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/cvs/deliantra/server/common/button.C
Revision: 1.4
Committed: Wed Aug 30 12:42:56 2006 UTC (17 years, 8 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.3: +6 -4 lines
Log Message:
fixed an evil crash bug

File Contents

# Content
1 /*
2 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.3 2006-08-29 17:29:27 elmex 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 (!obp)
180 return;
181
182 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value)))
183 return;
184
185 activate_connection_link (obp->link, op->value, op);
186 }
187
188 /*
189 * elmex:
190 * This activates a connection, similar to push_button (object *op) but it takes
191 * only a map, a connection value and a true or false flag that indicated whether
192 * the connection was 'state' or 'released'. So that you can activate objects
193 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
194 *
195 */
196 void activate_connection (mapstruct *map, long connection, bool state)
197 {
198 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state)))
199 return;
200
201 oblinkpt *obp = get_connection_links (map, connection);
202 if (obp)
203 activate_connection_link (obp->link, state);
204 }
205
206 /*
207 * Updates everything connected with the button op.
208 * After changing the state of a button, this function must be called
209 * to make sure that all gates and other buttons connected to the
210 * button reacts to the (eventual) change of state.
211 */
212
213 void update_button(object *op) {
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 if (!ol->ob || ol->ob->count != ol->id) {
224 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name);
225 continue;
226 }
227 tmp = ol->ob;
228 if (tmp->type==BUTTON) {
229 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above)
230 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop?
235 */
236
237 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects.
242 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type==0 )
244 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying;
245
246 tmp->value=(tot>=tmp->weight)?1:0;
247 if(tmp->value)
248 any_down=1;
249 } else if (tmp->type == PEDESTAL) {
250 tmp->value = 0;
251 for(ab=tmp->above; ab!=NULL; ab=ab->above) {
252 head = ab->head ? ab->head : ab;
253 /* Same note regarding move_type for buttons above apply here. */
254 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) &&
255 (head->race==tmp->slaying ||
256 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) ||
257 (!strcmp (tmp->slaying, "player") &&
258 head->type == PLAYER)))
259 tmp->value = 1;
260 }
261 if(tmp->value)
262 any_down=1;
263 }
264 }
265 if(any_down) /* If any other buttons were down, force this to remain down */
266 op->value=1;
267
268 /* If this button hasn't changed, don't do anything */
269 if (op->value != old_value) {
270 SET_ANIMATION(op, op->value);
271 update_object(op, UP_OBJ_FACE);
272 push_button(op); /* Make all other buttons the same */
273 }
274 }
275
276 /*
277 * Updates every button on the map (by calling update_button() for them).
278 */
279
280 void update_buttons(mapstruct *m) {
281 objectlink *ol;
282 oblinkpt *obp;
283 for (obp = m->buttons; obp; obp = obp->next)
284 for (ol = obp->link; ol; ol = ol->next) {
285 if (!ol->ob || ol->ob->count != ol->id) {
286 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
287 ol->ob?ol->ob->name:"null",
288 ol->ob?ol->ob->x:-1,
289 ol->ob?ol->ob->y:-1,
290 ol->id,
291 obp->value);
292 continue;
293 }
294 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
295 {
296 update_button(ol->ob);
297 break;
298 }
299 }
300 }
301
302 void use_trigger(object *op)
303 {
304
305 /* Toggle value */
306 op->value = !op->value;
307 push_button(op);
308 }
309
310 /*
311 * Note: animate_object should be used instead of this,
312 * but it can't handle animations in the 8 directions
313 */
314
315 void animate_turning(object *op) /* only one part objects */
316 {
317 if (++op->state >= NUM_ANIMATIONS(op)/8)
318 op->state=0;
319 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 +
320 op->state);
321 update_object(op,UP_OBJ_FACE);
322 }
323
324 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
325 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
326
327 /* Returns true if the sacrifice meets the needs of the altar.
328 *
329 * Function put in (0.92.1) so that identify altars won't grab money
330 * unnecessarily - we can see if there is sufficient money, see if something
331 * needs to be identified, and then remove money if needed.
332 *
333 * 0.93.4: Linked objects (ie, objects that are connected) can not be
334 * sacrificed. This fixes a bug of trying to put multiple altars/related
335 * objects on the same space that take the same sacrifice.
336 */
337
338 int check_altar_sacrifice (const object *altar, const object *sacrifice)
339 {
340 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE)
341 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
342 && sacrifice->type != PLAYER)
343 {
344 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name ||
345 ARCH_SACRIFICE(altar) == sacrifice->name ||
346 ARCH_SACRIFICE(altar) == sacrifice->slaying ||
347 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
348 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
349 return 1;
350 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
351 && sacrifice->type == MONEY
352 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar))
353 return 1;
354 }
355 return 0;
356 }
357
358
359 /*
360 * operate_altar checks if sacrifice was accepted and removes sacrificed
361 * objects. If sacrifice was succeed return 1 else 0. Might be better to
362 * call check_altar_sacrifice (above) than depend on the return value,
363 * since operate_altar will remove the sacrifice also.
364 *
365 * If this function returns 1, '*sacrifice' is modified to point to the
366 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
367 */
368
369 int operate_altar (object *altar, object **sacrifice)
370 {
371
372 if ( ! altar->map) {
373 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
374 return 0;
375 }
376
377 if (!altar->slaying || altar->value)
378 return 0;
379
380 if ( ! check_altar_sacrifice (altar, *sacrifice))
381 return 0;
382
383 /* check_altar_sacrifice should have already verified that enough money
384 * has been dropped.
385 */
386 if (!strcmp(ARCH_SACRIFICE(altar), "money")) {
387 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value;
388
389 /* Round up any sacrifices. Altars don't make change either */
390 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++;
391 *sacrifice = decrease_ob_nr (*sacrifice, number);
392 }
393 else
394 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar));
395
396 if (altar->msg)
397 new_info_map(NDI_BLACK, altar->map, altar->msg);
398 return 1;
399 }
400
401 void trigger_move (object *op, int state) /* 1 down and 0 up */
402 {
403 op->stats.wc = state;
404 if (state) {
405 use_trigger(op);
406 if (op->stats.exp > 0) /* check sanity */
407 op->speed = 1.0 / op->stats.exp;
408 else
409 op->speed = 1.0;
410 update_ob_speed(op);
411 op->speed_left = -1;
412 } else {
413 use_trigger(op);
414 op->speed = 0;
415 update_ob_speed(op);
416 }
417 }
418
419
420 /*
421 * cause != NULL: something has moved on top of op
422 *
423 * cause == NULL: nothing has moved, we have been called from
424 * animate_trigger().
425 *
426 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
427 *
428 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
429 *
430 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
431 */
432 int check_trigger (object *op, object *cause)
433 {
434 object *tmp;
435 int push = 0, tot = 0;
436 int in_movement = op->stats.wc || op->speed;
437
438 switch (op->type) {
439 case TRIGGER_BUTTON:
440 if (op->weight > 0) {
441 if (cause) {
442 for (tmp = op->above; tmp; tmp = tmp->above)
443 /* Comment reproduced from update_buttons(): */
444 /* Basically, if the move_type matches that on what the
445 * button wants, we count it. The second check is so that
446 * objects that don't move (swords, etc) will count. Note that
447 * this means that more work is needed to make buttons
448 * that are only triggered by flying objects.
449 */
450
451 if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
452 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
453 + tmp->carrying;
454 }
455 if (tot >= op->weight)
456 push = 1;
457 if (op->stats.ac == push)
458 return 0;
459 op->stats.ac = push;
460 if (NUM_ANIMATIONS(op) > 1) {
461 SET_ANIMATION (op, push);
462 update_object (op, UP_OBJ_FACE);
463 }
464 if (in_movement || ! push)
465 return 0;
466 }
467 trigger_move (op, push);
468 }
469 return 0;
470
471 case TRIGGER_PEDESTAL:
472 if (cause) {
473 for (tmp = op->above; tmp; tmp = tmp->above) {
474 object *head = tmp->head ? tmp->head : tmp;
475
476 /* See comment in TRIGGER_BUTTON about move_types */
477 if (((head->move_type & op->move_on) || head->move_type==0)
478 && (head->race==op->slaying ||
479 (!strcmp (op->slaying, "player") && head->type == PLAYER))) {
480 push = 1;
481 break;
482 }
483 }
484 if (op->stats.ac == push)
485 return 0;
486 op->stats.ac = push;
487 if (NUM_ANIMATIONS(op) > 1) {
488 SET_ANIMATION (op, push);
489 update_object (op, UP_OBJ_FACE);
490 }
491 update_object(op,UP_OBJ_FACE);
492 if (in_movement || ! push)
493 return 0;
494 }
495 trigger_move (op, push);
496 return 0;
497
498 case TRIGGER_ALTAR:
499 if (cause) {
500 if (in_movement)
501 return 0;
502 if (operate_altar (op, &cause)) {
503 if (NUM_ANIMATIONS(op) > 1) {
504 SET_ANIMATION (op, 1);
505 update_object(op, UP_OBJ_FACE);
506 }
507 if (op->last_sp >= 0) {
508 trigger_move (op, 1);
509 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp;
511 }
512 else {
513 /* for trigger altar with last_sp, the ON/OFF
514 * status (-> +/- value) is "simulated":
515 */
516 op->value = !op->value;
517 trigger_move (op, 1);
518 op->last_sp = -op->last_sp;
519 op->value = !op->value;
520 }
521 return cause == NULL;
522 } else {
523 return 0;
524 }
525 } else {
526 if (NUM_ANIMATIONS(op) > 1) {
527 SET_ANIMATION (op, 0);
528 update_object(op, UP_OBJ_FACE);
529 }
530
531 /* If trigger_altar has "last_sp > 0" set on the map,
532 * it will push the connected value only once per sacrifice.
533 * Otherwise (default), the connected value will be
534 * pushed twice: First by sacrifice, second by reset! -AV
535 */
536 if (!op->last_sp)
537 trigger_move (op, 0);
538 else {
539 op->stats.wc = 0;
540 op->value = !op->value;
541 op->speed = 0;
542 update_ob_speed(op);
543 }
544 }
545 return 0;
546
547 case TRIGGER:
548 if (cause) {
549 if (in_movement)
550 return 0;
551 push = 1;
552 }
553 if (NUM_ANIMATIONS(op) > 1) {
554 SET_ANIMATION (op, push);
555 update_object(op, UP_OBJ_FACE);
556 }
557 trigger_move (op, push);
558 return 1;
559
560 default:
561 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type);
562 return 0;
563 }
564 }
565
566 void add_button_link(object *button, mapstruct *map, int connected) {
567 oblinkpt *obp;
568 objectlink *ol = get_objectlink();
569
570 if (!map) {
571 LOG(llevError, "Tried to add button-link without map.\n");
572 return;
573 }
574 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild
575 a connected map from a template map. */
576 /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
577
578 SET_FLAG(button,FLAG_IS_LINKED);
579
580 ol->ob = button;
581 ol->id = button->count;
582
583 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
584
585 if (obp) {
586 ol->next = obp->link;
587 obp->link = ol;
588 } else {
589 obp = get_objectlinkpt();
590 obp->value = connected;
591
592 obp->next = map->buttons;
593 map->buttons = obp;
594 obp->link = ol;
595 }
596 }
597
598 /*
599 * Remove the object from the linked lists of buttons in the map.
600 * This is only needed by editors.
601 */
602
603 void remove_button_link(object *op) {
604 oblinkpt *obp;
605 objectlink **olp, *ol;
606
607 if (op->map == NULL) {
608 LOG(llevError, "remove_button_link() in object without map.\n");
609 return;
610 }
611 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) {
612 LOG(llevError, "remove_button_linked() in unlinked object.\n");
613 return;
614 }
615 for (obp = op->map->buttons; obp; obp = obp->next)
616 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
617 if (ol->ob == op) {
618 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
619 obp->value, op->name, op->map->path);
620 */
621 *olp = ol->next;
622 free(ol);
623 return;
624 }
625 LOG(llevError, "remove_button_linked(): couldn't find object.\n");
626 CLEAR_FLAG(op,FLAG_IS_LINKED);
627 }
628
629 /*
630 * Gets the objectlink for this connection from the map.
631 */
632 oblinkpt *get_connection_links (mapstruct *map, long connection)
633 {
634 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
635 if (obp->value == connection)
636 return obp;
637 return 0;
638 }
639
640 /*
641 * Return the first objectlink in the objects linked to this one
642 */
643
644 oblinkpt *get_button_links(const object *button) {
645 oblinkpt *obp;
646 objectlink *ol;
647
648 if (!button->map)
649 return NULL;
650 for (obp = button->map->buttons; obp; obp = obp->next)
651 for (ol = obp->link; ol; ol = ol->next)
652 if (ol->ob == button && ol->id == button->count)
653 return obp;
654 return NULL;
655 }
656
657 /*
658 * Made as a separate function to increase efficiency
659 */
660
661 int get_button_value(const object *button) {
662 oblinkpt *obp;
663 objectlink *ol;
664
665 if (!button->map)
666 return 0;
667 for (obp = button->map->buttons; obp; obp = obp->next)
668 for (ol = obp->link; ol; ol = ol->next)
669 if (ol->ob == button && ol->id == button->count)
670 return obp->value;
671 return 0;
672 }
673
674 /* This routine makes monsters who are
675 * standing on the 'mood floor' change their
676 * disposition if it is different.
677 * If floor is to be triggered must have
678 * a speed of zero (default is 1 for all
679 * but the charm floor type).
680 * by b.t. thomas@nomad.astro.psu.edu
681 */
682
683 void do_mood_floor(object *op, object *source) {
684 object *tmp;
685 object *tmp2;
686
687 if (!source)
688 source = op;
689
690 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above)
691 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;
692
693 /* doesn't effect players, and if there is a player on this space, won't also
694 * be a monster here.
695 */
696 if (!tmp || tmp->type == PLAYER) return;
697
698 switch(op->last_sp) {
699 case 0: /* furious--make all monsters mad */
700 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
701 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
702 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
703 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
704 remove_friendly_object(tmp);
705 tmp->attack_movement = 0;
706 /* lots of checks here, but want to make sure we don't
707 * dereference a null value
708 */
709 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
710 tmp->owner->contr->ranges[range_golem]==tmp) {
711 tmp->owner->contr->ranges[range_golem]=NULL;
712 tmp->owner->contr->golem_count = 0;
713 }
714 tmp->owner = 0;
715 }
716 break;
717 case 1: /* angry -- get neutral monsters mad */
718 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
719 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
720 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
721 break;
722 case 2: /* calm -- pacify unfriendly monsters */
723 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
724 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
725 break;
726 case 3: /* make all monsters fall asleep */
727 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
728 SET_FLAG(tmp, FLAG_SLEEP);
729 break;
730 case 4: /* charm all monsters */
731 if (op == source) break; /* only if 'connected' */
732
733 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */
734 tmp2->type!=PLAYER;tmp2=tmp2->above)
735 if(tmp2->above==NULL) break;
736
737 if (tmp2->type != PLAYER)
738 break;
739 set_owner(tmp,tmp2);
740 SET_FLAG(tmp,FLAG_MONSTER);
741 tmp->stats.exp = 0;
742 SET_FLAG(tmp, FLAG_FRIENDLY);
743 add_friendly_object (tmp);
744 tmp->attack_movement = PETMOVE;
745 break;
746
747 default:
748 break;
749
750 }
751 }
752
753 /* this function returns the object it matches, or NULL if non.
754 * It will descend through containers to find the object.
755 * slaying = match object slaying flag
756 * race = match object archetype name flag
757 * hp = match object type (excpt type '0'== PLAYER)
758 */
759
760 object * check_inv_recursive(object *op, const object *trig)
761 {
762 object *tmp,*ret=NULL;
763
764 /* First check the object itself. */
765 if((trig->stats.hp && (op->type == trig->stats.hp))
766 || (trig->slaying && (op->slaying == trig->slaying))
767 || (trig->race && (op->arch->name == trig->race)))
768 return op;
769
770 for(tmp=op->inv; tmp; tmp=tmp->below) {
771 if (tmp->inv) {
772 ret=check_inv_recursive(tmp, trig);
773 if (ret) return ret;
774 }
775 else if((trig->stats.hp && (tmp->type == trig->stats.hp))
776 || (trig->slaying && (tmp->slaying == trig->slaying))
777 || (trig->race && (tmp->arch->name == trig->race)))
778 return tmp;
779 }
780 return NULL;
781 }
782
783 /* check_inv(), a function to search the inventory,
784 * of a player and then based on a set of conditions,
785 * the square will activate connected items.
786 * Monsters can't trigger this square (for now)
787 * Values are: last_sp = 1/0 obj/no obj triggers
788 * last_heal = 1/0 remove/dont remove obj if triggered
789 * -b.t. (thomas@nomad.astro.psu.edu
790 */
791
792 void check_inv (object *op, object *trig) {
793 object *match;
794
795 if(op->type != PLAYER) return;
796 match = check_inv_recursive(op,trig);
797 if (match && trig->last_sp) {
798 if(trig->last_heal)
799 decrease_ob(match);
800 use_trigger(trig);
801 }
802 else if (!match && !trig->last_sp)
803 use_trigger(trig);
804 }
805
806
807 /* This does a minimal check of the button link consistency for object
808 * map. All it really does it much sure the object id link that is set
809 * matches what the object has.
810 */
811 void verify_button_links(const mapstruct *map) {
812 oblinkpt *obp;
813 objectlink *ol;
814
815 if (!map) return;
816
817 for (obp = map->buttons; obp; obp = obp->next) {
818 for (ol=obp->link; ol; ol=ol->next) {
819 if (ol->id!=ol->ob->count)
820 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
821 }
822 }
823 }