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/cvs/deliantra/server/common/button.C
Revision: 1.7
Committed: Sun Sep 10 16:00:23 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +536 -459 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_button_c =
4 * "$Id: button.C,v 1.6 2006-09-03 00:18:39 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #include <funcpoint.h>
32
33 /*
34 * This code is no longer highly inefficient 8)
35 */
36
37 /*
38 * elmex:
39 * This function takes a objectlink list with all the objects are going to be activated.
40 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
41 * The source argument can be 0 or the source object for this activation.
42 */
43 void
44 activate_connection_link (objectlink * ol, bool state, object *source = 0)
45 {
46 object *tmp = 0;
47
48 for (; ol; ol = ol->next)
49 {
50 if (!ol->ob || ol->ob->count != ol->id)
51 {
52 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id);
53 continue;
54 }
55 /* a button link object can become freed when the map is saving. As
56 * a map is saved, objects are removed and freed, and if an object is
57 * on top of a button, this function is eventually called. If a map
58 * is getting moved out of memory, the status of buttons and levers
59 * probably isn't important - it will get sorted out when the map is
60 * re-loaded. As such, just exit this function if that is the case.
61 */
62
63 if (QUERY_FLAG (ol->ob, FLAG_FREED))
64 return;
65 tmp = ol->ob;
66
67 /* if the criteria isn't appropriate, don't do anything */
68 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
69 continue;
70 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
71 continue;
72
73 switch (tmp->type)
74 {
75 case GATE:
76 case HOLE:
77 tmp->value = tmp->stats.maxsp ? !state : state;
78 tmp->speed = 0.5;
79 update_ob_speed (tmp);
80 break;
81
82 case CF_HANDLE:
83 SET_ANIMATION (tmp, (tmp->value = 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
176 push_button (object *op)
177 {
178 oblinkpt *obp = get_button_links (op);
179
180 if (!obp)
181 return;
182
183 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
184 return;
185
186 activate_connection_link (obp->link, op->value, op);
187 }
188
189 /*
190 * elmex:
191 * This activates a connection, similar to push_button (object *op) but it takes
192 * only a map, a connection value and a true or false flag that indicated whether
193 * the connection was 'state' or 'released'. So that you can activate objects
194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
195 *
196 */
197 void
198 activate_connection (mapstruct *map, long connection, bool state)
199 {
200 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
201 return;
202
203 oblinkpt *obp = get_connection_links (map, connection);
204
205 if (obp)
206 activate_connection_link (obp->link, state);
207 }
208
209 /*
210 * Updates everything connected with the button op.
211 * After changing the state of a button, this function must be called
212 * to make sure that all gates and other buttons connected to the
213 * button reacts to the (eventual) change of state.
214 */
215
216 void
217 update_button (object *op)
218 {
219 object *ab, *tmp, *head;
220 int tot, any_down = 0, old_value = op->value;
221 oblinkpt *obp = 0;
222 objectlink *ol;
223
224 obp = get_button_links (op);
225 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
226 if (obp)
227 for (ol = obp->link; ol; ol = ol->next)
228 {
229 if (!ol->ob || ol->ob->count != ol->id)
230 {
231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
232 continue;
233 }
234 tmp = ol->ob;
235 if (tmp->type == BUTTON)
236 {
237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
238 /* Bug? The pedestal code below looks for the head of
239 * the object, this bit doesn't. I'd think we should check
240 * for head here also. Maybe it also makese sense to
241 * make the for ab=tmp->above loop common, and alter
242 * behaviour based on object within that loop?
243 */
244
245 /* Basically, if the move_type matches that on what the
246 * button wants, we count it. The second check is so that
247 * objects don't move (swords, etc) will count. Note that
248 * this means that more work is needed to make buttons
249 * that are only triggered by flying objects.
250 */
251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
252 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
253
254 tmp->value = (tot >= tmp->weight) ? 1 : 0;
255 if (tmp->value)
256 any_down = 1;
257 }
258 else if (tmp->type == PEDESTAL)
259 {
260 tmp->value = 0;
261 for (ab = tmp->above; ab != NULL; ab = ab->above)
262 {
263 head = ab->head ? ab->head : ab;
264 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
266 (head->race == tmp->slaying ||
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
269 tmp->value = 1;
270 }
271 if (tmp->value)
272 any_down = 1;
273 }
274 }
275 if (any_down) /* If any other buttons were down, force this to remain down */
276 op->value = 1;
277
278 /* If this button hasn't changed, don't do anything */
279 if (op->value != old_value)
280 {
281 SET_ANIMATION (op, op->value);
282 update_object (op, UP_OBJ_FACE);
283 push_button (op); /* Make all other buttons the same */
284 }
285 }
286
287 /*
288 * Updates every button on the map (by calling update_button() for them).
289 */
290
291 void
292 update_buttons (mapstruct *m)
293 {
294 objectlink *ol;
295 oblinkpt *obp;
296
297 for (obp = m->buttons; obp; obp = obp->next)
298 for (ol = obp->link; ol; ol = ol->next)
299 {
300 if (!ol->ob || ol->ob->count != ol->id)
301 {
302 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
303 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
304 continue;
305 }
306 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
307 {
308 update_button (ol->ob);
309 break;
310 }
311 }
312 }
313
314 void
315 use_trigger (object *op)
316 {
317
318 /* Toggle value */
319 op->value = !op->value;
320 push_button (op);
321 }
322
323 /*
324 * Note: animate_object should be used instead of this,
325 * but it can't handle animations in the 8 directions
326 */
327
328 void
329 animate_turning (object *op) /* only one part objects */
330 {
331 if (++op->state >= NUM_ANIMATIONS (op) / 8)
332 op->state = 0;
333 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
334 update_object (op, UP_OBJ_FACE);
335 }
336
337 #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
338 #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
339
340 /* Returns true if the sacrifice meets the needs of the altar.
341 *
342 * Function put in (0.92.1) so that identify altars won't grab money
343 * unnecessarily - we can see if there is sufficient money, see if something
344 * needs to be identified, and then remove money if needed.
345 *
346 * 0.93.4: Linked objects (ie, objects that are connected) can not be
347 * sacrificed. This fixes a bug of trying to put multiple altars/related
348 * objects on the same space that take the same sacrifice.
349 */
350
351 int
352 check_altar_sacrifice (const object *altar, const object *sacrifice)
353 {
354 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
355 {
356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
357 ARCH_SACRIFICE (altar) == sacrifice->name ||
358 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
359 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
360 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
361 return 1;
362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
364 return 1;
365 }
366 return 0;
367 }
368
369
370 /*
371 * operate_altar checks if sacrifice was accepted and removes sacrificed
372 * objects. If sacrifice was succeed return 1 else 0. Might be better to
373 * call check_altar_sacrifice (above) than depend on the return value,
374 * since operate_altar will remove the sacrifice also.
375 *
376 * If this function returns 1, '*sacrifice' is modified to point to the
377 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
378 */
379
380 int
381 operate_altar (object *altar, object **sacrifice)
382 {
383
384 if (!altar->map)
385 {
386 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
387 return 0;
388 }
389
390 if (!altar->slaying || altar->value)
391 return 0;
392
393 if (!check_altar_sacrifice (altar, *sacrifice))
394 return 0;
395
396 /* check_altar_sacrifice should have already verified that enough money
397 * has been dropped.
398 */
399 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
400 {
401 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
402
403 /* Round up any sacrifices. Altars don't make change either */
404 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
405 number++;
406 *sacrifice = decrease_ob_nr (*sacrifice, number);
407 }
408 else
409 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
410
411 if (altar->msg)
412 new_info_map (NDI_BLACK, altar->map, altar->msg);
413 return 1;
414 }
415
416 void
417 trigger_move (object *op, int state) /* 1 down and 0 up */
418 {
419 op->stats.wc = state;
420 if (state)
421 {
422 use_trigger (op);
423 if (op->stats.exp > 0) /* check sanity */
424 op->speed = 1.0 / op->stats.exp;
425 else
426 op->speed = 1.0;
427 update_ob_speed (op);
428 op->speed_left = -1;
429 }
430 else
431 {
432 use_trigger (op);
433 op->speed = 0;
434 update_ob_speed (op);
435 }
436 }
437
438
439 /*
440 * cause != NULL: something has moved on top of op
441 *
442 * cause == NULL: nothing has moved, we have been called from
443 * animate_trigger().
444 *
445 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
446 *
447 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
448 *
449 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
450 */
451 int
452 check_trigger (object *op, object *cause)
453 {
454 object *tmp;
455 int push = 0, tot = 0;
456 int in_movement = op->stats.wc || op->speed;
457
458 switch (op->type)
459 {
460 case TRIGGER_BUTTON:
461 if (op->weight > 0)
462 {
463 if (cause)
464 {
465 for (tmp = op->above; tmp; tmp = tmp->above)
466 /* Comment reproduced from update_buttons(): */
467 /* Basically, if the move_type matches that on what the
468 * button wants, we count it. The second check is so that
469 * objects that don't move (swords, etc) will count. Note that
470 * this means that more work is needed to make buttons
471 * that are only triggered by flying objects.
472 */
473
474 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
475 {
476 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
477 }
478 if (tot >= op->weight)
479 push = 1;
480 if (op->stats.ac == push)
481 return 0;
482 op->stats.ac = push;
483 if (NUM_ANIMATIONS (op) > 1)
484 {
485 SET_ANIMATION (op, push);
486 update_object (op, UP_OBJ_FACE);
487 }
488 if (in_movement || !push)
489 return 0;
490 }
491 trigger_move (op, push);
492 }
493 return 0;
494
495 case TRIGGER_PEDESTAL:
496 if (cause)
497 {
498 for (tmp = op->above; tmp; tmp = tmp->above)
499 {
500 object *head = tmp->head ? tmp->head : tmp;
501
502 /* See comment in TRIGGER_BUTTON about move_types */
503 if (((head->move_type & op->move_on) || head->move_type == 0)
504 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
505 {
506 push = 1;
507 break;
508 }
509 }
510 if (op->stats.ac == push)
511 return 0;
512 op->stats.ac = push;
513 if (NUM_ANIMATIONS (op) > 1)
514 {
515 SET_ANIMATION (op, push);
516 update_object (op, UP_OBJ_FACE);
517 }
518 update_object (op, UP_OBJ_FACE);
519 if (in_movement || !push)
520 return 0;
521 }
522 trigger_move (op, push);
523 return 0;
524
525 case TRIGGER_ALTAR:
526 if (cause)
527 {
528 if (in_movement)
529 return 0;
530 if (operate_altar (op, &cause))
531 {
532 if (NUM_ANIMATIONS (op) > 1)
533 {
534 SET_ANIMATION (op, 1);
535 update_object (op, UP_OBJ_FACE);
536 }
537 if (op->last_sp >= 0)
538 {
539 trigger_move (op, 1);
540 if (op->last_sp > 0)
541 op->last_sp = -op->last_sp;
542 }
543 else
544 {
545 /* for trigger altar with last_sp, the ON/OFF
546 * status (-> +/- value) is "simulated":
547 */
548 op->value = !op->value;
549 trigger_move (op, 1);
550 op->last_sp = -op->last_sp;
551 op->value = !op->value;
552 }
553 return cause == NULL;
554 }
555 else
556 {
557 return 0;
558 }
559 }
560 else
561 {
562 if (NUM_ANIMATIONS (op) > 1)
563 {
564 SET_ANIMATION (op, 0);
565 update_object (op, UP_OBJ_FACE);
566 }
567
568 /* If trigger_altar has "last_sp > 0" set on the map,
569 * it will push the connected value only once per sacrifice.
570 * Otherwise (default), the connected value will be
571 * pushed twice: First by sacrifice, second by reset! -AV
572 */
573 if (!op->last_sp)
574 trigger_move (op, 0);
575 else
576 {
577 op->stats.wc = 0;
578 op->value = !op->value;
579 op->speed = 0;
580 update_ob_speed (op);
581 }
582 }
583 return 0;
584
585 case TRIGGER:
586 if (cause)
587 {
588 if (in_movement)
589 return 0;
590 push = 1;
591 }
592 if (NUM_ANIMATIONS (op) > 1)
593 {
594 SET_ANIMATION (op, push);
595 update_object (op, UP_OBJ_FACE);
596 }
597 trigger_move (op, push);
598 return 1;
599
600 default:
601 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
602 return 0;
603 }
604 }
605
606 void
607 add_button_link (object *button, mapstruct *map, int connected)
608 {
609 oblinkpt *obp;
610 objectlink *ol = get_objectlink ();
611
612 if (!map)
613 {
614 LOG (llevError, "Tried to add button-link without map.\n");
615 return;
616 }
617 if (!editor)
618 button->path_attuned = connected; /* peterm: I need this so I can rebuild
619 a connected map from a template map. */
620
621 /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
622
623 SET_FLAG (button, FLAG_IS_LINKED);
624
625 ol->ob = button;
626 ol->id = button->count;
627
628 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
629
630 if (obp)
631 {
632 ol->next = obp->link;
633 obp->link = ol;
634 }
635 else
636 {
637 obp = get_objectlinkpt ();
638 obp->value = connected;
639
640 obp->next = map->buttons;
641 map->buttons = obp;
642 obp->link = ol;
643 }
644 }
645
646 /*
647 * Remove the object from the linked lists of buttons in the map.
648 * This is only needed by editors.
649 */
650
651 void
652 remove_button_link (object *op)
653 {
654 oblinkpt *obp;
655 objectlink **olp, *ol;
656
657 if (op->map == NULL)
658 {
659 LOG (llevError, "remove_button_link() in object without map.\n");
660 return;
661 }
662 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
663 {
664 LOG (llevError, "remove_button_linked() in unlinked object.\n");
665 return;
666 }
667 for (obp = op->map->buttons; obp; obp = obp->next)
668 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
669 if (ol->ob == op)
670 {
671
672 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
673 obp->value, op->name, op->map->path);
674 */
675 *olp = ol->next;
676 free (ol);
677 return;
678 }
679 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
680 CLEAR_FLAG (op, FLAG_IS_LINKED);
681 }
682
683 /*
684 * Gets the objectlink for this connection from the map.
685 */
686 oblinkpt *
687 get_connection_links (mapstruct *map, long connection)
688 {
689 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
690 if (obp->value == connection)
691 return obp;
692 return 0;
693 }
694
695 /*
696 * Return the first objectlink in the objects linked to this one
697 */
698
699 oblinkpt *
700 get_button_links (const object *button)
701 {
702 oblinkpt *obp;
703 objectlink *ol;
704
705 if (!button->map)
706 return NULL;
707 for (obp = button->map->buttons; obp; obp = obp->next)
708 for (ol = obp->link; ol; ol = ol->next)
709 if (ol->ob == button && ol->id == button->count)
710 return obp;
711 return NULL;
712 }
713
714 /*
715 * Made as a separate function to increase efficiency
716 */
717
718 int
719 get_button_value (const object *button)
720 {
721 oblinkpt *obp;
722 objectlink *ol;
723
724 if (!button->map)
725 return 0;
726 for (obp = button->map->buttons; obp; obp = obp->next)
727 for (ol = obp->link; ol; ol = ol->next)
728 if (ol->ob == button && ol->id == button->count)
729 return obp->value;
730 return 0;
731 }
732
733 /* This routine makes monsters who are
734 * standing on the 'mood floor' change their
735 * disposition if it is different.
736 * If floor is to be triggered must have
737 * a speed of zero (default is 1 for all
738 * but the charm floor type).
739 * by b.t. thomas@nomad.astro.psu.edu
740 */
741
742 void
743 do_mood_floor (object *op, object *source)
744 {
745 object *tmp;
746 object *tmp2;
747
748 if (!source)
749 source = op;
750
751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break;
754
755 /* doesn't effect players, and if there is a player on this space, won't also
756 * be a monster here.
757 */
758 if (!tmp || tmp->type == PLAYER)
759 return;
760
761 switch (op->last_sp)
762 {
763 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't
772 * dereference a null value
773 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
775 {
776 tmp->owner->contr->ranges[range_golem] = NULL;
777 tmp->owner->contr->golem_count = 0;
778 }
779 tmp->owner = 0;
780 }
781 break;
782 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break;
786 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break;
790 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP);
793 break;
794 case 4: /* charm all monsters */
795 if (op == source)
796 break; /* only if 'connected' */
797
798 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
799 tmp2->type != PLAYER; tmp2 = tmp2->above)
800 if (tmp2->above == NULL)
801 break;
802
803 if (tmp2->type != PLAYER)
804 break;
805 set_owner (tmp, tmp2);
806 SET_FLAG (tmp, FLAG_MONSTER);
807 tmp->stats.exp = 0;
808 SET_FLAG (tmp, FLAG_FRIENDLY);
809 add_friendly_object (tmp);
810 tmp->attack_movement = PETMOVE;
811 break;
812
813 default:
814 break;
815
816 }
817 }
818
819 /* this function returns the object it matches, or NULL if non.
820 * It will descend through containers to find the object.
821 * slaying = match object slaying flag
822 * race = match object archetype name flag
823 * hp = match object type (excpt type '0'== PLAYER)
824 */
825
826 object *
827 check_inv_recursive (object *op, const object *trig)
828 {
829 object *tmp, *ret = NULL;
830
831 /* First check the object itself. */
832 if ((trig->stats.hp && (op->type == trig->stats.hp))
833 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race)))
834 return op;
835
836 for (tmp = op->inv; tmp; tmp = tmp->below)
837 {
838 if (tmp->inv)
839 {
840 ret = check_inv_recursive (tmp, trig);
841 if (ret)
842 return ret;
843 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying)) || (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
860 void
861 check_inv (object *op, object *trig)
862 {
863 object *match;
864
865 if (op->type != PLAYER)
866 return;
867 match = check_inv_recursive (op, trig);
868 if (match && trig->last_sp)
869 {
870 if (trig->last_heal)
871 decrease_ob (match);
872 use_trigger (trig);
873 }
874 else if (!match && !trig->last_sp)
875 use_trigger (trig);
876 }
877
878
879 /* This does a minimal check of the button link consistency for object
880 * map. All it really does it much sure the object id link that is set
881 * matches what the object has.
882 */
883 void
884 verify_button_links (const mapstruct *map)
885 {
886 oblinkpt *obp;
887 objectlink *ol;
888
889 if (!map)
890 return;
891
892 for (obp = map->buttons; obp; obp = obp->next)
893 {
894 for (ol = obp->link; ol; ol = ol->next)
895 {
896 if (ol->id != ol->ob->count)
897 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
898 }
899 }
900 }