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/cvs/deliantra/server/common/button.C
Revision: 1.19
Committed: Mon Dec 25 11:25:49 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +86 -88 lines
Log Message:
- small, but subtle, rewrite of object management
- perl will now keep attachable objects alive
- objects are now refcounted
- refcouts need to be tested explicitly (refcnt_chk)
- explicit destroy is required current
- explicit destroy asks "nicely" for the object to self destruct, if possible
- refcounts will be used during mortal killing
- minor bugfixes, optimisations etc.
- some former hacks removed.

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <funcpoint.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 source argument can be 0 or the source object for this activation.
36 */
37 void
38 activate_connection_link (objectlink * ol, bool state, object *source = 0)
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 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue;
66
67 switch (tmp->type)
68 {
69 case GATE:
70 case HOLE:
71 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->speed = 0.5;
73 update_ob_speed (tmp);
74 break;
75
76 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE);
79 break;
80
81 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 {
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food)
86 tmp->last_eat++;
87 }
88 break;
89
90 case ALTAR:
91 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE);
94 break;
95
96 case BUTTON:
97 case PEDESTAL:
98 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE);
101 break;
102
103 case MOOD_FLOOR:
104 do_mood_floor (tmp, source);
105 break;
106
107 case TIMED_GATE:
108 tmp->speed = tmp->arch->clone.speed;
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value;
111 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent
115 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more)
117 {
118 tmp->speed = tmp->head->speed;
119 tmp->value = tmp->head->value;
120 tmp->stats.sp = tmp->head->stats.sp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp);
123 }
124 break;
125
126 case DIRECTOR:
127 case FIREWALL:
128 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
129 move_firewall (tmp);
130 else
131 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
134 animate_turning (tmp);
135 }
136 break;
137
138 case TELEPORTER:
139 move_teleporter (tmp);
140 break;
141
142 case CREATOR:
143 move_creator (tmp);
144 break;
145
146 case TRIGGER_MARKER:
147 move_marker (tmp);
148 break;
149
150 case DUPLICATOR:
151 move_duplicator (tmp);
152 break;
153 }
154 }
155 }
156
157 /*
158 * elmex:
159 * This is the new push_button function, it got split up so that
160 * you can activate connections without a button now!
161 * old but still valid comment:
162 *
163 * Push the specified object. This can affect other buttons/gates/handles
164 * altars/pedestals/holes in the whole map.
165 * Changed the routine to loop through _all_ objects.
166 * Better hurry with that linked list...
167 *
168 */
169 void
170 push_button (object *op)
171 {
172 oblinkpt *obp = get_button_links (op);
173
174 if (!obp)
175 return;
176
177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
178 return;
179
180 activate_connection_link (obp->link, op->value, op);
181 }
182
183 /*
184 * elmex:
185 * This activates a connection, similar to push_button (object *op) but it takes
186 * only a map, a connection value and a true or false flag that indicated whether
187 * the connection was 'state' or 'released'. So that you can activate objects
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 *
190 */
191 void
192 activate_connection (maptile *map, long connection, bool state)
193 {
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
195 return;
196
197 oblinkpt *obp = get_connection_links (map, connection);
198
199 if (obp)
200 activate_connection_link (obp->link, state);
201 }
202
203 /*
204 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called
206 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state.
208 */
209 void
210 update_button (object *op)
211 {
212 object *ab, *tmp, *head;
213 int tot, any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0;
215 objectlink *ol;
216
217 obp = get_button_links (op);
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp)
220 for (ol = obp->link; ol; ol = ol->next)
221 {
222 if (!ol->ob)
223 {
224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue;
226 }
227
228 tmp = ol->ob;
229 if (tmp->type == BUTTON)
230 {
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of
233 * the object, this bit doesn't. I'd think we should check
234 * for head here also. Maybe it also makese sense to
235 * make the for ab=tmp->above loop common, and alter
236 * behaviour based on object within that loop?
237 */
238
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 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 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
247
248 tmp->value = (tot >= tmp->weight) ? 1 : 0;
249 if (tmp->value)
250 any_down = 1;
251 }
252 else if (tmp->type == PEDESTAL)
253 {
254 tmp->value = 0;
255 for (ab = tmp->above; ab != NULL; ab = ab->above)
256 {
257 head = ab->head ? ab->head : ab;
258 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
260 (head->race == tmp->slaying ||
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
263 tmp->value = 1;
264 }
265 if (tmp->value)
266 any_down = 1;
267 }
268 }
269 if (any_down) /* If any other buttons were down, force this to remain down */
270 op->value = 1;
271
272 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value)
274 {
275 SET_ANIMATION (op, op->value);
276 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */
278 }
279 }
280
281 /*
282 * Updates every button on the map (by calling update_button() for them).
283 */
284
285 void
286 update_buttons (maptile *m)
287 {
288 objectlink *ol;
289 oblinkpt *obp;
290
291 for (obp = m->buttons; obp; obp = obp->next)
292 for (ol = obp->link; ol; ol = ol->next)
293 {
294 if (!ol->ob)
295 {
296 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
297 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
298 continue;
299 }
300
301 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
302 {
303 update_button (ol->ob);
304 break;
305 }
306 }
307 }
308
309 void
310 use_trigger (object *op)
311 {
312
313 /* Toggle value */
314 op->value = !op->value;
315 push_button (op);
316 }
317
318 /*
319 * Note: animate_object should be used instead of this,
320 * but it can't handle animations in the 8 directions
321 */
322
323 void
324 animate_turning (object *op) /* only one part objects */
325 {
326 if (++op->state >= NUM_ANIMATIONS (op) / 8)
327 op->state = 0;
328 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
329 update_object (op, UP_OBJ_FACE);
330 }
331
332 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
333 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
334
335 /* Returns true if the sacrifice meets the needs of the altar.
336 *
337 * Function put in (0.92.1) so that identify altars won't grab money
338 * unnecessarily - we can see if there is sufficient money, see if something
339 * needs to be identified, and then remove money if needed.
340 *
341 * 0.93.4: Linked objects (ie, objects that are connected) can not be
342 * sacrificed. This fixes a bug of trying to put multiple altars/related
343 * objects on the same space that take the same sacrifice.
344 */
345
346 int
347 check_altar_sacrifice (const object *altar, const object *sacrifice)
348 {
349 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
350 {
351 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
352 ARCH_SACRIFICE (altar) == sacrifice->name ||
353 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
354 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
355 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
356 return 1;
357
358 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
359 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
360 return 1;
361 }
362
363 return 0;
364 }
365
366 /*
367 * operate_altar checks if sacrifice was accepted and removes sacrificed
368 * objects. If sacrifice was succeed return 1 else 0. Might be better to
369 * call check_altar_sacrifice (above) than depend on the return value,
370 * since operate_altar will remove the sacrifice also.
371 *
372 * If this function returns 1, '*sacrifice' is modified to point to the
373 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
374 */
375 int
376 operate_altar (object *altar, object **sacrifice)
377 {
378 if (!altar->map)
379 {
380 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
381 return 0;
382 }
383
384 if (!altar->slaying || altar->value)
385 return 0;
386
387 if (!check_altar_sacrifice (altar, *sacrifice))
388 return 0;
389
390 /* check_altar_sacrifice should have already verified that enough money
391 * has been dropped.
392 */
393 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
394 {
395 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
396
397 /* Round up any sacrifices. Altars don't make change either */
398 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
399 number++;
400
401 *sacrifice = decrease_ob_nr (*sacrifice, number);
402 }
403 else
404 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
405
406 if (altar->msg)
407 new_info_map (NDI_BLACK, altar->map, altar->msg);
408
409 return 1;
410 }
411
412 void
413 trigger_move (object *op, int state) /* 1 down and 0 up */
414 {
415 op->stats.wc = state;
416 if (state)
417 {
418 use_trigger (op);
419 if (op->stats.exp > 0) /* check sanity */
420 op->speed = 1.0 / op->stats.exp;
421 else
422 op->speed = 1.0;
423 update_ob_speed (op);
424 op->speed_left = -1;
425 }
426 else
427 {
428 use_trigger (op);
429 op->speed = 0;
430 update_ob_speed (op);
431 }
432 }
433
434
435 /*
436 * cause != NULL: something has moved on top of op
437 *
438 * cause == NULL: nothing has moved, we have been called from
439 * animate_trigger().
440 *
441 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
442 *
443 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
444 *
445 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
446 */
447 int
448 check_trigger (object *op, object *cause)
449 {
450 object *tmp;
451 int push = 0, tot = 0;
452 int in_movement = op->stats.wc || op->speed;
453
454 switch (op->type)
455 {
456 case TRIGGER_BUTTON:
457 if (op->weight > 0)
458 {
459 if (cause)
460 {
461 for (tmp = op->above; tmp; tmp = tmp->above)
462 /* Comment reproduced from update_buttons(): */
463 /* Basically, if the move_type matches that on what the
464 * button wants, we count it. The second check is so that
465 * objects that don't move (swords, etc) will count. Note that
466 * this means that more work is needed to make buttons
467 * that are only triggered by flying objects.
468 */
469
470 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
471 {
472 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
473 }
474 if (tot >= op->weight)
475 push = 1;
476 if (op->stats.ac == push)
477 return 0;
478 op->stats.ac = push;
479 if (NUM_ANIMATIONS (op) > 1)
480 {
481 SET_ANIMATION (op, push);
482 update_object (op, UP_OBJ_FACE);
483 }
484 if (in_movement || !push)
485 return 0;
486 }
487 trigger_move (op, push);
488 }
489 return 0;
490
491 case TRIGGER_PEDESTAL:
492 if (cause)
493 {
494 for (tmp = op->above; tmp; tmp = tmp->above)
495 {
496 object *head = tmp->head ? tmp->head : tmp;
497
498 /* See comment in TRIGGER_BUTTON about move_types */
499 if (((head->move_type & op->move_on) || head->move_type == 0)
500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 {
502 push = 1;
503 break;
504 }
505 }
506 if (op->stats.ac == push)
507 return 0;
508 op->stats.ac = push;
509 if (NUM_ANIMATIONS (op) > 1)
510 {
511 SET_ANIMATION (op, push);
512 update_object (op, UP_OBJ_FACE);
513 }
514 update_object (op, UP_OBJ_FACE);
515 if (in_movement || !push)
516 return 0;
517 }
518 trigger_move (op, push);
519 return 0;
520
521 case TRIGGER_ALTAR:
522 if (cause)
523 {
524 if (in_movement)
525 return 0;
526 if (operate_altar (op, &cause))
527 {
528 if (NUM_ANIMATIONS (op) > 1)
529 {
530 SET_ANIMATION (op, 1);
531 update_object (op, UP_OBJ_FACE);
532 }
533 if (op->last_sp >= 0)
534 {
535 trigger_move (op, 1);
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);
546 op->last_sp = -op->last_sp;
547 op->value = !op->value;
548 }
549 return cause == NULL;
550 }
551 else
552 {
553 return 0;
554 }
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);
571 else
572 {
573 op->stats.wc = 0;
574 op->value = !op->value;
575 op->speed = 0;
576 update_ob_speed (op);
577 }
578 }
579 return 0;
580
581 case TRIGGER:
582 if (cause)
583 {
584 if (in_movement)
585 return 0;
586 push = 1;
587 }
588 if (NUM_ANIMATIONS (op) > 1)
589 {
590 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE);
592 }
593 trigger_move (op, push);
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 add_button_link (object *button, maptile *map, int connected)
604 {
605 oblinkpt *obp;
606 objectlink *ol = get_objectlink ();
607
608 if (!map)
609 {
610 LOG (llevError, "Tried to add button-link without map.\n");
611 return;
612 }
613
614 button->path_attuned = connected; /* peterm: I need this so I can rebuild
615 a connected map from a template map. */
616
617 SET_FLAG (button, FLAG_IS_LINKED);
618
619 ol->ob = button;
620
621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
622 ;
623
624 if (obp)
625 {
626 ol->next = obp->link;
627 obp->link = ol;
628 }
629 else
630 {
631 obp = get_objectlinkpt ();
632 obp->value = connected;
633
634 obp->next = map->buttons;
635 map->buttons = obp;
636 obp->link = ol;
637 }
638 }
639
640 /*
641 * Remove the object from the linked lists of buttons in the map.
642 * This is only needed by editors.
643 */
644
645 void
646 remove_button_link (object *op)
647 {
648 oblinkpt *obp;
649 objectlink **olp, *ol;
650
651 if (op->map == NULL)
652 {
653 LOG (llevError, "remove_button_link() in object without map.\n");
654 return;
655 }
656
657 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
658 {
659 LOG (llevError, "remove_button_linked() in unlinked object.\n");
660 return;
661 }
662
663 for (obp = op->map->buttons; obp; obp = obp->next)
664 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
665 if (ol->ob == op)
666 {
667
668 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
669 obp->value, op->name, op->map->path);
670 */
671 *olp = ol->next;
672 delete ol;
673 return;
674 }
675
676 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
677 CLEAR_FLAG (op, FLAG_IS_LINKED);
678 }
679
680 /*
681 * Gets the objectlink for this connection from the map.
682 */
683 oblinkpt *
684 get_connection_links (maptile *map, long connection)
685 {
686 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
687 if (obp->value == connection)
688 return obp;
689
690 return 0;
691 }
692
693 /*
694 * Return the first objectlink in the objects linked to this one
695 */
696
697 oblinkpt *
698 get_button_links (const object *button)
699 {
700 oblinkpt *obp;
701 objectlink *ol;
702
703 if (!button->map)
704 return NULL;
705
706 for (obp = button->map->buttons; obp; obp = obp->next)
707 for (ol = obp->link; ol; ol = ol->next)
708 if (ol->ob == button)
709 return obp;
710
711 return NULL;
712 }
713
714 /*
715 * Made as a separate function to increase efficiency
716 */
717
718 int
719 get_button_value (const object *button)
720 {
721 oblinkpt *obp;
722 objectlink *ol;
723
724 if (!button->map)
725 return 0;
726 for (obp = button->map->buttons; obp; obp = obp->next)
727 for (ol = obp->link; ol; ol = ol->next)
728 if (ol->ob == button)
729 return obp->value;
730 return 0;
731 }
732
733 /* This routine makes monsters who are
734 * standing on the 'mood floor' change their
735 * disposition if it is different.
736 * If floor is to be triggered must have
737 * a speed of zero (default is 1 for all
738 * but the charm floor type).
739 * by b.t. thomas@nomad.astro.psu.edu
740 */
741
742 void
743 do_mood_floor (object *op, object *source)
744 {
745 object *tmp;
746 object *tmp2;
747
748 if (!source)
749 source = op;
750
751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break;
754
755 /* doesn't effect players, and if there is a player on this space, won't also
756 * be a monster here.
757 */
758 if (!tmp || tmp->type == PLAYER)
759 return;
760
761 switch (op->last_sp)
762 {
763 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't
772 * dereference a null value
773 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
775 tmp->owner->contr->ranges[range_golem] = 0;
776
777 tmp->owner = 0;
778 }
779 break;
780 case 1: /* angry -- get neutral monsters mad */
781 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
782 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
783 break;
784 case 2: /* calm -- pacify unfriendly monsters */
785 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
786 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
787 break;
788 case 3: /* make all monsters fall asleep */
789 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
790 SET_FLAG (tmp, FLAG_SLEEP);
791 break;
792 case 4: /* charm all monsters */
793 if (op == source)
794 break; /* only if 'connected' */
795
796 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */
797 tmp2->type != PLAYER; tmp2 = tmp2->above)
798 if (tmp2->above == NULL)
799 break;
800
801 if (tmp2->type != PLAYER)
802 break;
803
804 tmp->set_owner (tmp2);
805 SET_FLAG (tmp, FLAG_MONSTER);
806
807 tmp->stats.exp = 0;
808 SET_FLAG (tmp, FLAG_FRIENDLY);
809
810 add_friendly_object (tmp);
811 tmp->attack_movement = PETMOVE;
812 break;
813
814 default:
815 break;
816 }
817 }
818
819 /* this function returns the object it matches, or NULL if non.
820 * It will descend through containers to find the object.
821 * slaying = match object slaying flag
822 * race = match object archetype name flag
823 * hp = match object type (excpt type '0'== PLAYER)
824 */
825 object *
826 check_inv_recursive (object *op, const object *trig)
827 {
828 object *tmp, *ret = NULL;
829
830 /* First check the object itself. */
831 if ((trig->stats.hp && (op->type == trig->stats.hp))
832 || (trig->slaying && (op->slaying == trig->slaying))
833 || (trig->race && (op->arch->name == trig->race)))
834 return op;
835
836 for (tmp = op->inv; tmp; tmp = tmp->below)
837 {
838 if (tmp->inv)
839 {
840 ret = check_inv_recursive (tmp, trig);
841 if (ret)
842 return ret;
843 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying))
846 || (trig->race && (tmp->arch->name == trig->race)))
847 return tmp;
848 }
849 return NULL;
850 }
851
852 /* check_inv(), a function to search the inventory,
853 * of a player and then based on a set of conditions,
854 * the square will activate connected items.
855 * Monsters can't trigger this square (for now)
856 * Values are: last_sp = 1/0 obj/no obj triggers
857 * last_heal = 1/0 remove/dont remove obj if triggered
858 * -b.t. (thomas@nomad.astro.psu.edu
859 *
860 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
861 * because the check-inventory semantic essentially only applies when
862 * something is above the inventory checker.
863 * The semantic prior this change was: trigger if something has moved on or off
864 * and has a matching item. Imagine what happens if someone steps on the inventory
865 * checker with a matching item, has it, activates the connection, throws the item
866 * away, and then leaves the inventory checker. That would've caused an always-enabled
867 * state in the inventory checker. This won't happen anymore now.
868 *
869 */
870 void
871 check_inv (object *op, object *trig)
872 {
873 trig->value = 0; // deactivate if none of the following conditions apply
874
875 if (object *pl = trig->ms ().player ())
876 {
877 object *match = check_inv_recursive (pl, trig);
878
879 if (match && trig->last_sp) // match == having
880 {
881 if (trig->last_heal)
882 decrease_ob (match);
883
884 trig->value = 1;
885 }
886 else if (!match && !trig->last_sp) // match == not having
887 trig->value = 1;
888 }
889
890 push_button (trig);
891 }
892