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/cvs/deliantra/server/common/button.C
Revision: 1.11
Committed: Sat Sep 16 22:24:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +5 -5 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

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 || ol->ob->count != ol->id)
45 {
46 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id);
47 continue;
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 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
210 void
211 update_button (object *op)
212 {
213 object *ab, *tmp, *head;
214 int tot, any_down = 0, old_value = op->value;
215 oblinkpt *obp = 0;
216 objectlink *ol;
217
218 obp = get_button_links (op);
219 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
220 if (obp)
221 for (ol = obp->link; ol; ol = ol->next)
222 {
223 if (!ol->ob || ol->ob->count != ol->id)
224 {
225 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226 continue;
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 || ol->ob->count != ol->id)
295 {
296 LOG (llevError, "Internal error in update_button (%s (%dx%d):%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, ol->id, obp->value);
298 continue;
299 }
300 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
301 {
302 update_button (ol->ob);
303 break;
304 }
305 }
306 }
307
308 void
309 use_trigger (object *op)
310 {
311
312 /* Toggle value */
313 op->value = !op->value;
314 push_button (op);
315 }
316
317 /*
318 * Note: animate_object should be used instead of this,
319 * but it can't handle animations in the 8 directions
320 */
321
322 void
323 animate_turning (object *op) /* only one part objects */
324 {
325 if (++op->state >= NUM_ANIMATIONS (op) / 8)
326 op->state = 0;
327 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
328 update_object (op, UP_OBJ_FACE);
329 }
330
331 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
332 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
333
334 /* Returns true if the sacrifice meets the needs of the altar.
335 *
336 * Function put in (0.92.1) so that identify altars won't grab money
337 * unnecessarily - we can see if there is sufficient money, see if something
338 * needs to be identified, and then remove money if needed.
339 *
340 * 0.93.4: Linked objects (ie, objects that are connected) can not be
341 * sacrificed. This fixes a bug of trying to put multiple altars/related
342 * objects on the same space that take the same sacrifice.
343 */
344
345 int
346 check_altar_sacrifice (const object *altar, const object *sacrifice)
347 {
348 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
349 {
350 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
351 ARCH_SACRIFICE (altar) == sacrifice->name ||
352 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
353 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
354 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
355 return 1;
356 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
357 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
358 return 1;
359 }
360 return 0;
361 }
362
363 /*
364 * operate_altar checks if sacrifice was accepted and removes sacrificed
365 * objects. If sacrifice was succeed return 1 else 0. Might be better to
366 * call check_altar_sacrifice (above) than depend on the return value,
367 * since operate_altar will remove the sacrifice also.
368 *
369 * If this function returns 1, '*sacrifice' is modified to point to the
370 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
371 */
372 int
373 operate_altar (object *altar, object **sacrifice)
374 {
375 if (!altar->map)
376 {
377 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
378 return 0;
379 }
380
381 if (!altar->slaying || altar->value)
382 return 0;
383
384 if (!check_altar_sacrifice (altar, *sacrifice))
385 return 0;
386
387 /* check_altar_sacrifice should have already verified that enough money
388 * has been dropped.
389 */
390 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
391 {
392 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
393
394 /* Round up any sacrifices. Altars don't make change either */
395 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
396 number++;
397
398 *sacrifice = decrease_ob_nr (*sacrifice, number);
399 }
400 else
401 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
402
403 if (altar->msg)
404 new_info_map (NDI_BLACK, altar->map, altar->msg);
405
406 return 1;
407 }
408
409 void
410 trigger_move (object *op, int state) /* 1 down and 0 up */
411 {
412 op->stats.wc = state;
413 if (state)
414 {
415 use_trigger (op);
416 if (op->stats.exp > 0) /* check sanity */
417 op->speed = 1.0 / op->stats.exp;
418 else
419 op->speed = 1.0;
420 update_ob_speed (op);
421 op->speed_left = -1;
422 }
423 else
424 {
425 use_trigger (op);
426 op->speed = 0;
427 update_ob_speed (op);
428 }
429 }
430
431
432 /*
433 * cause != NULL: something has moved on top of op
434 *
435 * cause == NULL: nothing has moved, we have been called from
436 * animate_trigger().
437 *
438 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
439 *
440 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
441 *
442 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
443 */
444 int
445 check_trigger (object *op, object *cause)
446 {
447 object *tmp;
448 int push = 0, tot = 0;
449 int in_movement = op->stats.wc || op->speed;
450
451 switch (op->type)
452 {
453 case TRIGGER_BUTTON:
454 if (op->weight > 0)
455 {
456 if (cause)
457 {
458 for (tmp = op->above; tmp; tmp = tmp->above)
459 /* Comment reproduced from update_buttons(): */
460 /* Basically, if the move_type matches that on what the
461 * button wants, we count it. The second check is so that
462 * objects that don't move (swords, etc) will count. Note that
463 * this means that more work is needed to make buttons
464 * that are only triggered by flying objects.
465 */
466
467 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
468 {
469 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
470 }
471 if (tot >= op->weight)
472 push = 1;
473 if (op->stats.ac == push)
474 return 0;
475 op->stats.ac = push;
476 if (NUM_ANIMATIONS (op) > 1)
477 {
478 SET_ANIMATION (op, push);
479 update_object (op, UP_OBJ_FACE);
480 }
481 if (in_movement || !push)
482 return 0;
483 }
484 trigger_move (op, push);
485 }
486 return 0;
487
488 case TRIGGER_PEDESTAL:
489 if (cause)
490 {
491 for (tmp = op->above; tmp; tmp = tmp->above)
492 {
493 object *head = tmp->head ? tmp->head : tmp;
494
495 /* See comment in TRIGGER_BUTTON about move_types */
496 if (((head->move_type & op->move_on) || head->move_type == 0)
497 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
498 {
499 push = 1;
500 break;
501 }
502 }
503 if (op->stats.ac == push)
504 return 0;
505 op->stats.ac = push;
506 if (NUM_ANIMATIONS (op) > 1)
507 {
508 SET_ANIMATION (op, push);
509 update_object (op, UP_OBJ_FACE);
510 }
511 update_object (op, UP_OBJ_FACE);
512 if (in_movement || !push)
513 return 0;
514 }
515 trigger_move (op, push);
516 return 0;
517
518 case TRIGGER_ALTAR:
519 if (cause)
520 {
521 if (in_movement)
522 return 0;
523 if (operate_altar (op, &cause))
524 {
525 if (NUM_ANIMATIONS (op) > 1)
526 {
527 SET_ANIMATION (op, 1);
528 update_object (op, UP_OBJ_FACE);
529 }
530 if (op->last_sp >= 0)
531 {
532 trigger_move (op, 1);
533 if (op->last_sp > 0)
534 op->last_sp = -op->last_sp;
535 }
536 else
537 {
538 /* for trigger altar with last_sp, the ON/OFF
539 * status (-> +/- value) is "simulated":
540 */
541 op->value = !op->value;
542 trigger_move (op, 1);
543 op->last_sp = -op->last_sp;
544 op->value = !op->value;
545 }
546 return cause == NULL;
547 }
548 else
549 {
550 return 0;
551 }
552 }
553 else
554 {
555 if (NUM_ANIMATIONS (op) > 1)
556 {
557 SET_ANIMATION (op, 0);
558 update_object (op, UP_OBJ_FACE);
559 }
560
561 /* If trigger_altar has "last_sp > 0" set on the map,
562 * it will push the connected value only once per sacrifice.
563 * Otherwise (default), the connected value will be
564 * pushed twice: First by sacrifice, second by reset! -AV
565 */
566 if (!op->last_sp)
567 trigger_move (op, 0);
568 else
569 {
570 op->stats.wc = 0;
571 op->value = !op->value;
572 op->speed = 0;
573 update_ob_speed (op);
574 }
575 }
576 return 0;
577
578 case TRIGGER:
579 if (cause)
580 {
581 if (in_movement)
582 return 0;
583 push = 1;
584 }
585 if (NUM_ANIMATIONS (op) > 1)
586 {
587 SET_ANIMATION (op, push);
588 update_object (op, UP_OBJ_FACE);
589 }
590 trigger_move (op, push);
591 return 1;
592
593 default:
594 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
595 return 0;
596 }
597 }
598
599 void
600 add_button_link (object *button, maptile *map, int connected)
601 {
602 oblinkpt *obp;
603 objectlink *ol = get_objectlink ();
604
605 if (!map)
606 {
607 LOG (llevError, "Tried to add button-link without map.\n");
608 return;
609 }
610 if (!editor)
611 button->path_attuned = connected; /* peterm: I need this so I can rebuild
612 a connected map from a template map. */
613
614 /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
615
616 SET_FLAG (button, FLAG_IS_LINKED);
617
618 ol->ob = button;
619 ol->id = button->count;
620
621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
622
623 if (obp)
624 {
625 ol->next = obp->link;
626 obp->link = ol;
627 }
628 else
629 {
630 obp = get_objectlinkpt ();
631 obp->value = connected;
632
633 obp->next = map->buttons;
634 map->buttons = obp;
635 obp->link = ol;
636 }
637 }
638
639 /*
640 * Remove the object from the linked lists of buttons in the map.
641 * This is only needed by editors.
642 */
643
644 void
645 remove_button_link (object *op)
646 {
647 oblinkpt *obp;
648 objectlink **olp, *ol;
649
650 if (op->map == NULL)
651 {
652 LOG (llevError, "remove_button_link() in object without map.\n");
653 return;
654 }
655 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
656 {
657 LOG (llevError, "remove_button_linked() in unlinked object.\n");
658 return;
659 }
660 for (obp = op->map->buttons; obp; obp = obp->next)
661 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
662 if (ol->ob == op)
663 {
664
665 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
666 obp->value, op->name, op->map->path);
667 */
668 *olp = ol->next;
669 free (ol);
670 return;
671 }
672 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
673 CLEAR_FLAG (op, FLAG_IS_LINKED);
674 }
675
676 /*
677 * Gets the objectlink for this connection from the map.
678 */
679 oblinkpt *
680 get_connection_links (maptile *map, long connection)
681 {
682 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
683 if (obp->value == connection)
684 return obp;
685 return 0;
686 }
687
688 /*
689 * Return the first objectlink in the objects linked to this one
690 */
691
692 oblinkpt *
693 get_button_links (const object *button)
694 {
695 oblinkpt *obp;
696 objectlink *ol;
697
698 if (!button->map)
699 return NULL;
700 for (obp = button->map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button && ol->id == button->count)
703 return obp;
704 return NULL;
705 }
706
707 /*
708 * Made as a separate function to increase efficiency
709 */
710
711 int
712 get_button_value (const object *button)
713 {
714 oblinkpt *obp;
715 objectlink *ol;
716
717 if (!button->map)
718 return 0;
719 for (obp = button->map->buttons; obp; obp = obp->next)
720 for (ol = obp->link; ol; ol = ol->next)
721 if (ol->ob == button && ol->id == button->count)
722 return obp->value;
723 return 0;
724 }
725
726 /* This routine makes monsters who are
727 * standing on the 'mood floor' change their
728 * disposition if it is different.
729 * If floor is to be triggered must have
730 * a speed of zero (default is 1 for all
731 * but the charm floor type).
732 * by b.t. thomas@nomad.astro.psu.edu
733 */
734
735 void
736 do_mood_floor (object *op, object *source)
737 {
738 object *tmp;
739 object *tmp2;
740
741 if (!source)
742 source = op;
743
744 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
745 if (QUERY_FLAG (tmp, FLAG_MONSTER))
746 break;
747
748 /* doesn't effect players, and if there is a player on this space, won't also
749 * be a monster here.
750 */
751 if (!tmp || tmp->type == PLAYER)
752 return;
753
754 switch (op->last_sp)
755 {
756 case 0: /* furious--make all monsters mad */
757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
760 {
761 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
762 remove_friendly_object (tmp);
763 tmp->attack_movement = 0;
764 /* lots of checks here, but want to make sure we don't
765 * dereference a null value
766 */
767 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
768 {
769 tmp->owner->contr->ranges[range_golem] = NULL;
770 tmp->owner->contr->golem_count = 0;
771 }
772 tmp->owner = 0;
773 }
774 break;
775 case 1: /* angry -- get neutral monsters mad */
776 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
777 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
778 break;
779 case 2: /* calm -- pacify unfriendly monsters */
780 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
781 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
782 break;
783 case 3: /* make all monsters fall asleep */
784 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
785 SET_FLAG (tmp, FLAG_SLEEP);
786 break;
787 case 4: /* charm all monsters */
788 if (op == source)
789 break; /* only if 'connected' */
790
791 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
792 tmp2->type != PLAYER; tmp2 = tmp2->above)
793 if (tmp2->above == NULL)
794 break;
795
796 if (tmp2->type != PLAYER)
797 break;
798 set_owner (tmp, tmp2);
799 SET_FLAG (tmp, FLAG_MONSTER);
800 tmp->stats.exp = 0;
801 SET_FLAG (tmp, FLAG_FRIENDLY);
802 add_friendly_object (tmp);
803 tmp->attack_movement = PETMOVE;
804 break;
805
806 default:
807 break;
808 }
809 }
810
811 /* this function returns the object it matches, or NULL if non.
812 * It will descend through containers to find the object.
813 * slaying = match object slaying flag
814 * race = match object archetype name flag
815 * hp = match object type (excpt type '0'== PLAYER)
816 */
817
818 object *
819 check_inv_recursive (object *op, const object *trig)
820 {
821 object *tmp, *ret = NULL;
822
823 /* First check the object itself. */
824 if ((trig->stats.hp && (op->type == trig->stats.hp))
825 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race)))
826 return op;
827
828 for (tmp = op->inv; tmp; tmp = tmp->below)
829 {
830 if (tmp->inv)
831 {
832 ret = check_inv_recursive (tmp, trig);
833 if (ret)
834 return ret;
835 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race)))
838 return tmp;
839 }
840 return NULL;
841 }
842
843 /* check_inv(), a function to search the inventory,
844 * of a player and then based on a set of conditions,
845 * the square will activate connected items.
846 * Monsters can't trigger this square (for now)
847 * Values are: last_sp = 1/0 obj/no obj triggers
848 * last_heal = 1/0 remove/dont remove obj if triggered
849 * -b.t. (thomas@nomad.astro.psu.edu
850 */
851
852 void
853 check_inv (object *op, object *trig)
854 {
855 object *match;
856
857 if (op->type != PLAYER)
858 return;
859 match = check_inv_recursive (op, trig);
860 if (match && trig->last_sp)
861 {
862 if (trig->last_heal)
863 decrease_ob (match);
864 use_trigger (trig);
865 }
866 else if (!match && !trig->last_sp)
867 use_trigger (trig);
868 }
869
870
871 /* This does a minimal check of the button link consistency for object
872 * map. All it really does it much sure the object id link that is set
873 * matches what the object has.
874 */
875 void
876 verify_button_links (const maptile *map)
877 {
878 oblinkpt *obp;
879 objectlink *ol;
880
881 if (!map)
882 return;
883
884 for (obp = map->buttons; obp; obp = obp->next)
885 {
886 for (ol = obp->link; ol; ol = ol->next)
887 {
888 if (ol->id != ol->ob->count)
889 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
890 }
891 }
892 }