File: button.c

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crossfire 1.11.0-2
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/*
 * static char *rcsid_button_c =
 *   "$Id: button.c 4961 2006-09-21 05:14:18Z mwedel $";
 */

/*
    CrossFire, A Multiplayer game for X-windows

    Copyright (C) 2006,2002 Mark Wedel & Crossfire Development Team
    Copyright (C) 1992 Frank Tore Johansen

    This program is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 2 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program; if not, write to the Free Software
    Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.

    The authors can be reached via e-mail at crossfire-devel@real-time.com
*/

#include <global.h>
#include <funcpoint.h>

/*
 * This code is no longer highly inefficient 8)
 */

/*
 * Push the specified object.  This can affect other buttons/gates/handles
 * altars/pedestals/holes in the whole map.
 * Changed the routine to loop through _all_ objects.
 * Better hurry with that linked list...
 */

void push_button(object *op) {
    object *tmp;
    objectlink *ol;

/*   LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */
    for (ol = get_button_links(op); ol; ol = ol->next) {
	if (!ol->ob || ol->ob->count != ol->id) {
	    LOG(llevError, "Internal error in push_button (%s).\n", op->name);
	    continue;
	}
	/* a button link object can become freed when the map is saving.  As
	 * a map is saved, objects are removed and freed, and if an object is
	 * on top of a button, this function is eventually called.  If a map
	 * is getting moved out of memory, the status of buttons and levers
	 * probably isn't important - it will get sorted out when the map is
	 * re-loaded.  As such, just exit this function if that is the case.
	 */
    
	if (QUERY_FLAG(ol->ob, FLAG_FREED)) return;
	tmp = ol->ob;

	/* if the criteria isn't appropriate, don't do anything */
	if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue;
	if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue;

	switch(tmp->type) {

	    case GATE:
	    case HOLE:
		tmp->value=tmp->stats.maxsp?!op->value:op->value;
		tmp->speed=0.5;
		update_ob_speed(tmp);
		break;

	    case CF_HANDLE:
		SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value));
		update_object(tmp,UP_OBJ_FACE);
		break;

	    case SIGN:
		if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) {
		    new_info_map(NDI_UNIQUE | NDI_NAVY,tmp->map,tmp->msg);
		    if (tmp->stats.food) tmp->last_eat++;
		}
	    break;

	    case ALTAR:
		tmp->value = 1;
		SET_ANIMATION(tmp, tmp->value);
		update_object(tmp,UP_OBJ_FACE);
		break;

	    case BUTTON:
	    case PEDESTAL:
		tmp->value=op->value;
		SET_ANIMATION(tmp, tmp->value);
		update_object(tmp,UP_OBJ_FACE);
		break;

	    case MOOD_FLOOR:
		do_mood_floor(tmp, op);
		break;

	    case TIMED_GATE:
		tmp->speed = tmp->arch->clone.speed;
		update_ob_speed(tmp);  /* original values */
		tmp->value = tmp->arch->clone.value;
		tmp->stats.sp = 1;
		tmp->stats.hp = tmp->stats.maxhp;
		/* Handle multipart gates.  We copy the value for the other parts
		 * from the head - this ensures that the data will consistent
		 */
		for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) {
		    tmp->speed = tmp->head->speed;
		    tmp->value = tmp->head->value;
		    tmp->stats.sp = tmp->head->stats.sp;
		    tmp->stats.hp = tmp->head->stats.hp;
		    update_ob_speed(tmp);
		}
	    break;

	    case DIRECTOR:
	    case FIREWALL:
		if(!QUERY_FLAG(tmp,FLAG_ANIMATE)&&tmp->type==FIREWALL) move_firewall(tmp);
		else {
		    if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
			tmp->stats.sp = ((tmp->stats.sp-1)%8)+1;
		    animate_turning(tmp);
		}
		break;

	    case TELEPORTER:
		move_teleporter(tmp);
		break;

	    case CREATOR:
		move_creator(tmp);
		break;
		
		case TRIGGER_MARKER:
		move_marker(tmp);
		break;

	    case DUPLICATOR:
		move_duplicator(tmp);
		break;
	}
    }
}

/*
 * Updates everything connected with the button op.
 * After changing the state of a button, this function must be called
 * to make sure that all gates and other buttons connected to the
 * button reacts to the (eventual) change of state.
 */

void update_button(object *op) {
    object *ab,*tmp,*head;
    int tot,any_down=0, old_value=op->value;
    objectlink *ol;

    /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
    for (ol = get_button_links(op); ol; ol = ol->next) {
	if (!ol->ob || ol->ob->count != ol->id) {
	    LOG(llevDebug, "Internal error in update_button (%s).\n", op->name);
	    continue;
	}
	tmp = ol->ob;
	if (tmp->type==BUTTON) {
	    for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above)
		/* Bug? The pedestal code below looks for the head of
		 * the object, this bit doesn't.  I'd think we should check
		 * for head here also.  Maybe it also makese sense to 
		 * make the for ab=tmp->above loop common, and alter
		 * behaviour based on object within that loop?
		 */

		/* Basically, if the move_type matches that on what the
		 * button wants, we count it.  The second check is so that
		 * objects don't move (swords, etc) will count.  Note that
		 * this means that more work is needed to make buttons
		 * that are only triggered by flying objects.
		 */
		if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 
		    tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying;

	    tmp->value=(tot>=tmp->weight)?1:0;
	    if(tmp->value)
		any_down=1;
	} else if (tmp->type == PEDESTAL) {
	    tmp->value = 0;
	    for(ab=tmp->above; ab!=NULL; ab=ab->above) {
		head = ab->head ? ab->head : ab;
		/* Same note regarding move_type for buttons above apply here. */
		if  ( ((head->move_type & tmp->move_on) || ab->move_type==0) &&
		     (head->race==tmp->slaying ||
		      ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 
		      (!strcmp (tmp->slaying, "player") && 
		       head->type == PLAYER)))
			    tmp->value = 1;
	    }
	    if(tmp->value)
		any_down=1;
	}
    }
    if(any_down) /* If any other buttons were down, force this to remain down */
	op->value=1;

    /* If this button hasn't changed, don't do anything */
    if (op->value != old_value) {
	SET_ANIMATION(op, op->value);
	update_object(op, UP_OBJ_FACE);
	push_button(op); /* Make all other buttons the same */
    }
}

/*
 * Updates every button on the map (by calling update_button() for them).
 */

void update_buttons(mapstruct *m) {
  objectlink *ol;
  oblinkpt *obp;
  for (obp = m->buttons; obp; obp = obp->next)
    for (ol = obp->link; ol; ol = ol->next) {
      if (!ol->ob || ol->ob->count != ol->id) {
        LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
	    ol->ob?ol->ob->name:"null",
	    ol->ob?ol->ob->x:-1,
	    ol->ob?ol->ob->y:-1,
	    ol->id,
	    obp->value);
        continue;
      }
      if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
      {
        update_button(ol->ob);
        break;
      }
    }
}

void use_trigger(object *op) 
{

    /* Toggle value */
    op->value = !op->value;
    push_button(op);
}

/*
 * Note: animate_object should be used instead of this,
 * but it can't handle animations in the 8 directions
 */

void animate_turning(object *op) /* only one part objects */
{
    if (++op->state >= NUM_ANIMATIONS(op)/8)
      op->state=0; 
    SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 
		  op->state);
    update_object(op,UP_OBJ_FACE);
}

#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)

/* Returns true if the sacrifice meets the needs of the altar.
 *
 * Function put in (0.92.1) so that identify altars won't grab money
 * unnecessarily - we can see if there is sufficient money, see if something
 * needs to be identified, and then remove money if needed.
 *
 * 0.93.4: Linked objects (ie, objects that are connected) can not be
 * sacrificed.  This fixes a bug of trying to put multiple altars/related
 * objects on the same space that take the same sacrifice.
 */
 
int check_altar_sacrifice (const object *altar, const object *sacrifice)
{
  if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE)
      && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
      && sacrifice->type != PLAYER)
  {
      if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name ||
          ARCH_SACRIFICE(altar) == sacrifice->name ||
	  ARCH_SACRIFICE(altar) == sacrifice->slaying ||
	  (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
	  && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
		return 1;
      if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
          && sacrifice->type == MONEY
          && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar))
		return 1;
  }
  return 0;
}


/*
 * operate_altar checks if sacrifice was accepted and removes sacrificed
 * objects.  If sacrifice was succeed return 1 else 0.  Might be better to
 * call check_altar_sacrifice (above) than depend on the return value,
 * since operate_altar will remove the sacrifice also.
 *
 * If this function returns 1, '*sacrifice' is modified to point to the
 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
 */

int operate_altar (object *altar, object **sacrifice)
{

  if ( ! altar->map) {
    LOG (llevError, "BUG: operate_altar(): altar has no map\n");
    return 0;
  }

  if (!altar->slaying || altar->value)
    return 0;

  if ( ! check_altar_sacrifice (altar, *sacrifice))
    return 0;

  /* check_altar_sacrifice should have already verified that enough money
   * has been dropped.
   */
  if (!strcmp(ARCH_SACRIFICE(altar), "money")) {
	int number=NROF_SACRIFICE(altar) / (*sacrifice)->value;

	/* Round up any sacrifices.  Altars don't make change either */
	if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++;
	*sacrifice = decrease_ob_nr (*sacrifice, number);
  }
  else
    *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar));
 
  if (altar->msg)
    new_info_map(NDI_BLACK, altar->map, altar->msg);
  return 1;
}

void trigger_move (object *op, int state) /* 1 down and 0 up */
{
    op->stats.wc = state;
    if (state) {
	use_trigger(op);
	if (op->stats.exp > 0) /* check sanity  */
		op->speed = 1.0 / op->stats.exp;
	else
		op->speed = 1.0;
	update_ob_speed(op);
	op->speed_left = -1;
    } else {
        use_trigger(op);
	op->speed = 0;
	update_ob_speed(op);
    }
}


/*
 * cause != NULL: something has moved on top of op
 *
 * cause == NULL: nothing has moved, we have been called from
 * animate_trigger().
 *
 * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
 *
 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
 *
 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
 */
int check_trigger (object *op, object *cause)
{
    object *tmp;
    int push = 0, tot = 0;
    int in_movement = op->stats.wc || op->speed;

    switch (op->type) {
	case TRIGGER_BUTTON:
	    if (op->weight > 0) {
		if (cause) {
		    for (tmp = op->above; tmp; tmp = tmp->above)
			/* Comment reproduced from update_buttons(): */
			/* Basically, if the move_type matches that on what the
			 * button wants, we count it.  The second check is so that
			 * objects that don't move (swords, etc) will count.  Note that
			 * this means that more work is needed to make buttons
			 * that are only triggered by flying objects.
			 */

			if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
			    tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
				+ tmp->carrying;
			}
		    if (tot >= op->weight)
		    push = 1;
		    if (op->stats.ac == push)
			return 0;
		    op->stats.ac = push;
		    if (NUM_ANIMATIONS(op)>1) {
			SET_ANIMATION (op, push);
			update_object (op, UP_OBJ_FACE);
		    }
		    if (in_movement || ! push)
			return 0;
		}
		trigger_move (op, push);
	    }
	    return 0;

	case TRIGGER_PEDESTAL:
	    if (cause) {
		for (tmp = op->above; tmp; tmp = tmp->above) {
		    object *head = tmp->head ? tmp->head : tmp;

		    /* See comment in TRIGGER_BUTTON about move_types */
		    if (((head->move_type & op->move_on) || head->move_type==0)
		      && (head->race==op->slaying ||
		      (!strcmp (op->slaying, "player") && head->type == PLAYER))) {
			push = 1;
			break;
		    }
		}
		if (op->stats.ac == push)
		    return 0;
		op->stats.ac = push;
		if (NUM_ANIMATIONS(op)>1) {
		    SET_ANIMATION (op, push);
		    update_object(op,UP_OBJ_FACE);
		}
		if (in_movement || ! push)
		    return 0;
	    }
	    trigger_move (op, push);
	    return 0;

	case TRIGGER_ALTAR:
	    if (cause) {
		if (in_movement)
		    return 0;
		if (operate_altar (op, &cause)) {
		    if (NUM_ANIMATIONS(op)>1) {
			SET_ANIMATION (op, 1);
			update_object(op,UP_OBJ_FACE);
		    }
	    
		    if (op->last_sp >= 0) {
			trigger_move (op, 1);
			if (op->last_sp > 0)
			op->last_sp = -op->last_sp;
		    }
		    else {
			/* for trigger altar with last_sp, the ON/OFF
			 * status (-> +/- value) is "simulated": 
			 */
			op->value = !op->value;
			trigger_move (op, 1);
			op->last_sp = -op->last_sp;
			op->value = !op->value;
		    }
		    return cause == NULL;
		} else {
		    return 0;
		}
	    } else {
		if (NUM_ANIMATIONS(op)>1) {
		    SET_ANIMATION (op, 0);
		    update_object(op,UP_OBJ_FACE);
		}
	  
		/* If trigger_altar has "last_sp > 0" set on the map,
		 * it will push the connected value only once per sacrifice.
		 * Otherwise (default), the connected value will be
		 * pushed twice: First by sacrifice, second by reset! -AV 
		 */
		if (!op->last_sp)
		    trigger_move (op, 0);
		else {
		    op->stats.wc = 0;
		    op->value = !op->value;
		    op->speed = 0;
		    update_ob_speed(op);
		}
	    }
	    return 0;

	case TRIGGER:
	    if (cause) {
		if (in_movement)
		    return 0;
		push = 1;
	    }
	    if (NUM_ANIMATIONS(op)>1) {
		SET_ANIMATION (op, push);
		update_object(op,UP_OBJ_FACE);
	    }
	    trigger_move (op, push);
	    return 1;

	default:
	    LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type);
	    return 0;
    }
}

void add_button_link(object *button, mapstruct *map, int connected) {
  oblinkpt *obp;
  objectlink *ol = get_objectlink();

  if (!map) {
    LOG(llevError, "Tried to add button-link without map.\n");
    return;
  }
  if (!editor) button->path_attuned = connected;  /* peterm:  I need this so I can rebuild 
							a connected map from a template map. */
/*  LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/

  SET_FLAG(button,FLAG_IS_LINKED);

  ol->ob = button;
  ol->id = button->count;

  for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);

  if (obp) {
    ol->next = obp->link;
    obp->link = ol;
  } else {
    obp = get_objectlinkpt();
    obp->value = connected;

    obp->next = map->buttons;
    map->buttons = obp;
    obp->link = ol;
  }
}

/*
 * Remove the object from the linked lists of buttons in the map.
 * This is only needed by editors.
 */

void remove_button_link(object *op) {
  oblinkpt *obp;
  objectlink **olp, *ol;

  if (op->map == NULL) {
    LOG(llevError, "remove_button_link() in object without map.\n");
    return;
  }
  if (!QUERY_FLAG(op,FLAG_IS_LINKED)) {
    LOG(llevError, "remove_button_linked() in unlinked object.\n");
    return;
  }
  for (obp = op->map->buttons; obp; obp = obp->next)
    for (olp = &obp->link; (ol = *olp); olp = &ol->next)
      if (ol->ob == op) {
/*        LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
           obp->value, op->name, op->map->path);
*/
        *olp = ol->next;
        free(ol);
        return;
      }
  LOG(llevError, "remove_button_linked(): couldn't find object.\n");
  CLEAR_FLAG(op,FLAG_IS_LINKED);
}
  
/*
 * Return the first objectlink in the objects linked to this one
 */

objectlink *get_button_links(const object *button) {
  oblinkpt *obp;
  objectlink *ol;

  if (!button->map)
    return NULL;
  for (obp = button->map->buttons; obp; obp = obp->next)
    for (ol = obp->link; ol; ol = ol->next)
      if (ol->ob == button && ol->id == button->count)
        return obp->link;
  return NULL;
}

/*
 * Made as a separate function to increase efficiency
 */

int get_button_value(const object *button) {
  oblinkpt *obp;
  objectlink *ol;

  if (!button->map)
    return 0;
  for (obp = button->map->buttons; obp; obp = obp->next)
    for (ol = obp->link; ol; ol = ol->next)
      if (ol->ob == button && ol->id == button->count)
        return obp->value;
  return 0;
}

/* This routine makes monsters who are  
 * standing on the 'mood floor' change their
 * disposition if it is different.  
 * If floor is to be triggered must have
 * a speed of zero (default is 1 for all
 * but the charm floor type).
 * by b.t. thomas@nomad.astro.psu.edu
 */
 
void do_mood_floor(object *op, object *op2) {
    object *tmp;
    object *tmp2;

    for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above)
	if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;

    /* doesn't effect players, and if there is a player on this space, won't also
     * be a monster here.
     */
    if (!tmp || tmp->type == PLAYER) return;

    switch(op->last_sp) { 
	  case 0:			/* furious--make all monsters mad */ 
		if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
			CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
		if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) { 
			CLEAR_FLAG(tmp, FLAG_FRIENDLY);
			remove_friendly_object(tmp);
			tmp->attack_movement = 0;
			/* lots of checks here, but want to make sure we don't
			 * dereference a null value
			 */
			if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
			    tmp->owner->contr->ranges[range_golem]==tmp) {
				tmp->owner->contr->ranges[range_golem]=NULL;
				tmp->owner->contr->golem_count = 0;
			}
			tmp->owner = 0;
		}
		break;
	  case 1: 			/* angry -- get neutral monsters mad */	 
        	if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
		   !QUERY_FLAG(tmp, FLAG_FRIENDLY))	
            		CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
		break;
	  case 2:			/* calm -- pacify unfriendly monsters */ 
        	if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 
			SET_FLAG(tmp, FLAG_UNAGGRESSIVE);		
		break;
	  case 3:			/* make all monsters fall asleep */ 
		if(!QUERY_FLAG(tmp, FLAG_SLEEP))
		    SET_FLAG(tmp, FLAG_SLEEP);
		break;
	  case 4:			/* charm all monsters */

		if(op == op2) break; 	     /* only if 'connected' */ 
		
		for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */ 
                   tmp2->type!=PLAYER;tmp2=tmp2->above)	
                	if(tmp2->above==NULL) break;

                if (tmp2->type != PLAYER)
                    break;
		set_owner(tmp,tmp2);
		SET_FLAG(tmp,FLAG_MONSTER);
		tmp->stats.exp = 0;
		SET_FLAG(tmp, FLAG_FRIENDLY);
                add_friendly_object (tmp);
		tmp->attack_movement = PETMOVE;
		break;		

	  default:
		break;

    }
}

/* this function returns the object it matches, or NULL if non.
 * It will descend through containers to find the object.
 *		slaying = match object slaying flag
 * 		race = match object archetype name flag
 *		hp = match object type (excpt type '0'== PLAYER)
 */

object * check_inv_recursive(object *op, const object *trig)
{
    object *tmp,*ret=NULL;

    /* First check the object itself. */
    if((trig->stats.hp && (op->type == trig->stats.hp)) 
	|| (trig->slaying && (op->slaying == trig->slaying)) 
	|| (trig->race && (op->arch->name == trig->race))) 
	    return op;

    for(tmp=op->inv; tmp; tmp=tmp->below) {
	if (tmp->inv) {
	    ret=check_inv_recursive(tmp, trig);
	    if (ret) return ret;
	}
	else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 
		|| (trig->slaying && (tmp->slaying == trig->slaying)) 
		|| (trig->race && (tmp->arch->name == trig->race))) 
		    return tmp;
    }
    return NULL;
}

/* check_inv(), a function to search the inventory, 
 * of a player and then based on a set of conditions,
 * the square will activate connected items. 
 * Monsters can't trigger this square (for now)
 * Values are:	last_sp = 1/0 obj/no obj triggers 
 * 		last_heal = 1/0  remove/dont remove obj if triggered
 * -b.t. (thomas@nomad.astro.psu.edu 
 */

void check_inv (object *op, object *trig) {
object *match;

    if(op->type != PLAYER) return;
    match = check_inv_recursive(op,trig);
    if (match && trig->last_sp) {
	if(trig->last_heal) 
	    decrease_ob(match);
	use_trigger(trig);
    }
    else if (!match && !trig->last_sp)
	use_trigger(trig);
}


/* This does a minimal check of the button link consistency for object
 * map.  All it really does it much sure the object id link that is set
 * matches what the object has.
 */
void verify_button_links(const mapstruct *map) {
    oblinkpt *obp;
    objectlink *ol;

    if (!map) return;

    for (obp = map->buttons; obp; obp = obp->next) {
	for (ol=obp->link; ol; ol=ol->next) {
	    if (ol->id!=ol->ob->count)
	        LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
	}
    }
}