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/cvs/deliantra/server/common/button.C
Revision: 1.3
Committed: Tue Aug 29 17:29:27 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.2: +219 -152 lines
Log Message:
rewrote parts of the connection code, which now is completly perl
invoke- and overrideable.

File Contents

# Content
1 /*
2 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.2 2006-08-29 08:01:35 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #include <funcpoint.h>
31
32 /*
33 * This code is no longer highly inefficient 8)
34 */
35
36 /*
37 * elmex:
38 * This function takes a objectlink list with all the objects are going to be activated.
39 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
40 * The source argument can be 0 or the source object for this activation.
41 */
42 void activate_connection_link (objectlink *ol, bool state, object *source = 0)
43 {
44 object *tmp = 0;
45
46 for (; ol; ol = ol->next)
47 {
48 if (!ol->ob || ol->ob->count != ol->id)
49 {
50 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id);
51 continue;
52 }
53 /* a button link object can become freed when the map is saving. As
54 * a map is saved, objects are removed and freed, and if an object is
55 * on top of a button, this function is eventually called. If a map
56 * is getting moved out of memory, the status of buttons and levers
57 * probably isn't important - it will get sorted out when the map is
58 * re-loaded. As such, just exit this function if that is the case.
59 */
60
61 if (QUERY_FLAG (ol->ob, FLAG_FREED))
62 return;
63 tmp = ol->ob;
64
65 /* if the criteria isn't appropriate, don't do anything */
66 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
67 continue;
68 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
69 continue;
70
71 switch (tmp->type)
72 {
73 case GATE:
74 case HOLE:
75 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5;
77 update_ob_speed (tmp);
78 break;
79
80 case CF_HANDLE:
81 SET_ANIMATION (tmp,
82 (tmp->value =
83 tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE);
85 break;
86
87 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 {
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food)
92 tmp->last_eat++;
93 }
94 break;
95
96 case ALTAR:
97 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE);
100 break;
101
102 case BUTTON:
103 case PEDESTAL:
104 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE);
107 break;
108
109 case MOOD_FLOOR:
110 do_mood_floor (tmp, source);
111 break;
112
113 case TIMED_GATE:
114 tmp->speed = tmp->arch->clone.speed;
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value;
117 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent
121 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more)
123 {
124 tmp->speed = tmp->head->speed;
125 tmp->value = tmp->head->value;
126 tmp->stats.sp = tmp->head->stats.sp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp);
129 }
130 break;
131
132 case DIRECTOR:
133 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp);
136 else
137 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140 animate_turning (tmp);
141 }
142 break;
143
144 case TELEPORTER:
145 move_teleporter (tmp);
146 break;
147
148 case CREATOR:
149 move_creator (tmp);
150 break;
151
152 case TRIGGER_MARKER:
153 move_marker (tmp);
154 break;
155
156 case DUPLICATOR:
157 move_duplicator (tmp);
158 break;
159 }
160 }
161 }
162
163 /*
164 * elmex:
165 * This is the new push_button function, it got split up so that
166 * you can activate connections without a button now!
167 * old but still valid comment:
168 *
169 * Push the specified object. This can affect other buttons/gates/handles
170 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list...
173 *
174 */
175 void push_button (object *op)
176 {
177 oblinkpt *obp = get_button_links (op);
178
179 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value)))
180 return;
181
182 if (obp && obp->link)
183 activate_connection_link (obp->link, op->value, op);
184 }
185
186 /*
187 * elmex:
188 * This activates a connection, similar to push_button (object *op) but it takes
189 * only a map, a connection value and a true or false flag that indicated whether
190 * the connection was 'state' or 'released'. So that you can activate objects
191 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
192 *
193 */
194 void activate_connection (mapstruct *map, long connection, bool state)
195 {
196 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state)))
197 return;
198
199 oblinkpt *obp = get_connection_links (map, connection);
200 if (obp && obp->link)
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 update_button(object *op) {
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 if (!ol->ob || ol->ob->count != ol->id) {
222 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name);
223 continue;
224 }
225 tmp = ol->ob;
226 if (tmp->type==BUTTON) {
227 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above)
228 /* Bug? The pedestal code below looks for the head of
229 * the object, this bit doesn't. I'd think we should check
230 * for head here also. Maybe it also makese sense to
231 * make the for ab=tmp->above loop common, and alter
232 * behaviour based on object within that loop?
233 */
234
235 /* Basically, if the move_type matches that on what the
236 * button wants, we count it. The second check is so that
237 * objects don't move (swords, etc) will count. Note that
238 * this means that more work is needed to make buttons
239 * that are only triggered by flying objects.
240 */
241 if ((ab->move_type & tmp->move_on) || ab->move_type==0 )
242 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying;
243
244 tmp->value=(tot>=tmp->weight)?1:0;
245 if(tmp->value)
246 any_down=1;
247 } else if (tmp->type == PEDESTAL) {
248 tmp->value = 0;
249 for(ab=tmp->above; ab!=NULL; ab=ab->above) {
250 head = ab->head ? ab->head : ab;
251 /* Same note regarding move_type for buttons above apply here. */
252 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) &&
253 (head->race==tmp->slaying ||
254 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) ||
255 (!strcmp (tmp->slaying, "player") &&
256 head->type == PLAYER)))
257 tmp->value = 1;
258 }
259 if(tmp->value)
260 any_down=1;
261 }
262 }
263 if(any_down) /* If any other buttons were down, force this to remain down */
264 op->value=1;
265
266 /* If this button hasn't changed, don't do anything */
267 if (op->value != old_value) {
268 SET_ANIMATION(op, op->value);
269 update_object(op, UP_OBJ_FACE);
270 push_button(op); /* Make all other buttons the same */
271 }
272 }
273
274 /*
275 * Updates every button on the map (by calling update_button() for them).
276 */
277
278 void update_buttons(mapstruct *m) {
279 objectlink *ol;
280 oblinkpt *obp;
281 for (obp = m->buttons; obp; obp = obp->next)
282 for (ol = obp->link; ol; ol = ol->next) {
283 if (!ol->ob || ol->ob->count != ol->id) {
284 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
285 ol->ob?ol->ob->name:"null",
286 ol->ob?ol->ob->x:-1,
287 ol->ob?ol->ob->y:-1,
288 ol->id,
289 obp->value);
290 continue;
291 }
292 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
293 {
294 update_button(ol->ob);
295 break;
296 }
297 }
298 }
299
300 void use_trigger(object *op)
301 {
302
303 /* Toggle value */
304 op->value = !op->value;
305 push_button(op);
306 }
307
308 /*
309 * Note: animate_object should be used instead of this,
310 * but it can't handle animations in the 8 directions
311 */
312
313 void animate_turning(object *op) /* only one part objects */
314 {
315 if (++op->state >= NUM_ANIMATIONS(op)/8)
316 op->state=0;
317 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 +
318 op->state);
319 update_object(op,UP_OBJ_FACE);
320 }
321
322 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
323 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
324
325 /* Returns true if the sacrifice meets the needs of the altar.
326 *
327 * Function put in (0.92.1) so that identify altars won't grab money
328 * unnecessarily - we can see if there is sufficient money, see if something
329 * needs to be identified, and then remove money if needed.
330 *
331 * 0.93.4: Linked objects (ie, objects that are connected) can not be
332 * sacrificed. This fixes a bug of trying to put multiple altars/related
333 * objects on the same space that take the same sacrifice.
334 */
335
336 int check_altar_sacrifice (const object *altar, const object *sacrifice)
337 {
338 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE)
339 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
340 && sacrifice->type != PLAYER)
341 {
342 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name ||
343 ARCH_SACRIFICE(altar) == sacrifice->name ||
344 ARCH_SACRIFICE(altar) == sacrifice->slaying ||
345 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
346 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
347 return 1;
348 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
349 && sacrifice->type == MONEY
350 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar))
351 return 1;
352 }
353 return 0;
354 }
355
356
357 /*
358 * operate_altar checks if sacrifice was accepted and removes sacrificed
359 * objects. If sacrifice was succeed return 1 else 0. Might be better to
360 * call check_altar_sacrifice (above) than depend on the return value,
361 * since operate_altar will remove the sacrifice also.
362 *
363 * If this function returns 1, '*sacrifice' is modified to point to the
364 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
365 */
366
367 int operate_altar (object *altar, object **sacrifice)
368 {
369
370 if ( ! altar->map) {
371 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
372 return 0;
373 }
374
375 if (!altar->slaying || altar->value)
376 return 0;
377
378 if ( ! check_altar_sacrifice (altar, *sacrifice))
379 return 0;
380
381 /* check_altar_sacrifice should have already verified that enough money
382 * has been dropped.
383 */
384 if (!strcmp(ARCH_SACRIFICE(altar), "money")) {
385 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value;
386
387 /* Round up any sacrifices. Altars don't make change either */
388 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++;
389 *sacrifice = decrease_ob_nr (*sacrifice, number);
390 }
391 else
392 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar));
393
394 if (altar->msg)
395 new_info_map(NDI_BLACK, altar->map, altar->msg);
396 return 1;
397 }
398
399 void trigger_move (object *op, int state) /* 1 down and 0 up */
400 {
401 op->stats.wc = state;
402 if (state) {
403 use_trigger(op);
404 if (op->stats.exp > 0) /* check sanity */
405 op->speed = 1.0 / op->stats.exp;
406 else
407 op->speed = 1.0;
408 update_ob_speed(op);
409 op->speed_left = -1;
410 } else {
411 use_trigger(op);
412 op->speed = 0;
413 update_ob_speed(op);
414 }
415 }
416
417
418 /*
419 * cause != NULL: something has moved on top of op
420 *
421 * cause == NULL: nothing has moved, we have been called from
422 * animate_trigger().
423 *
424 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
425 *
426 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
427 *
428 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
429 */
430 int check_trigger (object *op, object *cause)
431 {
432 object *tmp;
433 int push = 0, tot = 0;
434 int in_movement = op->stats.wc || op->speed;
435
436 switch (op->type) {
437 case TRIGGER_BUTTON:
438 if (op->weight > 0) {
439 if (cause) {
440 for (tmp = op->above; tmp; tmp = tmp->above)
441 /* Comment reproduced from update_buttons(): */
442 /* Basically, if the move_type matches that on what the
443 * button wants, we count it. The second check is so that
444 * objects that don't move (swords, etc) will count. Note that
445 * this means that more work is needed to make buttons
446 * that are only triggered by flying objects.
447 */
448
449 if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
451 + tmp->carrying;
452 }
453 if (tot >= op->weight)
454 push = 1;
455 if (op->stats.ac == push)
456 return 0;
457 op->stats.ac = push;
458 if (NUM_ANIMATIONS(op) > 1) {
459 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE);
461 }
462 if (in_movement || ! push)
463 return 0;
464 }
465 trigger_move (op, push);
466 }
467 return 0;
468
469 case TRIGGER_PEDESTAL:
470 if (cause) {
471 for (tmp = op->above; tmp; tmp = tmp->above) {
472 object *head = tmp->head ? tmp->head : tmp;
473
474 /* See comment in TRIGGER_BUTTON about move_types */
475 if (((head->move_type & op->move_on) || head->move_type==0)
476 && (head->race==op->slaying ||
477 (!strcmp (op->slaying, "player") && head->type == PLAYER))) {
478 push = 1;
479 break;
480 }
481 }
482 if (op->stats.ac == push)
483 return 0;
484 op->stats.ac = push;
485 if (NUM_ANIMATIONS(op) > 1) {
486 SET_ANIMATION (op, push);
487 update_object (op, UP_OBJ_FACE);
488 }
489 update_object(op,UP_OBJ_FACE);
490 if (in_movement || ! push)
491 return 0;
492 }
493 trigger_move (op, push);
494 return 0;
495
496 case TRIGGER_ALTAR:
497 if (cause) {
498 if (in_movement)
499 return 0;
500 if (operate_altar (op, &cause)) {
501 if (NUM_ANIMATIONS(op) > 1) {
502 SET_ANIMATION (op, 1);
503 update_object(op, UP_OBJ_FACE);
504 }
505 if (op->last_sp >= 0) {
506 trigger_move (op, 1);
507 if (op->last_sp > 0)
508 op->last_sp = -op->last_sp;
509 }
510 else {
511 /* for trigger altar with last_sp, the ON/OFF
512 * status (-> +/- value) is "simulated":
513 */
514 op->value = !op->value;
515 trigger_move (op, 1);
516 op->last_sp = -op->last_sp;
517 op->value = !op->value;
518 }
519 return cause == NULL;
520 } else {
521 return 0;
522 }
523 } else {
524 if (NUM_ANIMATIONS(op) > 1) {
525 SET_ANIMATION (op, 0);
526 update_object(op, UP_OBJ_FACE);
527 }
528
529 /* If trigger_altar has "last_sp > 0" set on the map,
530 * it will push the connected value only once per sacrifice.
531 * Otherwise (default), the connected value will be
532 * pushed twice: First by sacrifice, second by reset! -AV
533 */
534 if (!op->last_sp)
535 trigger_move (op, 0);
536 else {
537 op->stats.wc = 0;
538 op->value = !op->value;
539 op->speed = 0;
540 update_ob_speed(op);
541 }
542 }
543 return 0;
544
545 case TRIGGER:
546 if (cause) {
547 if (in_movement)
548 return 0;
549 push = 1;
550 }
551 if (NUM_ANIMATIONS(op) > 1) {
552 SET_ANIMATION (op, push);
553 update_object(op, UP_OBJ_FACE);
554 }
555 trigger_move (op, push);
556 return 1;
557
558 default:
559 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type);
560 return 0;
561 }
562 }
563
564 void add_button_link(object *button, mapstruct *map, int connected) {
565 oblinkpt *obp;
566 objectlink *ol = get_objectlink();
567
568 if (!map) {
569 LOG(llevError, "Tried to add button-link without map.\n");
570 return;
571 }
572 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild
573 a connected map from a template map. */
574 /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
575
576 SET_FLAG(button,FLAG_IS_LINKED);
577
578 ol->ob = button;
579 ol->id = button->count;
580
581 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
582
583 if (obp) {
584 ol->next = obp->link;
585 obp->link = ol;
586 } else {
587 obp = get_objectlinkpt();
588 obp->value = connected;
589
590 obp->next = map->buttons;
591 map->buttons = obp;
592 obp->link = ol;
593 }
594 }
595
596 /*
597 * Remove the object from the linked lists of buttons in the map.
598 * This is only needed by editors.
599 */
600
601 void remove_button_link(object *op) {
602 oblinkpt *obp;
603 objectlink **olp, *ol;
604
605 if (op->map == NULL) {
606 LOG(llevError, "remove_button_link() in object without map.\n");
607 return;
608 }
609 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) {
610 LOG(llevError, "remove_button_linked() in unlinked object.\n");
611 return;
612 }
613 for (obp = op->map->buttons; obp; obp = obp->next)
614 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
615 if (ol->ob == op) {
616 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
617 obp->value, op->name, op->map->path);
618 */
619 *olp = ol->next;
620 free(ol);
621 return;
622 }
623 LOG(llevError, "remove_button_linked(): couldn't find object.\n");
624 CLEAR_FLAG(op,FLAG_IS_LINKED);
625 }
626
627 /*
628 * Gets the objectlink for this connection from the map.
629 */
630 oblinkpt *get_connection_links (mapstruct *map, long connection)
631 {
632 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
633 if (obp->value == connection)
634 return obp;
635 return 0;
636 }
637
638 /*
639 * Return the first objectlink in the objects linked to this one
640 */
641
642 oblinkpt *get_button_links(const object *button) {
643 oblinkpt *obp;
644 objectlink *ol;
645
646 if (!button->map)
647 return NULL;
648 for (obp = button->map->buttons; obp; obp = obp->next)
649 for (ol = obp->link; ol; ol = ol->next)
650 if (ol->ob == button && ol->id == button->count)
651 return obp;
652 return NULL;
653 }
654
655 /*
656 * Made as a separate function to increase efficiency
657 */
658
659 int get_button_value(const object *button) {
660 oblinkpt *obp;
661 objectlink *ol;
662
663 if (!button->map)
664 return 0;
665 for (obp = button->map->buttons; obp; obp = obp->next)
666 for (ol = obp->link; ol; ol = ol->next)
667 if (ol->ob == button && ol->id == button->count)
668 return obp->value;
669 return 0;
670 }
671
672 /* This routine makes monsters who are
673 * standing on the 'mood floor' change their
674 * disposition if it is different.
675 * If floor is to be triggered must have
676 * a speed of zero (default is 1 for all
677 * but the charm floor type).
678 * by b.t. thomas@nomad.astro.psu.edu
679 */
680
681 void do_mood_floor(object *op, object *source) {
682 object *tmp;
683 object *tmp2;
684
685 if (!source)
686 source = op;
687
688 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above)
689 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;
690
691 /* doesn't effect players, and if there is a player on this space, won't also
692 * be a monster here.
693 */
694 if (!tmp || tmp->type == PLAYER) return;
695
696 switch(op->last_sp) {
697 case 0: /* furious--make all monsters mad */
698 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
699 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
700 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
701 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
702 remove_friendly_object(tmp);
703 tmp->attack_movement = 0;
704 /* lots of checks here, but want to make sure we don't
705 * dereference a null value
706 */
707 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
708 tmp->owner->contr->ranges[range_golem]==tmp) {
709 tmp->owner->contr->ranges[range_golem]=NULL;
710 tmp->owner->contr->golem_count = 0;
711 }
712 tmp->owner = 0;
713 }
714 break;
715 case 1: /* angry -- get neutral monsters mad */
716 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
717 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
718 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
719 break;
720 case 2: /* calm -- pacify unfriendly monsters */
721 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
722 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
723 break;
724 case 3: /* make all monsters fall asleep */
725 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
726 SET_FLAG(tmp, FLAG_SLEEP);
727 break;
728 case 4: /* charm all monsters */
729 if (op == source) break; /* only if 'connected' */
730
731 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */
732 tmp2->type!=PLAYER;tmp2=tmp2->above)
733 if(tmp2->above==NULL) break;
734
735 if (tmp2->type != PLAYER)
736 break;
737 set_owner(tmp,tmp2);
738 SET_FLAG(tmp,FLAG_MONSTER);
739 tmp->stats.exp = 0;
740 SET_FLAG(tmp, FLAG_FRIENDLY);
741 add_friendly_object (tmp);
742 tmp->attack_movement = PETMOVE;
743 break;
744
745 default:
746 break;
747
748 }
749 }
750
751 /* this function returns the object it matches, or NULL if non.
752 * It will descend through containers to find the object.
753 * slaying = match object slaying flag
754 * race = match object archetype name flag
755 * hp = match object type (excpt type '0'== PLAYER)
756 */
757
758 object * check_inv_recursive(object *op, const object *trig)
759 {
760 object *tmp,*ret=NULL;
761
762 /* First check the object itself. */
763 if((trig->stats.hp && (op->type == trig->stats.hp))
764 || (trig->slaying && (op->slaying == trig->slaying))
765 || (trig->race && (op->arch->name == trig->race)))
766 return op;
767
768 for(tmp=op->inv; tmp; tmp=tmp->below) {
769 if (tmp->inv) {
770 ret=check_inv_recursive(tmp, trig);
771 if (ret) return ret;
772 }
773 else if((trig->stats.hp && (tmp->type == trig->stats.hp))
774 || (trig->slaying && (tmp->slaying == trig->slaying))
775 || (trig->race && (tmp->arch->name == trig->race)))
776 return tmp;
777 }
778 return NULL;
779 }
780
781 /* check_inv(), a function to search the inventory,
782 * of a player and then based on a set of conditions,
783 * the square will activate connected items.
784 * Monsters can't trigger this square (for now)
785 * Values are: last_sp = 1/0 obj/no obj triggers
786 * last_heal = 1/0 remove/dont remove obj if triggered
787 * -b.t. (thomas@nomad.astro.psu.edu
788 */
789
790 void check_inv (object *op, object *trig) {
791 object *match;
792
793 if(op->type != PLAYER) return;
794 match = check_inv_recursive(op,trig);
795 if (match && trig->last_sp) {
796 if(trig->last_heal)
797 decrease_ob(match);
798 use_trigger(trig);
799 }
800 else if (!match && !trig->last_sp)
801 use_trigger(trig);
802 }
803
804
805 /* This does a minimal check of the button link consistency for object
806 * map. All it really does it much sure the object id link that is set
807 * matches what the object has.
808 */
809 void verify_button_links(const mapstruct *map) {
810 oblinkpt *obp;
811 objectlink *ol;
812
813 if (!map) return;
814
815 for (obp = map->buttons; obp; obp = obp->next) {
816 for (ol=obp->link; ol; ol=ol->next) {
817 if (ol->id!=ol->ob->count)
818 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
819 }
820 }
821 }