ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/button.C
Revision: 1.16
Committed: Tue Dec 19 15:30:01 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.15: +35 -19 lines
Log Message:
reverted the last change to move_apply and check_inv and fixed check_inv
differntly: as all the buttons and pedestals check themselves whether
the objects above them satisfy their conditions i thought the best
would be if check_inv would do the same. The new semantics are
compatible with the semantics used by the map makers (at least i hope that)
and won't end up in a broken state so easily now.

While fixing check_inv i documented inventory checkers in objects.pod

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 object *tmp = 0;
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 (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return;
60 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 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue;
67
68 switch (tmp->type)
69 {
70 case GATE:
71 case HOLE:
72 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5;
74 update_ob_speed (tmp);
75 break;
76
77 case CF_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE);
80 break;
81
82 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 {
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food)
87 tmp->last_eat++;
88 }
89 break;
90
91 case ALTAR:
92 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE);
95 break;
96
97 case BUTTON:
98 case PEDESTAL:
99 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE);
102 break;
103
104 case MOOD_FLOOR:
105 do_mood_floor (tmp, source);
106 break;
107
108 case TIMED_GATE:
109 tmp->speed = tmp->arch->clone.speed;
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value;
112 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent
116 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more)
118 {
119 tmp->speed = tmp->head->speed;
120 tmp->value = tmp->head->value;
121 tmp->stats.sp = tmp->head->stats.sp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp);
124 }
125 break;
126
127 case DIRECTOR:
128 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp);
131 else
132 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
135 animate_turning (tmp);
136 }
137 break;
138
139 case TELEPORTER:
140 move_teleporter (tmp);
141 break;
142
143 case CREATOR:
144 move_creator (tmp);
145 break;
146
147 case TRIGGER_MARKER:
148 move_marker (tmp);
149 break;
150
151 case DUPLICATOR:
152 move_duplicator (tmp);
153 break;
154 }
155 }
156 }
157
158 /*
159 * elmex:
160 * This is the new push_button function, it got split up so that
161 * you can activate connections without a button now!
162 * old but still valid comment:
163 *
164 * Push the specified object. This can affect other buttons/gates/handles
165 * altars/pedestals/holes in the whole map.
166 * Changed the routine to loop through _all_ objects.
167 * Better hurry with that linked list...
168 *
169 */
170 void
171 push_button (object *op)
172 {
173 oblinkpt *obp = get_button_links (op);
174
175 if (!obp)
176 return;
177
178 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
179 return;
180
181 activate_connection_link (obp->link, op->value, op);
182 }
183
184 /*
185 * elmex:
186 * This activates a connection, similar to push_button (object *op) but it takes
187 * only a map, a connection value and a true or false flag that indicated whether
188 * the connection was 'state' or 'released'. So that you can activate objects
189 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
190 *
191 */
192 void
193 activate_connection (maptile *map, long connection, bool state)
194 {
195 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
196 return;
197
198 oblinkpt *obp = get_connection_links (map, connection);
199
200 if (obp)
201 activate_connection_link (obp->link, state);
202 }
203
204 /*
205 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called
207 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state.
209 */
210
211 void
212 update_button (object *op)
213 {
214 object *ab, *tmp, *head;
215 int tot, any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0;
217 objectlink *ol;
218
219 obp = get_button_links (op);
220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp)
222 for (ol = obp->link; ol; ol = ol->next)
223 {
224 if (!ol->ob)
225 {
226 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
227 continue;
228 }
229
230 tmp = ol->ob;
231 if (tmp->type == BUTTON)
232 {
233 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
234 /* Bug? The pedestal code below looks for the head of
235 * the object, this bit doesn't. I'd think we should check
236 * for head here also. Maybe it also makese sense to
237 * make the for ab=tmp->above loop common, and alter
238 * behaviour based on object within that loop?
239 */
240
241 /* Basically, if the move_type matches that on what the
242 * button wants, we count it. The second check is so that
243 * objects don't move (swords, etc) will count. Note that
244 * this means that more work is needed to make buttons
245 * that are only triggered by flying objects.
246 */
247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
248 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
249
250 tmp->value = (tot >= tmp->weight) ? 1 : 0;
251 if (tmp->value)
252 any_down = 1;
253 }
254 else if (tmp->type == PEDESTAL)
255 {
256 tmp->value = 0;
257 for (ab = tmp->above; ab != NULL; ab = ab->above)
258 {
259 head = ab->head ? ab->head : ab;
260 /* Same note regarding move_type for buttons above apply here. */
261 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
262 (head->race == tmp->slaying ||
263 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
264 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
265 tmp->value = 1;
266 }
267 if (tmp->value)
268 any_down = 1;
269 }
270 }
271 if (any_down) /* If any other buttons were down, force this to remain down */
272 op->value = 1;
273
274 /* If this button hasn't changed, don't do anything */
275 if (op->value != old_value)
276 {
277 SET_ANIMATION (op, op->value);
278 update_object (op, UP_OBJ_FACE);
279 push_button (op); /* Make all other buttons the same */
280 }
281 }
282
283 /*
284 * Updates every button on the map (by calling update_button() for them).
285 */
286
287 void
288 update_buttons (maptile *m)
289 {
290 objectlink *ol;
291 oblinkpt *obp;
292
293 for (obp = m->buttons; obp; obp = obp->next)
294 for (ol = obp->link; ol; ol = ol->next)
295 {
296 if (!ol->ob)
297 {
298 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
299 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
300 continue;
301 }
302
303 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
304 {
305 update_button (ol->ob);
306 break;
307 }
308 }
309 }
310
311 void
312 use_trigger (object *op)
313 {
314
315 /* Toggle value */
316 op->value = !op->value;
317 push_button (op);
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
325 void
326 animate_turning (object *op) /* only one part objects */
327 {
328 if (++op->state >= NUM_ANIMATIONS (op) / 8)
329 op->state = 0;
330 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
331 update_object (op, UP_OBJ_FACE);
332 }
333
334 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
335 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
336
337 /* Returns true if the sacrifice meets the needs of the altar.
338 *
339 * Function put in (0.92.1) so that identify altars won't grab money
340 * unnecessarily - we can see if there is sufficient money, see if something
341 * needs to be identified, and then remove money if needed.
342 *
343 * 0.93.4: Linked objects (ie, objects that are connected) can not be
344 * sacrificed. This fixes a bug of trying to put multiple altars/related
345 * objects on the same space that take the same sacrifice.
346 */
347
348 int
349 check_altar_sacrifice (const object *altar, const object *sacrifice)
350 {
351 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
352 {
353 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
354 ARCH_SACRIFICE (altar) == sacrifice->name ||
355 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
356 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
357 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
358 return 1;
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
361 return 1;
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 if (!editor)
614 button->path_attuned = connected; /* peterm: I need this so I can rebuild
615 a connected map from a template map. */
616
617 /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
618
619 SET_FLAG (button, FLAG_IS_LINKED);
620
621 ol->ob = button;
622
623 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
624
625 if (obp)
626 {
627 ol->next = obp->link;
628 obp->link = ol;
629 }
630 else
631 {
632 obp = get_objectlinkpt ();
633 obp->value = connected;
634
635 obp->next = map->buttons;
636 map->buttons = obp;
637 obp->link = ol;
638 }
639 }
640
641 /*
642 * Remove the object from the linked lists of buttons in the map.
643 * This is only needed by editors.
644 */
645
646 void
647 remove_button_link (object *op)
648 {
649 oblinkpt *obp;
650 objectlink **olp, *ol;
651
652 if (op->map == NULL)
653 {
654 LOG (llevError, "remove_button_link() in object without map.\n");
655 return;
656 }
657
658 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
659 {
660 LOG (llevError, "remove_button_linked() in unlinked object.\n");
661 return;
662 }
663
664 for (obp = op->map->buttons; obp; obp = obp->next)
665 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
666 if (ol->ob == op)
667 {
668
669 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
670 obp->value, op->name, op->map->path);
671 */
672 *olp = ol->next;
673 delete ol;
674 return;
675 }
676
677 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
678 CLEAR_FLAG (op, FLAG_IS_LINKED);
679 }
680
681 /*
682 * Gets the objectlink for this connection from the map.
683 */
684 oblinkpt *
685 get_connection_links (maptile *map, long connection)
686 {
687 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
688 if (obp->value == connection)
689 return obp;
690
691 return 0;
692 }
693
694 /*
695 * Return the first objectlink in the objects linked to this one
696 */
697
698 oblinkpt *
699 get_button_links (const object *button)
700 {
701 oblinkpt *obp;
702 objectlink *ol;
703
704 if (!button->map)
705 return NULL;
706
707 for (obp = button->map->buttons; obp; obp = obp->next)
708 for (ol = obp->link; ol; ol = ol->next)
709 if (ol->ob == button)
710 return obp;
711
712 return NULL;
713 }
714
715 /*
716 * Made as a separate function to increase efficiency
717 */
718
719 int
720 get_button_value (const object *button)
721 {
722 oblinkpt *obp;
723 objectlink *ol;
724
725 if (!button->map)
726 return 0;
727 for (obp = button->map->buttons; obp; obp = obp->next)
728 for (ol = obp->link; ol; ol = ol->next)
729 if (ol->ob == button)
730 return obp->value;
731 return 0;
732 }
733
734 /* This routine makes monsters who are
735 * standing on the 'mood floor' change their
736 * disposition if it is different.
737 * If floor is to be triggered must have
738 * a speed of zero (default is 1 for all
739 * but the charm floor type).
740 * by b.t. thomas@nomad.astro.psu.edu
741 */
742
743 void
744 do_mood_floor (object *op, object *source)
745 {
746 object *tmp;
747 object *tmp2;
748
749 if (!source)
750 source = op;
751
752 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
753 if (QUERY_FLAG (tmp, FLAG_MONSTER))
754 break;
755
756 /* doesn't effect players, and if there is a player on this space, won't also
757 * be a monster here.
758 */
759 if (!tmp || tmp->type == PLAYER)
760 return;
761
762 switch (op->last_sp)
763 {
764 case 0: /* furious--make all monsters mad */
765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
767 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
768 {
769 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
770 remove_friendly_object (tmp);
771 tmp->attack_movement = 0;
772 /* lots of checks here, but want to make sure we don't
773 * dereference a null value
774 */
775 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
776 tmp->owner->contr->ranges[range_golem] = 0;
777
778 tmp->owner = 0;
779 }
780 break;
781 case 1: /* angry -- get neutral monsters mad */
782 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
783 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
784 break;
785 case 2: /* calm -- pacify unfriendly monsters */
786 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
787 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
788 break;
789 case 3: /* make all monsters fall asleep */
790 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
791 SET_FLAG (tmp, FLAG_SLEEP);
792 break;
793 case 4: /* charm all monsters */
794 if (op == source)
795 break; /* only if 'connected' */
796
797 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
798 tmp2->type != PLAYER; tmp2 = tmp2->above)
799 if (tmp2->above == NULL)
800 break;
801
802 if (tmp2->type != PLAYER)
803 break;
804 tmp->set_owner (tmp2);
805 SET_FLAG (tmp, FLAG_MONSTER);
806 tmp->stats.exp = 0;
807 SET_FLAG (tmp, FLAG_FRIENDLY);
808 add_friendly_object (tmp);
809 tmp->attack_movement = PETMOVE;
810 break;
811
812 default:
813 break;
814 }
815 }
816
817 /* this function returns the object it matches, or NULL if non.
818 * It will descend through containers to find the object.
819 * slaying = match object slaying flag
820 * race = match object archetype name flag
821 * hp = match object type (excpt type '0'== PLAYER)
822 */
823
824 object *
825 check_inv_recursive (object *op, const object *trig)
826 {
827 object *tmp, *ret = NULL;
828
829 /* First check the object itself. */
830 if ((trig->stats.hp && (op->type == trig->stats.hp))
831 || (trig->slaying && (op->slaying == trig->slaying))
832 || (trig->race && (op->arch->name == trig->race)))
833 return op;
834
835 for (tmp = op->inv; tmp; tmp = tmp->below)
836 {
837 if (tmp->inv)
838 {
839 ret = check_inv_recursive (tmp, trig);
840 if (ret)
841 return ret;
842 }
843 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
844 || (trig->slaying && (tmp->slaying == trig->slaying))
845 || (trig->race && (tmp->arch->name == trig->race)))
846 return tmp;
847 }
848 return NULL;
849 }
850
851 /* check_inv(), a function to search the inventory,
852 * of a player and then based on a set of conditions,
853 * the square will activate connected items.
854 * Monsters can't trigger this square (for now)
855 * Values are: last_sp = 1/0 obj/no obj triggers
856 * last_heal = 1/0 remove/dont remove obj if triggered
857 * -b.t. (thomas@nomad.astro.psu.edu
858 *
859 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
860 * because the check-inventory semantic essentially only applies when
861 * something is above the inventory checker.
862 * The semantic prior this change was: trigger if something has moved on or off
863 * and has a matching item. Imagine what happens if someone steps on the inventory
864 * checker with a matching item, has it, activates the connection, throws the item
865 * away, and then leaves the inventory checker. That would've caused an always-enabled
866 * state in the inventory checker. This won't happen anymore now.
867 *
868 */
869
870 void
871 check_inv (object *op, object *trig)
872 {
873 object *match = 0;
874
875 trig->value = 0; // deactivate if none of the following conditions apply
876
877 for (object *tmp = trig->above; tmp; tmp = tmp->above)
878 if (tmp->type == PLAYER)
879 {
880 object *match = check_inv_recursive (tmp, trig);
881
882 if (match && trig->last_sp) // match == having
883 {
884 if (trig->last_heal)
885 decrease_ob (match);
886
887 trig->value = 1;
888 }
889 else if (!match && !trig->last_sp) // match == not having
890 trig->value = 1;
891
892 break;
893 }
894
895 push_button (trig);
896 }
897