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Revision: 1.9
Committed: Wed Sep 13 23:42:23 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +3 -4 lines
Log Message:
*** empty log message ***

File Contents

# Content
1
2 /*
3 * static char *rcsid_button_c =
4 * "$Id: button.C,v 1.8 2006-09-11 20:28:37 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 * operate_altar checks if sacrifice was accepted and removes sacrificed
371 * objects. If sacrifice was succeed return 1 else 0. Might be better to
372 * call check_altar_sacrifice (above) than depend on the return value,
373 * since operate_altar will remove the sacrifice also.
374 *
375 * If this function returns 1, '*sacrifice' is modified to point to the
376 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
377 */
378 int
379 operate_altar (object *altar, object **sacrifice)
380 {
381 if (!altar->map)
382 {
383 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
384 return 0;
385 }
386
387 if (!altar->slaying || altar->value)
388 return 0;
389
390 if (!check_altar_sacrifice (altar, *sacrifice))
391 return 0;
392
393 /* check_altar_sacrifice should have already verified that enough money
394 * has been dropped.
395 */
396 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
397 {
398 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
399
400 /* Round up any sacrifices. Altars don't make change either */
401 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
402 number++;
403
404 *sacrifice = decrease_ob_nr (*sacrifice, number);
405 }
406 else
407 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
408
409 if (altar->msg)
410 new_info_map (NDI_BLACK, altar->map, altar->msg);
411
412 return 1;
413 }
414
415 void
416 trigger_move (object *op, int state) /* 1 down and 0 up */
417 {
418 op->stats.wc = state;
419 if (state)
420 {
421 use_trigger (op);
422 if (op->stats.exp > 0) /* check sanity */
423 op->speed = 1.0 / op->stats.exp;
424 else
425 op->speed = 1.0;
426 update_ob_speed (op);
427 op->speed_left = -1;
428 }
429 else
430 {
431 use_trigger (op);
432 op->speed = 0;
433 update_ob_speed (op);
434 }
435 }
436
437
438 /*
439 * cause != NULL: something has moved on top of op
440 *
441 * cause == NULL: nothing has moved, we have been called from
442 * animate_trigger().
443 *
444 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
445 *
446 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
447 *
448 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
449 */
450 int
451 check_trigger (object *op, object *cause)
452 {
453 object *tmp;
454 int push = 0, tot = 0;
455 int in_movement = op->stats.wc || op->speed;
456
457 switch (op->type)
458 {
459 case TRIGGER_BUTTON:
460 if (op->weight > 0)
461 {
462 if (cause)
463 {
464 for (tmp = op->above; tmp; tmp = tmp->above)
465 /* Comment reproduced from update_buttons(): */
466 /* Basically, if the move_type matches that on what the
467 * button wants, we count it. The second check is so that
468 * objects that don't move (swords, etc) will count. Note that
469 * this means that more work is needed to make buttons
470 * that are only triggered by flying objects.
471 */
472
473 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
474 {
475 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
476 }
477 if (tot >= op->weight)
478 push = 1;
479 if (op->stats.ac == push)
480 return 0;
481 op->stats.ac = push;
482 if (NUM_ANIMATIONS (op) > 1)
483 {
484 SET_ANIMATION (op, push);
485 update_object (op, UP_OBJ_FACE);
486 }
487 if (in_movement || !push)
488 return 0;
489 }
490 trigger_move (op, push);
491 }
492 return 0;
493
494 case TRIGGER_PEDESTAL:
495 if (cause)
496 {
497 for (tmp = op->above; tmp; tmp = tmp->above)
498 {
499 object *head = tmp->head ? tmp->head : tmp;
500
501 /* See comment in TRIGGER_BUTTON about move_types */
502 if (((head->move_type & op->move_on) || head->move_type == 0)
503 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
504 {
505 push = 1;
506 break;
507 }
508 }
509 if (op->stats.ac == push)
510 return 0;
511 op->stats.ac = push;
512 if (NUM_ANIMATIONS (op) > 1)
513 {
514 SET_ANIMATION (op, push);
515 update_object (op, UP_OBJ_FACE);
516 }
517 update_object (op, UP_OBJ_FACE);
518 if (in_movement || !push)
519 return 0;
520 }
521 trigger_move (op, push);
522 return 0;
523
524 case TRIGGER_ALTAR:
525 if (cause)
526 {
527 if (in_movement)
528 return 0;
529 if (operate_altar (op, &cause))
530 {
531 if (NUM_ANIMATIONS (op) > 1)
532 {
533 SET_ANIMATION (op, 1);
534 update_object (op, UP_OBJ_FACE);
535 }
536 if (op->last_sp >= 0)
537 {
538 trigger_move (op, 1);
539 if (op->last_sp > 0)
540 op->last_sp = -op->last_sp;
541 }
542 else
543 {
544 /* for trigger altar with last_sp, the ON/OFF
545 * status (-> +/- value) is "simulated":
546 */
547 op->value = !op->value;
548 trigger_move (op, 1);
549 op->last_sp = -op->last_sp;
550 op->value = !op->value;
551 }
552 return cause == NULL;
553 }
554 else
555 {
556 return 0;
557 }
558 }
559 else
560 {
561 if (NUM_ANIMATIONS (op) > 1)
562 {
563 SET_ANIMATION (op, 0);
564 update_object (op, UP_OBJ_FACE);
565 }
566
567 /* If trigger_altar has "last_sp > 0" set on the map,
568 * it will push the connected value only once per sacrifice.
569 * Otherwise (default), the connected value will be
570 * pushed twice: First by sacrifice, second by reset! -AV
571 */
572 if (!op->last_sp)
573 trigger_move (op, 0);
574 else
575 {
576 op->stats.wc = 0;
577 op->value = !op->value;
578 op->speed = 0;
579 update_ob_speed (op);
580 }
581 }
582 return 0;
583
584 case TRIGGER:
585 if (cause)
586 {
587 if (in_movement)
588 return 0;
589 push = 1;
590 }
591 if (NUM_ANIMATIONS (op) > 1)
592 {
593 SET_ANIMATION (op, push);
594 update_object (op, UP_OBJ_FACE);
595 }
596 trigger_move (op, push);
597 return 1;
598
599 default:
600 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
601 return 0;
602 }
603 }
604
605 void
606 add_button_link (object *button, mapstruct *map, int connected)
607 {
608 oblinkpt *obp;
609 objectlink *ol = get_objectlink ();
610
611 if (!map)
612 {
613 LOG (llevError, "Tried to add button-link without map.\n");
614 return;
615 }
616 if (!editor)
617 button->path_attuned = connected; /* peterm: I need this so I can rebuild
618 a connected map from a template map. */
619
620 /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
621
622 SET_FLAG (button, FLAG_IS_LINKED);
623
624 ol->ob = button;
625 ol->id = button->count;
626
627 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
628
629 if (obp)
630 {
631 ol->next = obp->link;
632 obp->link = ol;
633 }
634 else
635 {
636 obp = get_objectlinkpt ();
637 obp->value = connected;
638
639 obp->next = map->buttons;
640 map->buttons = obp;
641 obp->link = ol;
642 }
643 }
644
645 /*
646 * Remove the object from the linked lists of buttons in the map.
647 * This is only needed by editors.
648 */
649
650 void
651 remove_button_link (object *op)
652 {
653 oblinkpt *obp;
654 objectlink **olp, *ol;
655
656 if (op->map == NULL)
657 {
658 LOG (llevError, "remove_button_link() in object without map.\n");
659 return;
660 }
661 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
662 {
663 LOG (llevError, "remove_button_linked() in unlinked object.\n");
664 return;
665 }
666 for (obp = op->map->buttons; obp; obp = obp->next)
667 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
668 if (ol->ob == op)
669 {
670
671 /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
672 obp->value, op->name, op->map->path);
673 */
674 *olp = ol->next;
675 free (ol);
676 return;
677 }
678 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
679 CLEAR_FLAG (op, FLAG_IS_LINKED);
680 }
681
682 /*
683 * Gets the objectlink for this connection from the map.
684 */
685 oblinkpt *
686 get_connection_links (mapstruct *map, long connection)
687 {
688 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
689 if (obp->value == connection)
690 return obp;
691 return 0;
692 }
693
694 /*
695 * Return the first objectlink in the objects linked to this one
696 */
697
698 oblinkpt *
699 get_button_links (const object *button)
700 {
701 oblinkpt *obp;
702 objectlink *ol;
703
704 if (!button->map)
705 return NULL;
706 for (obp = button->map->buttons; obp; obp = obp->next)
707 for (ol = obp->link; ol; ol = ol->next)
708 if (ol->ob == button && ol->id == button->count)
709 return obp;
710 return NULL;
711 }
712
713 /*
714 * Made as a separate function to increase efficiency
715 */
716
717 int
718 get_button_value (const object *button)
719 {
720 oblinkpt *obp;
721 objectlink *ol;
722
723 if (!button->map)
724 return 0;
725 for (obp = button->map->buttons; obp; obp = obp->next)
726 for (ol = obp->link; ol; ol = ol->next)
727 if (ol->ob == button && ol->id == button->count)
728 return obp->value;
729 return 0;
730 }
731
732 /* This routine makes monsters who are
733 * standing on the 'mood floor' change their
734 * disposition if it is different.
735 * If floor is to be triggered must have
736 * a speed of zero (default is 1 for all
737 * but the charm floor type).
738 * by b.t. thomas@nomad.astro.psu.edu
739 */
740
741 void
742 do_mood_floor (object *op, object *source)
743 {
744 object *tmp;
745 object *tmp2;
746
747 if (!source)
748 source = op;
749
750 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
751 if (QUERY_FLAG (tmp, FLAG_MONSTER))
752 break;
753
754 /* doesn't effect players, and if there is a player on this space, won't also
755 * be a monster here.
756 */
757 if (!tmp || tmp->type == PLAYER)
758 return;
759
760 switch (op->last_sp)
761 {
762 case 0: /* furious--make all monsters mad */
763 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
764 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
765 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
766 {
767 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
768 remove_friendly_object (tmp);
769 tmp->attack_movement = 0;
770 /* lots of checks here, but want to make sure we don't
771 * dereference a null value
772 */
773 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
774 {
775 tmp->owner->contr->ranges[range_golem] = NULL;
776 tmp->owner->contr->golem_count = 0;
777 }
778 tmp->owner = 0;
779 }
780 break;
781 case 1: /* angry -- get neutral monsters mad */
782 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
783 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
784 break;
785 case 2: /* calm -- pacify unfriendly monsters */
786 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
787 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
788 break;
789 case 3: /* make all monsters fall asleep */
790 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
791 SET_FLAG (tmp, FLAG_SLEEP);
792 break;
793 case 4: /* charm all monsters */
794 if (op == source)
795 break; /* only if 'connected' */
796
797 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
798 tmp2->type != PLAYER; tmp2 = tmp2->above)
799 if (tmp2->above == NULL)
800 break;
801
802 if (tmp2->type != PLAYER)
803 break;
804 set_owner (tmp, tmp2);
805 SET_FLAG (tmp, FLAG_MONSTER);
806 tmp->stats.exp = 0;
807 SET_FLAG (tmp, FLAG_FRIENDLY);
808 add_friendly_object (tmp);
809 tmp->attack_movement = PETMOVE;
810 break;
811
812 default:
813 break;
814 }
815 }
816
817 /* this function returns the object it matches, or NULL if non.
818 * It will descend through containers to find the object.
819 * slaying = match object slaying flag
820 * race = match object archetype name flag
821 * hp = match object type (excpt type '0'== PLAYER)
822 */
823
824 object *
825 check_inv_recursive (object *op, const object *trig)
826 {
827 object *tmp, *ret = NULL;
828
829 /* First check the object itself. */
830 if ((trig->stats.hp && (op->type == trig->stats.hp))
831 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race)))
832 return op;
833
834 for (tmp = op->inv; tmp; tmp = tmp->below)
835 {
836 if (tmp->inv)
837 {
838 ret = check_inv_recursive (tmp, trig);
839 if (ret)
840 return ret;
841 }
842 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
843 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race)))
844 return tmp;
845 }
846 return NULL;
847 }
848
849 /* check_inv(), a function to search the inventory,
850 * of a player and then based on a set of conditions,
851 * the square will activate connected items.
852 * Monsters can't trigger this square (for now)
853 * Values are: last_sp = 1/0 obj/no obj triggers
854 * last_heal = 1/0 remove/dont remove obj if triggered
855 * -b.t. (thomas@nomad.astro.psu.edu
856 */
857
858 void
859 check_inv (object *op, object *trig)
860 {
861 object *match;
862
863 if (op->type != PLAYER)
864 return;
865 match = check_inv_recursive (op, trig);
866 if (match && trig->last_sp)
867 {
868 if (trig->last_heal)
869 decrease_ob (match);
870 use_trigger (trig);
871 }
872 else if (!match && !trig->last_sp)
873 use_trigger (trig);
874 }
875
876
877 /* This does a minimal check of the button link consistency for object
878 * map. All it really does it much sure the object id link that is set
879 * matches what the object has.
880 */
881 void
882 verify_button_links (const mapstruct *map)
883 {
884 oblinkpt *obp;
885 objectlink *ol;
886
887 if (!map)
888 return;
889
890 for (obp = map->buttons; obp; obp = obp->next)
891 {
892 for (ol = obp->link; ol; ol = ol->next)
893 {
894 if (ol->id != ol->ob->count)
895 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
896 }
897 }
898 }