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Revision: 1.75
Committed: Sun Nov 18 15:19:48 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.74: +13 -39 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 #include <global.h>
27
28 /*
29 * This code is no longer highly inefficient 8)
30 */
31
32 /*
33 * elmex:
34 * This function takes a objectlink list with all the objects are going to be activated.
35 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
36 * The activator argument can be 0 or the source object for this activation.
37 * the originator is the player or monster who did something.
38 */
39 static void
40 activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
41 {
42 for (; ol; ol = ol->next)
43 {
44 if (!ol->ob)
45 {
46 LOG (llevError, "Internal error in activate_connection_link.\n");
47 continue;
48 }
49
50 /* a button link object can become freed when the map is saving. As
51 * a map is saved, objects are removed and freed, and if an object is
52 * on top of a button, this function is eventually called. If a map
53 * is getting moved out of memory, the status of buttons and levers
54 * probably isn't important - it will get sorted out when the map is
55 * re-loaded. As such, just exit this function if that is the case.
56 */
57
58 if (ol->ob->flag [FLAG_FREED])
59 return;
60
61 object *tmp = ol->ob;
62
63 /* if the criteria isn't appropriate, don't do anything */
64 if (state && !tmp->flag [FLAG_ACTIVATE_ON_PUSH])
65 continue;
66
67 if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE])
68 continue;
69
70 switch (tmp->type)
71 {
72 case GATE:
73 case HOLE:
74 if (!tmp->active)
75 tmp->play_sound (tmp->sound
76 ? tmp->sound
77 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
78 tmp->value = tmp->stats.maxsp ? !state : state;
79 tmp->set_speed (0.5);
80 break;
81
82 case T_HANDLE:
83 tmp->value = tmp->stats.maxsp ? !state : state;
84 tmp->update_anim_frame (tmp->value);
85 break;
86
87 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 {
90 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice"));
91
92 if (originator && originator->contr)
93 originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg));
94
95 new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
96
97 if (tmp->stats.food)
98 tmp->last_eat++;
99 }
100 break;
101
102 case ALTAR:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
104 tmp->value = 1;
105 tmp->update_anim_frame (tmp->value);
106 break;
107
108 case BUTTON:
109 case PEDESTAL:
110 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
111 tmp->value = state;
112 tmp->update_anim_frame (tmp->value);
113 break;
114
115 case MOOD_FLOOR:
116 do_mood_floor (tmp, activator);
117 break;
118
119 case TIMED_GATE:
120 if (!tmp->active)
121 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
122
123 tmp->set_speed (tmp->arch->speed);
124 tmp->value = tmp->arch->value;
125 tmp->stats.sp = 1;
126 tmp->stats.hp = tmp->stats.maxhp;
127 /* Handle multipart gates. We copy the value for the other parts
128 * from the head - this ensures that the data will consistent
129 */
130 for (object *part = tmp->more; part; part = part->more)
131 {
132 part->value = tmp->value;
133 part->stats.sp = tmp->stats.sp;
134 part->stats.hp = tmp->stats.hp;
135 part->set_speed (tmp->speed);
136 }
137 break;
138
139 case DIRECTOR:
140 case FIREWALL:
141 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
142 move_firewall (tmp);
143 else
144 {
145 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
146 animate_turning (tmp);
147 }
148 break;
149
150 case TELEPORTER:
151 move_teleporter (tmp);
152 break;
153
154 case CREATOR:
155 move_creator (tmp);
156 break;
157
158 case TRIGGER_MARKER:
159 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
160 move_marker (tmp);
161 break;
162
163 case DUPLICATOR:
164 move_duplicator (tmp);
165 break;
166
167 case MAPSCRIPT:
168 cfperl_mapscript_activate (tmp, state, activator, originator);
169 break;
170 }
171 }
172 }
173
174 /*
175 * elmex:
176 * This is the new push_button function, it got split up so that
177 * you can activate connections without a button now!
178 * old but still valid comment:
179 *
180 * Push the specified object. This can affect other buttons/gates/handles
181 * altars/pedestals/holes in the whole map.
182 * Changed the routine to loop through _all_ objects.
183 * Better hurry with that linked list...
184 *
185 */
186 void
187 push_button (object *op, object *originator)
188 {
189 if (oblinkpt *obp = op->find_link ())
190 {
191 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
192 return;
193
194 activate_connection_link (obp->link, op->value, op, originator);
195 }
196 }
197
198 /*
199 * elmex:
200 * This activates a connection, similar to push_button (object *op) but it takes
201 * only a map, a connection value and a true or false flag that indicated whether
202 * the connection was 'state' or 'released'. So that you can activate objects
203 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
204 *
205 */
206 void
207 maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
208 {
209 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
210 return;
211
212 if (oblinkpt *obp = find_link (id))
213 activate_connection_link (obp->link, state, activator, originator);
214 }
215
216 /*
217 * Updates everything connected with the button op.
218 * After changing the state of a button, this function must be called
219 * to make sure that all gates and other buttons connected to the
220 * button reacts to the (eventual) change of state.
221 */
222 void
223 update_button (object *op, object *originator)
224 {
225 int any_down = 0, old_value = op->value;
226
227 if (oblinkpt *obp = op->find_link ())
228 for (objectlink *ol = obp->link; ol; ol = ol->next)
229 {
230 if (!ol->ob)
231 {
232 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
233 continue;
234 }
235
236 object *tmp = ol->ob;
237
238 if (tmp->type == BUTTON)
239 {
240 weight_t total = 0;
241
242 for (object *ab = tmp->above; ab; ab = ab->above)
243 /* Basically, if the move_type matches that on what the
244 * button wants, we count it. The second check is so that
245 * objects who don't move (swords, etc) will count. Note that
246 * this means that more work is needed to make buttons
247 * that are only triggered by flying objects.
248 */
249 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
250 total += ab->head_ ()->total_weight ();
251
252 tmp->value = total >= tmp->weight;
253
254 any_down = any_down || tmp->value;
255 }
256 else if (tmp->type == PEDESTAL)
257 {
258 bool is_match = is_match_expr (tmp->slaying);
259 tmp->value = 0;
260
261 for (object *ab = tmp->above; ab; ab = ab->above)
262 {
263 object *head = ab->head_ ();
264
265 /* Same note regarding move_type for buttons above apply here. */
266 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
267 if (is_match
268 ? match (tmp->slaying, head, tmp, originator)
269 : (head->race == tmp->slaying
270 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
271 || (tmp->slaying == shstr_player && head->type == PLAYER)))
272 {
273 tmp->value = 1;
274 break;
275 }
276 }
277
278 any_down = any_down || tmp->value;
279 }
280 else if (tmp->type == T_MATCH)
281 {
282 tmp->value = 0;
283
284 for (object *ab = tmp->above; ab; ab = ab->above)
285 {
286 object *head = ab->head_ ();
287
288 /* Same note regarding move_type for buttons above apply here. */
289 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
290 if (match (tmp->slaying, head, tmp, originator))
291 {
292 tmp->value = 1;
293 break;
294 }
295 }
296
297 any_down = any_down || tmp->value;
298 }
299 }
300
301 if (any_down) /* If any other buttons were down, force this to remain down */
302 op->value = 1;
303
304 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
305
306 /* If this button hasn't changed, don't do anything */
307 if (op->value != old_value)
308 {
309 op->update_anim_frame (op->value);
310 push_button (op, originator); /* Make all other buttons the same */
311 }
312 }
313
314 void
315 use_trigger (object *op, object *originator)
316 {
317 /* Toggle value */
318 op->value = !op->value;
319
320 push_button (op, originator);
321 }
322
323 /*
324 * Note: animate_object should be used instead of this,
325 * but it can't handle animations in the 8 directions
326 */
327 void
328 animate_turning (object *op) /* only one part objects */
329 {
330 if (++op->state >= op->anim_frames () / 8)
331 op->state = 0;
332
333 op->update_anim_frame ((op->stats.sp - 1) * op->anim_frames () / 8 + op->state);
334 }
335
336 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
337 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
338
339 /* Returns true if the sacrifice meets the needs of the altar.
340 *
341 * Function put in (0.92.1) so that identify altars won't grab money
342 * unnecessarily - we can see if there is sufficient money, see if something
343 * needs to be identified, and then remove money if needed.
344 *
345 * 0.93.4: Linked objects (ie, objects that are connected) can not be
346 * sacrificed. This fixes a bug of trying to put multiple altars/related
347 * objects on the same space that take the same sacrifice.
348 */
349 int
350 check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
351 {
352 if (sacrifice->flag [FLAG_UNPAID]
353 || sacrifice->flag [FLAG_IS_LINKED]
354 || sacrifice->is_player ())
355 return 0;
356
357 if (is_match_expr (ARCH_SACRIFICE (altar)))
358 return match (ARCH_SACRIFICE (altar), sacrifice, altar, originator);
359
360 if (!sacrifice->flag [FLAG_ALIVE])
361 {
362 if (ARCH_SACRIFICE (altar) == shstr_money
363 && sacrifice->type == MONEY
364 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
365 return 1;
366
367 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
368 || ARCH_SACRIFICE (altar) == sacrifice->name
369 || ARCH_SACRIFICE (altar) == sacrifice->slaying
370 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
371 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
372 return 1;
373 }
374
375 return 0;
376 }
377
378 /*
379 * operate_altar checks if sacrifice was accepted and removes sacrificed
380 * objects. If sacrifice was succeed return 1 else 0. Might be better to
381 * call check_altar_sacrifice (above) than depend on the return value,
382 * since operate_altar will remove the sacrifice also.
383 *
384 * If this function returns 1, '*sacrifice' is modified to point to the
385 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
386 */
387 int
388 operate_altar (object *altar, object **sacrifice, object *originator)
389 {
390 if (!altar->map)
391 {
392 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
393 return 0;
394 }
395
396 if (!altar->slaying || altar->value)
397 return 0;
398
399 if (!check_altar_sacrifice (altar, *sacrifice, originator))
400 return 0;
401
402 /* check_altar_sacrifice should have already verified that enough money
403 * has been dropped.
404 */
405 if (ARCH_SACRIFICE (altar) == shstr_money)
406 {
407 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
408
409 /* Round up any sacrifices. Altars don't make change either */
410 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
411 number++;
412
413 if (!(*sacrifice)->decrease (number))
414 *sacrifice = 0;
415 }
416 else
417 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
418 *sacrifice = 0;
419
420 if (altar->msg)
421 new_info_map (NDI_BLACK, altar->map, altar->msg);
422
423 return 1;
424 }
425
426 static void
427 trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
428 {
429 op->stats.wc = state;
430
431 if (state)
432 {
433 use_trigger (op, originator);
434 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
435 op->speed_left = -1;
436 }
437 else
438 {
439 use_trigger (op, originator);
440 op->set_speed (0);
441 }
442 }
443
444
445 /*
446 * cause != NULL: something has moved on top of op
447 *
448 * cause == NULL: nothing has moved, we have been called from
449 * animate_trigger().
450 *
451 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
452 *
453 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
454 *
455 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
456 */
457 int
458 check_trigger (object *op, object *cause, object *originator)
459 {
460 object *tmp;
461 int push = 0, tot = 0;
462 int in_movement = op->stats.wc || op->has_active_speed ();
463
464 switch (op->type)
465 {
466 case TRIGGER_BUTTON:
467 if (op->weight > 0)
468 {
469 if (cause)
470 {
471 for (tmp = op->above; tmp; tmp = tmp->above)
472 /* Comment reproduced from update_buttons(): */
473 /* Basically, if the move_type matches that on what the
474 * button wants, we count it. The second check is so that
475 * objects that don't move (swords, etc) will count. Note that
476 * this means that more work is needed to make buttons
477 * that are only triggered by flying objects.
478 */
479 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
480 tot += tmp->head_ ()->total_weight ();
481
482 if (tot >= op->weight)
483 push = 1;
484
485 if (op->stats.ac == push)
486 return 0;
487
488 op->stats.ac = push;
489 op->update_anim_frame (push);
490
491 if (in_movement || !push)
492 return 0;
493 }
494
495 trigger_move (op, push, cause);
496 }
497
498 return 0;
499
500 case TRIGGER_PEDESTAL:
501 if (cause)
502 {
503 for (tmp = op->above; tmp; tmp = tmp->above)
504 {
505 object *head = tmp->head_ ();
506
507 /* See comment in TRIGGER_BUTTON about move_types */
508 if (((head->move_type & op->move_on) || head->move_type == 0)
509 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
510 {
511 push = 1;
512 break;
513 }
514 }
515
516 if (op->stats.ac == push)
517 return 0;
518
519 op->stats.ac = push;
520 op->update_anim_frame (push);
521
522 if (in_movement || !push)
523 return 0;
524 }
525
526 trigger_move (op, push, cause);
527 return 0;
528
529 case TRIGGER_ALTAR:
530 if (cause)
531 {
532 if (in_movement)
533 return 0;
534
535 if (operate_altar (op, &cause)) /* TODO: originator? */
536 {
537 op->update_anim_frame (1);
538
539 if (op->last_sp >= 0)
540 {
541 trigger_move (op, 1, cause);
542
543 if (op->last_sp > 0)
544 op->last_sp = -op->last_sp;
545 }
546 else
547 {
548 /* for trigger altar with last_sp, the ON/OFF
549 * status (-> +/- value) is "simulated":
550 */
551 op->value = !op->value;
552 trigger_move (op, 1, cause);
553 op->last_sp = -op->last_sp;
554 op->value = !op->value;
555 }
556
557 return cause == NULL;
558 }
559 else
560 return 0;
561 }
562 else
563 {
564 op->update_anim_frame (0);
565
566 /* If trigger_altar has "last_sp > 0" set on the map,
567 * it will push the connected value only once per sacrifice.
568 * Otherwise (default), the connected value will be
569 * pushed twice: First by sacrifice, second by reset! -AV
570 */
571 if (!op->last_sp)
572 trigger_move (op, 0, cause);
573 else
574 {
575 op->stats.wc = 0;
576 op->value = !op->value;
577 op->set_speed (0);
578 }
579 }
580 return 0;
581
582 case TRIGGER:
583 if (cause)
584 {
585 if (in_movement)
586 return 0;
587
588 push = 1;
589 }
590
591 op->update_anim_frame (push);
592
593 trigger_move (op, push, cause);
594 return 1;
595
596 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
598 return 0;
599 }
600 }
601
602 void
603 object::add_link (maptile *map, shstr_tmp id)
604 {
605 if (!map)
606 {
607 LOG (llevError, "Tried to add button-link without map.\n");
608 return;
609 }
610
611 flag [FLAG_IS_LINKED] = true;
612
613 objectlink *ol = get_objectlink ();
614 ol->ob = this;
615
616 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
617 if (obp->id == id)
618 {
619 ol->next = obp->link;
620 obp->link = ol;
621 return;
622 }
623
624 oblinkpt *obp = get_objectlinkpt ();
625 obp->id = id;
626
627 obp->next = map->buttons;
628 map->buttons = obp;
629 obp->link = ol;
630 }
631
632 /*
633 * Remove the object from the linked lists of buttons in the map.
634 * This is only needed by editors.
635 */
636 void
637 object::remove_link ()
638 {
639 if (!map)
640 {
641 LOG (llevError, "remove_button_link() in object without map.\n");
642 return;
643 }
644
645 if (!flag [FLAG_IS_LINKED])
646 {
647 LOG (llevError, "remove_button_linked() in unlinked object.\n");
648 return;
649 }
650
651 flag [FLAG_IS_LINKED] = false;
652
653 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
654 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
655 if ((*olp)->ob == this)
656 {
657 objectlink *ol = *olp;
658 *olp = ol->next;
659 delete ol;
660 return;
661 }
662
663 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
664 }
665
666 /*
667 * Updates every button on the map (by calling update_button() for them).
668 */
669 void
670 maptile::update_buttons ()
671 {
672 for (oblinkpt *obp = buttons; obp; obp = obp->next)
673 for (objectlink *ol = obp->link; ol; ol = ol->next)
674 {
675 if (!ol->ob)
676 {
677 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
678 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
679 continue;
680 }
681
682 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
683 {
684 update_button (ol->ob, 0);
685 break;
686 }
687 }
688 }
689
690 /*
691 * Gets the objectlink for this connection from the map.
692 */
693 oblinkpt *
694 maptile::find_link (shstr_tmp id)
695 {
696 for (oblinkpt *obp = buttons; obp; obp = obp->next)
697 if (obp->id == id)
698 return obp;
699
700 return 0;
701 }
702
703 /*
704 * Return the first objectlink in the objects linked to this one
705 */
706 oblinkpt *
707 object::find_link () const
708 {
709 if (map)
710 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
711 for (objectlink *ol = obp->link; ol; ol = ol->next)
712 if (ol->ob == this)
713 return obp;
714
715 return 0;
716 }
717
718 /* This routine makes monsters who are
719 * standing on the 'mood floor' change their
720 * disposition if it is different.
721 * If floor is to be triggered must have
722 * a speed of zero (default is 1 for all
723 * but the charm floor type).
724 * by b.t. thomas@nomad.astro.psu.edu
725 */
726 void
727 do_mood_floor (object *op, object *source)
728 {
729 if (!source)
730 source = op;
731
732 mapspace &ms = op->ms ();
733
734 if (!(ms.flags () & P_IS_ALIVE))
735 return;
736
737 object *tmp;
738
739 for (tmp = ms.top; tmp; tmp = tmp->below)
740 if (tmp->flag [FLAG_MONSTER])
741 break;
742
743 /* doesn't effect players, and if there is a player on this space, won't also
744 * be a monster here.
745 */
746 //TODO: have players really FLAG_MONSTER? kept it for safety
747 if (!tmp || tmp->type == PLAYER)
748 return;
749
750 switch (op->last_sp)
751 {
752 case 0: /* furious--make all monsters mad */
753 if (tmp->flag [FLAG_UNAGGRESSIVE])
754 tmp->clr_flag (FLAG_UNAGGRESSIVE);
755
756 if (tmp->flag [FLAG_FRIENDLY])
757 {
758 tmp->attack_movement = 0;
759 /* lots of checks here, but want to make sure we don't
760 * dereference a null value
761 */
762 if (tmp->type == GOLEM
763 && tmp->owner
764 && tmp->owner->type == PLAYER
765 && tmp->owner->contr->golem == tmp)
766 tmp->owner->contr->golem = 0;
767
768 tmp->owner = 0;
769
770 remove_friendly_object (tmp);
771 }
772 break;
773
774 case 1: /* angry -- get neutral monsters mad */
775 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
776 tmp->clr_flag (FLAG_UNAGGRESSIVE);
777 break;
778
779 case 2: /* calm -- pacify unfriendly monsters */
780 tmp->set_flag (FLAG_UNAGGRESSIVE);
781 break;
782
783 case 3: /* make all monsters fall asleep */
784 tmp->set_flag (FLAG_SLEEP);
785 break;
786
787 case 4: /* charm all monsters */
788 if (op == source)
789 break; /* only if 'connected' */
790
791 if (object *pl = source->ms ().player ())
792 {
793 tmp->set_owner (pl);
794 tmp->set_flag (FLAG_MONSTER);
795
796 tmp->stats.exp = 0;
797
798 add_friendly_object (tmp);
799 tmp->attack_movement = PETMOVE;
800 }
801 break;
802
803 case 6: // kill monsters
804 if (!tmp->flag [FLAG_FRIENDLY])
805 break;
806
807 // FALL THROUGH
808 case 5: // kill all alives
809 if (!tmp->flag [FLAG_PRECIOUS])
810 {
811 archetype::get (shstr_burnout)->insert_at (tmp, source);
812 tmp->destroy ();
813 }
814 break;
815
816 default:
817 break;
818 }
819 }
820
821 /* this function returns the object it matches, or NULL if non.
822 * It will descend through containers to find the object.
823 * slaying = match object slaying flag
824 * race = match object archetype name flag
825 * hp = match object type (excpt type '0'== PLAYER)
826 */
827 object *
828 check_inv_recursive (object *op, const object *trig)
829 {
830 object *tmp, *ret = NULL;
831
832 /* First check the object itself. */
833 if ((trig->stats.hp && (op->type == trig->stats.hp))
834 || (trig->slaying && (op->slaying == trig->slaying))
835 || (trig->race && (op->arch->archname == trig->race)))
836 return op;
837
838 for (tmp = op->inv; tmp; tmp = tmp->below)
839 {
840 if (tmp->inv)
841 {
842 ret = check_inv_recursive (tmp, trig);
843 if (ret)
844 return ret;
845 }
846 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
847 || (trig->slaying && (tmp->slaying == trig->slaying))
848 || (trig->race && (tmp->arch->archname == trig->race)))
849 return tmp;
850 }
851 return NULL;
852 }
853
854 /* check_inv(), a function to search the inventory,
855 * of a player and then based on a set of conditions,
856 * the square will activate connected items.
857 * Monsters can't trigger this square (for now)
858 * Values are: last_sp = 1/0 obj/no obj triggers
859 * last_heal = 1/0 remove/dont remove obj if triggered
860 * -b.t. (thomas@nomad.astro.psu.edu
861 *
862 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
863 * because the check-inventory semantic essentially only applies when
864 * something is above the inventory checker.
865 * The semantic prior this change was: trigger if something has moved on or off
866 * and has a matching item. Imagine what happens if someone steps on the inventory
867 * checker with a matching item, has it, activates the connection, throws the item
868 * away, and then leaves the inventory checker. That would've caused an always-enabled
869 * state in the inventory checker. This won't happen anymore now.
870 *
871 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
872 * whether op is on this mapspace or not, because the value (1|0) depends
873 * on this information. also make sure to only push_button if op has
874 * a matching item (because when we do a push_button with value=0 timed gates
875 * will still open)! (i hope i got the semantics right this time)
876 *
877 */
878 void
879 check_inv (object *op, object *trig)
880 {
881 trig->value = 0; // deactivate if none of the following conditions apply
882
883 object *pl = trig->ms ().player ();
884 object *match = check_inv_recursive (op, trig);
885
886 // elmex: a note about (pl == op):
887 // if pl == 0 then the player has left this space
888 // if pl != 0 then a player is on this mapspace, but then
889 // we still have to check whether it's the player that triggered
890 // this inv-checker, because if not, then the op left this inv-checker
891 // and we have to set the value to 0
892
893 if (match && trig->last_sp) // match == having
894 {
895 if (trig->last_heal)
896 match->decrease ();
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 else if (!match && !trig->last_sp) // match == not having
902 {
903 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
904 push_button (trig, op);
905 }
906 }
907