the
383 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
384 */
385 int
386 operate_altar (object *altar, object **sacrifice, object *originator)
387 {
388 if (!altar->map)
389 {
390 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
391 return 0;
392 }
393
394 if (!altar->slaying || altar->value)
395 return 0;
396
397 if (!check_altar_sacrifice (altar, *sacrifice, originator))
398 return 0;
399
400 /* check_altar_sacrifice should have already verified that enough money
401 * has been dropped.
402 */
403 if (ARCH_SACRIFICE (altar) == shstr_money)
404 {
405 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
406
407 /* Round up any sacrifices. Altars don't make change either */
408 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
409 number++;
410
411 if (!(*sacrifice)->decrease (number))
412 *sacrifice = 0;
413 }
414 else
415 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
416 *sacrifice = 0;
417
418 if (altar->msg)
419 new_info_map (NDI_BLACK, altar->map, altar->msg);
420
421 return 1;
422 }
423
424 void
425 trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
426 {
427 op->stats.wc = state;
428
429 if (state)
430 {
431 use_trigger (op, originator);
432 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
433 op->speed_left = -1;
434 }
435 else
436 {
437 use_trigger (op, originator);
438 op->set_speed (0);
439 }
440 }
441
442
443 /*
444 * cause != NULL: something has moved on top of op
445 *
446 * cause == NULL: nothing has moved, we have been called from
447 * animate_trigger().
448 *
449 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
450 *
451 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
452 *
453 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
454 */
455 int
456 check_trigger (object *op, object *cause, object *originator)
457 {
458 object *tmp;
459 int push = 0, tot = 0;
460 int in_movement = op->stats.wc || op->speed;
461
462 switch (op->type)
463 {
464 case TRIGGER_BUTTON:
465 if (op->weight > 0)
466 {
467 if (cause)
468 {
469 for (tmp = op->above; tmp; tmp = tmp->above)
470 /* Comment reproduced from update_buttons(): */
471 /* Basically, if the move_type matches that on what the
472 * button wants, we count it. The second check is so that
473 * objects that don't move (swords, etc) will count. Note that
474 * this means that more work is needed to make buttons
475 * that are only triggered by flying objects.
476 */
477 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
478 tot += tmp->head_ ()->total_weight ();
479
480 if (tot >= op->weight)
481 push = 1;
482
483 if (op->stats.ac == push)
484 return 0;
485
486 op->stats.ac = push;
487 if (NUM_ANIMATIONS (op) > 1)
488 {
489 SET_ANIMATION (op, push);
490 update_object (op, UP_OBJ_FACE);
491 }
492
493 if (in_movement || !push)
494 return 0;
495 }
496
497 trigger_move (op, push, cause);
498 }
499
500 return 0;
501
502 case TRIGGER_PEDESTAL:
503 if (cause)
504 {
505 for (tmp = op->above; tmp; tmp = tmp->above)
506 {
507 object *head = tmp->head_ ();
508
509 /* See comment in TRIGGER_BUTTON about move_types */
510 if (((head->move_type & op->move_on) || head->move_type == 0)
511 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
512 {
513 push = 1;
514 break;
515 }
516 }
517
518 if (op->stats.ac == push)
519 return 0;
520
521 op->stats.ac = push;
522
523 if (NUM_ANIMATIONS (op) > 1)
524 {
525 SET_ANIMATION (op, push);
526 update_object (op, UP_OBJ_FACE);
527 }
528
529 update_object (op, UP_OBJ_FACE);
530
531 if (in_movement || !push)
532 return 0;
533 }
534
535 trigger_move (op, push, cause);
536 return 0;
537
538 case TRIGGER_ALTAR:
539 if (cause)
540 {
541 if (in_movement)
542 return 0;
543
544 if (operate_altar (op, &cause)) /* TODO: originator? */
545 {
546 if (NUM_ANIMATIONS (op) > 1)
547 {
548 SET_ANIMATION (op, 1);
549 update_object (op, UP_OBJ_FACE);
550 }
551
552 if (op->last_sp >= 0)
553 {
554 trigger_move (op, 1, cause);
555
556 if (op->last_sp > 0)
557 op->last_sp = -op->last_sp;
558 }
559 else
560 {
561 /* for trigger altar with last_sp, the ON/OFF
562 * status (-> +/- value) is "simulated":
563 */
564 op->value = !op->value;
565 trigger_move (op, 1, cause);
566 op->last_sp = -op->last_sp;
567 op->value = !op->value;
568 }
569
570 return cause == NULL;
571 }
572 else
573 return 0;
574 }
575 else
576 {
577 if (NUM_ANIMATIONS (op) > 1)
578 {
579 SET_ANIMATION (op, 0);
580 update_object (op, UP_OBJ_FACE);
581 }
582
583 /* If trigger_altar has "last_sp > 0" set on the map,
584 * it will push the connected value only once per sacrifice.
585 * Otherwise (default), the connected value will be
586 * pushed twice: First by sacrifice, second by reset! -AV
587 */
588 if (!op->last_sp)
589 trigger_move (op, 0, cause);
590 else
591 {
592 op->stats.wc = 0;
593 op->value = !op->value;
594 op->set_speed (0);
595 }
596 }
597 return 0;
598
599 case TRIGGER:
600 if (cause)
601 {
602 if (in_movement)
603 return 0;
604
605 push = 1;
606 }
607
608 if (NUM_ANIMATIONS (op) > 1)
609 {
610 SET_ANIMATION (op, push);
611 update_object (op, UP_OBJ_FACE);
612 }
613
614 trigger_move (op, push, cause);
615 return 1;
616
617 default:
618 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
619 return 0;
620 }
621 }
622
623 void
624 object::add_link (maptile *map, shstr_tmp id)
625 {
626 if (!map)
627 {
628 LOG (llevError, "Tried to add button-link without map.\n");
629 return;
630 }
631
632 flag [FLAG_IS_LINKED] = true;
633
634 objectlink *ol = get_objectlink ();
635 ol->ob = this;
636
637 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
638 if (obp->id == id)
639 {
640 ol->next = obp->link;
641 obp->link = ol;
642 return;
643 }
644
645 oblinkpt *obp = get_objectlinkpt ();
646 obp->id = id;
647
648 obp->next = map->buttons;
649 map->buttons = obp;
650 obp->link = ol;
651 }
652
653 /*
654 * Remove the object from the linked lists of buttons in the map.
655 * This is only needed by editors.
656 */
657 void
658 object::remove_link ()
659 {
660 if (!map)
661 {
662 LOG (llevError, "remove_button_link() in object without map.\n");
663 return;
664 }
665
666 if (!flag [FLAG_IS_LINKED])
667 {
668 LOG (llevError, "remove_button_linked() in unlinked object.\n");
669 return;
670 }
671
672 flag [FLAG_IS_LINKED] = false;
673
674 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
675 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
676 if ((*olp)->ob == this)
677 {
678 objectlink *ol = *olp;
679 *olp = ol->next;
680 delete ol;
681 return;
682 }
683
684 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
685 }
686
687 /*
688 * Updates every button on the map (by calling update_button() for them).
689 */
690 void
691 maptile::update_buttons ()
692 {
693 for (oblinkpt *obp = buttons; obp; obp = obp->next)
694 for (objectlink *ol = obp->link; ol; ol = ol->next)
695 {
696 if (!ol->ob)
697 {
698 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
699 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
700 continue;
701 }
702
703 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
704 {
705 update_button (ol->ob, 0);
706 break;
707 }
708 }
709 }
710
711 /*
712 * Gets the objectlink for this connection from the map.
713 */
714 oblinkpt *
715 maptile::find_link (shstr_tmp id)
716 {
717 for (oblinkpt *obp = buttons; obp; obp = obp->next)
718 if (obp->id == id)
719 return obp;
720
721 return 0;
722 }
723
724 /*
725 * Return the first objectlink in the objects linked to this one
726 */
727 oblinkpt *
728 object::find_link () const
729 {
730 if (map)
731 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
732 for (objectlink *ol = obp->link; ol; ol = ol->next)
733 if (ol->ob == this)
734 return obp;
735
736 return 0;
737 }
738
739 /* This routine makes monsters who are
740 * standing on the 'mood floor' change their
741 * disposition if it is different.
742 * If floor is to be triggered must have
743 * a speed of zero (default is 1 for all
744 * but the charm floor type).
745 * by b.t. thomas@nomad.astro.psu.edu
746 */
747 void
748 do_mood_floor (object *op, object *source)
749 {
750 if (!source)
751 source = op;
752
753 mapspace &ms = op->ms ();
754
755 if (!(ms.flags () & P_IS_ALIVE))
756 return;
757
758 object *tmp;
759
760 for (tmp = ms.top; tmp; tmp = tmp->below)
761 if (QUERY_FLAG (tmp, FLAG_MONSTER))
762 break;
763
764 /* doesn't effect players, and if there is a player on this space, won't also
765 * be a monster here.
766 */
767 //TODO: have players really FLAG_MONSTER? kept it for safety
768 if (!tmp || tmp->type == PLAYER)
769 return;
770
771 switch (op->last_sp)
772 {
773 case 0: /* furious--make all monsters mad */
774 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
775 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
776
777 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
778 {
779 tmp->attack_movement = 0;
780 /* lots of checks here, but want to make sure we don't
781 * dereference a null value
782 */
783 if (tmp->type == GOLEM
784 && tmp->owner
785 && tmp->owner->type == PLAYER
786 && tmp->owner->contr->golem == tmp)
787 tmp->owner->contr->golem = 0;
788
789 tmp->owner = 0;
790
791 remove_friendly_object (tmp);
792 }
793 break;
794
795 case 1: /* angry -- get neutral monsters mad */
796 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
797 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
798 break;
799
800 case 2: /* calm -- pacify unfriendly monsters */
801 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
802 break;
803
804 case 3: /* make all monsters fall asleep */
805 SET_FLAG (tmp, FLAG_SLEEP);
806 break;
807
808 case 4: /* charm all monsters */
809 if (op == source)
810 break; /* only if 'connected' */
811
812 if (object *pl = source->ms ().player ())
813 {
814 tmp->set_owner (pl);
815 SET_FLAG (tmp, FLAG_MONSTER);
816
817 tmp->stats.exp = 0;
818
819 add_friendly_object (tmp);
820 tmp->attack_movement = PETMOVE;
821 }
822 break;
823
824 case 6: // kill monsters
825 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
826 break;
827
828 // FALL THROUGH
829 case 5: // kill all alives
830 if (!tmp->flag [FLAG_PRECIOUS])
831 {
832 archetype::get (shstr_burnout)->insert_at (tmp, source);
833 tmp->destroy ();
834 }
835 break;
836
837 default:
838 break;
839 }
840 }
841
842 /* this function returns the object it matches, or NULL if non.
843 * It will descend through containers to find the object.
844 * slaying = match object slaying flag
845 * race = match object archetype name flag
846 * hp = match object type (excpt type '0'== PLAYER)
847 */
848 object *
849 check_inv_recursive (object *op, const object *trig)
850 {
851 object *tmp, *ret = NULL;
852
853 /* First check the object itself. */
854 if ((trig->stats.hp && (op->type == trig->stats.hp))
855 || (trig->slaying && (op->slaying == trig->slaying))
856 || (trig->race && (op->arch->archname == trig->race)))
857 return op;
858
859 for (tmp = op->inv; tmp; tmp = tmp->below)
860 {
861 if (tmp->inv)
862 {
863 ret = check_inv_recursive (tmp, trig);
864 if (ret)
865 return ret;
866 }
867 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
868 || (trig->slaying && (tmp->slaying == trig->slaying))
869 || (trig->race && (tmp->arch->archname == trig->race)))
870 return tmp;
871 }
872 return NULL;
873 }
874
875 /* check_inv(), a function to search the inventory,
876 * of a player and then based on a set of conditions,
877 * the square will activate connected items.
878 * Monsters can't trigger this square (for now)
879 * Values are: last_sp = 1/0 obj/no obj triggers
880 * last_heal = 1/0 remove/dont remove obj if triggered
881 * -b.t. (thomas@nomad.astro.psu.edu
882 *
883 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
884 * because the check-inventory semantic essentially only applies when
885 * something is above the inventory checker.
886 * The semantic prior this change was: trigger if something has moved on or off
887 * and has a matching item. Imagine what happens if someone steps on the inventory
888 * checker with a matching item, has it, activates the connection, throws the item
889 * away, and then leaves the inventory checker. That would've caused an always-enabled
890 * state in the inventory checker. This won't happen anymore now.
891 *
892 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
893 * whether op is on this mapspace or not, because the value (1|0) depends
894 * on this information. also make sure to only push_button if op has
895 * a matching item (because when we do a push_button with value=0 timed gates
896 * will still open)! (i hope i got the semantics right this time)
897 *
898 */
899 void
900 check_inv (object *op, object *trig)
901 {
902 trig->value = 0; // deactivate if none of the following conditions apply
903
904 object *pl = trig->ms ().player ();
905 object *match = check_inv_recursive (op, trig);
906
907 // elmex: a note about (pl == op):
908 // if pl == 0 then the player has left this space
909 // if pl != 0 then a player is on this mapspace, but then
910 // we still have to check whether it's the player that triggered
911 // this inv-checker, because if not, then the op left this inv-checker
912 // and we have to set the value to 0
913
914 if (match && trig->last_sp) // match == having
915 {
916 if (trig->last_heal)
917 match->decrease ();
918
919 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
920 push_button (trig, op);
921 }
922 else if (!match && !trig->last_sp) // match == not having
923 {
924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
925 push_button (trig, op);
926 }
927 }
928