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Comparing deliantra/server/common/button.C (file contents):
Revision 1.4 by elmex, Wed Aug 30 12:42:56 2006 UTC vs.
Revision 1.9 by root, Wed Sep 13 23:42:23 2006 UTC

1
1/* 2/*
2 * static char *rcsid_button_c = 3 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.4 2006/08/30 12:42:56 elmex Exp $"; 4 * "$Id: button.C,v 1.9 2006/09/13 23:42:23 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
37 * elmex: 38 * elmex:
38 * This function takes a objectlink list with all the objects are going to be activated. 39 * 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 * 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 * The source argument can be 0 or the source object for this activation.
41 */ 42 */
43void
42void activate_connection_link (objectlink *ol, bool state, object *source = 0) 44activate_connection_link (objectlink * ol, bool state, object *source = 0)
43{ 45{
44 object *tmp = 0; 46 object *tmp = 0;
45 47
46 for (; ol; ol = ol->next) 48 for (; ol; ol = ol->next)
47 { 49 {
68 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 70 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
69 continue; 71 continue;
70 72
71 switch (tmp->type) 73 switch (tmp->type)
72 { 74 {
73 case GATE: 75 case GATE:
74 case HOLE: 76 case HOLE:
75 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5; 78 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); 79 update_ob_speed (tmp);
129 }
130 break; 80 break;
131 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: 132 case DIRECTOR:
133 case FIREWALL: 133 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 135 move_firewall (tmp);
136 else 136 else
137 { 137 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140 animate_turning (tmp); 140 animate_turning (tmp);
141 } 141 }
142 break; 142 break;
143 143
144 case TELEPORTER: 144 case TELEPORTER:
145 move_teleporter (tmp); 145 move_teleporter (tmp);
146 break; 146 break;
147 147
148 case CREATOR: 148 case CREATOR:
149 move_creator (tmp); 149 move_creator (tmp);
150 break; 150 break;
151 151
152 case TRIGGER_MARKER: 152 case TRIGGER_MARKER:
153 move_marker (tmp); 153 move_marker (tmp);
154 break; 154 break;
155 155
156 case DUPLICATOR: 156 case DUPLICATOR:
157 move_duplicator (tmp); 157 move_duplicator (tmp);
158 break; 158 break;
159 } 159 }
160 } 160 }
161} 161}
162 162
163/* 163/*
170 * altars/pedestals/holes in the whole map. 170 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 171 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 172 * Better hurry with that linked list...
173 * 173 *
174 */ 174 */
175void
175void push_button (object *op) 176push_button (object *op)
176{ 177{
177 oblinkpt *obp = get_button_links (op); 178 oblinkpt *obp = get_button_links (op);
178 179
179 if (!obp) 180 if (!obp)
180 return; 181 return;
181 182
182 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) 183 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
183 return; 184 return;
184 185
185 activate_connection_link (obp->link, op->value, op); 186 activate_connection_link (obp->link, op->value, op);
186} 187}
187 188
191 * only a map, a connection value and a true or false flag that indicated whether 192 * 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 * the connection was 'state' or 'released'. So that you can activate objects
193 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
194 * 195 *
195 */ 196 */
197void
196void activate_connection (mapstruct *map, long connection, bool state) 198activate_connection (mapstruct *map, long connection, bool state)
197{ 199{
198 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 200 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
199 return; 201 return;
200 202
201 oblinkpt *obp = get_connection_links (map, connection); 203 oblinkpt *obp = get_connection_links (map, connection);
204
202 if (obp) 205 if (obp)
203 activate_connection_link (obp->link, state); 206 activate_connection_link (obp->link, state);
204} 207}
205 208
206/* 209/*
208 * After changing the state of a button, this function must be called 211 * 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 212 * to make sure that all gates and other buttons connected to the
210 * button reacts to the (eventual) change of state. 213 * button reacts to the (eventual) change of state.
211 */ 214 */
212 215
216void
213void update_button(object *op) { 217update_button (object *op)
218{
214 object *ab,*tmp,*head; 219 object *ab, *tmp, *head;
215 int tot,any_down=0, old_value=op->value; 220 int tot, any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0; 221 oblinkpt *obp = 0;
217 objectlink *ol; 222 objectlink *ol;
218 223
219 obp = get_button_links (op); 224 obp = get_button_links (op);
220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 225 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp) 226 if (obp)
222 for (ol = obp->link; ol; ol = ol->next) { 227 for (ol = obp->link; ol; ol = ol->next)
228 {
223 if (!ol->ob || ol->ob->count != ol->id) { 229 if (!ol->ob || ol->ob->count != ol->id)
230 {
224 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 232 continue;
226 } 233 }
227 tmp = ol->ob; 234 tmp = ol->ob;
228 if (tmp->type==BUTTON) { 235 if (tmp->type == BUTTON)
236 {
229 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of 238 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check 239 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to 240 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter 241 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop? 242 * behaviour based on object within that loop?
235 */ 243 */
236 244
237 /* Basically, if the move_type matches that on what the 245 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 246 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 247 * objects don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 248 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 249 * that are only triggered by flying objects.
242 */ 250 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 252 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
245 253
246 tmp->value=(tot>=tmp->weight)?1:0; 254 tmp->value = (tot >= tmp->weight) ? 1 : 0;
247 if(tmp->value) 255 if (tmp->value)
248 any_down=1; 256 any_down = 1;
257 }
249 } else if (tmp->type == PEDESTAL) { 258 else if (tmp->type == PEDESTAL)
259 {
250 tmp->value = 0; 260 tmp->value = 0;
251 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 261 for (ab = tmp->above; ab != NULL; ab = ab->above)
262 {
252 head = ab->head ? ab->head : ab; 263 head = ab->head ? ab->head : ab;
253 /* Same note regarding move_type for buttons above apply here. */ 264 /* Same note regarding move_type for buttons above apply here. */
254 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
255 (head->race==tmp->slaying || 266 (head->race == tmp->slaying ||
256 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
257 (!strcmp (tmp->slaying, "player") && 268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
258 head->type == PLAYER)))
259 tmp->value = 1; 269 tmp->value = 1;
260 } 270 }
261 if(tmp->value) 271 if (tmp->value)
262 any_down=1; 272 any_down = 1;
263 } 273 }
264 } 274 }
265 if(any_down) /* If any other buttons were down, force this to remain down */ 275 if (any_down) /* If any other buttons were down, force this to remain down */
266 op->value=1; 276 op->value = 1;
267 277
268 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
269 if (op->value != old_value) { 279 if (op->value != old_value)
280 {
270 SET_ANIMATION(op, op->value); 281 SET_ANIMATION (op, op->value);
271 update_object(op, UP_OBJ_FACE); 282 update_object (op, UP_OBJ_FACE);
272 push_button(op); /* Make all other buttons the same */ 283 push_button (op); /* Make all other buttons the same */
273 } 284 }
274} 285}
275 286
276/* 287/*
277 * Updates every button on the map (by calling update_button() for them). 288 * Updates every button on the map (by calling update_button() for them).
278 */ 289 */
279 290
291void
280void update_buttons(mapstruct *m) { 292update_buttons (mapstruct *m)
293{
281 objectlink *ol; 294 objectlink *ol;
282 oblinkpt *obp; 295 oblinkpt *obp;
296
283 for (obp = m->buttons; obp; obp = obp->next) 297 for (obp = m->buttons; obp; obp = obp->next)
284 for (ol = obp->link; ol; ol = ol->next) { 298 for (ol = obp->link; ol; ol = ol->next)
299 {
285 if (!ol->ob || ol->ob->count != ol->id) { 300 if (!ol->ob || ol->ob->count != ol->id)
301 {
286 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", 302 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
287 ol->ob?ol->ob->name:"null", 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);
288 ol->ob?ol->ob->x:-1,
289 ol->ob?ol->ob->y:-1,
290 ol->id,
291 obp->value);
292 continue; 304 continue;
305 }
306 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
307 {
308 update_button (ol->ob);
309 break;
310 }
293 } 311 }
294 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
295 {
296 update_button(ol->ob);
297 break;
298 }
299 }
300} 312}
301 313
314void
302void use_trigger(object *op) 315use_trigger (object *op)
303{ 316{
304 317
305 /* Toggle value */ 318 /* Toggle value */
306 op->value = !op->value; 319 op->value = !op->value;
307 push_button(op); 320 push_button (op);
308} 321}
309 322
310/* 323/*
311 * Note: animate_object should be used instead of this, 324 * Note: animate_object should be used instead of this,
312 * but it can't handle animations in the 8 directions 325 * but it can't handle animations in the 8 directions
313 */ 326 */
314 327
328void
315void animate_turning(object *op) /* only one part objects */ 329animate_turning (object *op) /* only one part objects */
316{ 330{
317 if (++op->state >= NUM_ANIMATIONS(op)/8) 331 if (++op->state >= NUM_ANIMATIONS (op) / 8)
318 op->state=0; 332 op->state = 0;
319 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 333 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
320 op->state);
321 update_object(op,UP_OBJ_FACE); 334 update_object (op, UP_OBJ_FACE);
322} 335}
323 336
324#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 337#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
325#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 338#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
326 339
332 * 345 *
333 * 0.93.4: Linked objects (ie, objects that are connected) can not be 346 * 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 347 * sacrificed. This fixes a bug of trying to put multiple altars/related
335 * objects on the same space that take the same sacrifice. 348 * objects on the same space that take the same sacrifice.
336 */ 349 */
337 350
351int
338int check_altar_sacrifice (const object *altar, const object *sacrifice) 352check_altar_sacrifice (const object *altar, const object *sacrifice)
339{ 353{
340 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 354 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
341 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
342 && sacrifice->type != PLAYER)
343 { 355 {
344 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
345 ARCH_SACRIFICE(altar) == sacrifice->name || 357 ARCH_SACRIFICE (altar) == sacrifice->name ||
346 ARCH_SACRIFICE(altar) == sacrifice->slaying || 358 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
347 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 359 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
348 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 360 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
349 return 1; 361 return 1;
350 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
351 && sacrifice->type == MONEY
352 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
353 return 1; 364 return 1;
354 } 365 }
355 return 0; 366 return 0;
356} 367}
357
358 368
359/* 369/*
360 * operate_altar checks if sacrifice was accepted and removes sacrificed 370 * operate_altar checks if sacrifice was accepted and removes sacrificed
361 * objects. If sacrifice was succeed return 1 else 0. Might be better to 371 * 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, 372 * call check_altar_sacrifice (above) than depend on the return value,
363 * since operate_altar will remove the sacrifice also. 373 * since operate_altar will remove the sacrifice also.
364 * 374 *
365 * If this function returns 1, '*sacrifice' is modified to point to the 375 * 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. 376 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
367 */ 377 */
368 378int
369int operate_altar (object *altar, object **sacrifice) 379operate_altar (object *altar, object **sacrifice)
370{ 380{
371
372 if ( ! altar->map) { 381 if (!altar->map)
382 {
373 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 383 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
374 return 0; 384 return 0;
375 } 385 }
376 386
377 if (!altar->slaying || altar->value) 387 if (!altar->slaying || altar->value)
378 return 0; 388 return 0;
379 389
380 if ( ! check_altar_sacrifice (altar, *sacrifice)) 390 if (!check_altar_sacrifice (altar, *sacrifice))
381 return 0; 391 return 0;
382 392
383 /* check_altar_sacrifice should have already verified that enough money 393 /* check_altar_sacrifice should have already verified that enough money
384 * has been dropped. 394 * has been dropped.
385 */ 395 */
386 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 396 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
397 {
387 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 398 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
388 399
389 /* Round up any sacrifices. Altars don't make change either */ 400 /* Round up any sacrifices. Altars don't make change either */
390 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 401 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
402 number++;
403
391 *sacrifice = decrease_ob_nr (*sacrifice, number); 404 *sacrifice = decrease_ob_nr (*sacrifice, number);
392 } 405 }
393 else 406 else
394 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 407 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
395 408
396 if (altar->msg) 409 if (altar->msg)
397 new_info_map(NDI_BLACK, altar->map, altar->msg); 410 new_info_map (NDI_BLACK, altar->map, altar->msg);
411
398 return 1; 412 return 1;
399} 413}
400 414
415void
401void trigger_move (object *op, int state) /* 1 down and 0 up */ 416trigger_move (object *op, int state) /* 1 down and 0 up */
402{ 417{
403 op->stats.wc = state; 418 op->stats.wc = state;
404 if (state) { 419 if (state)
420 {
405 use_trigger(op); 421 use_trigger (op);
406 if (op->stats.exp > 0) /* check sanity */ 422 if (op->stats.exp > 0) /* check sanity */
407 op->speed = 1.0 / op->stats.exp; 423 op->speed = 1.0 / op->stats.exp;
408 else 424 else
409 op->speed = 1.0; 425 op->speed = 1.0;
410 update_ob_speed(op); 426 update_ob_speed (op);
411 op->speed_left = -1; 427 op->speed_left = -1;
412 } else { 428 }
429 else
430 {
413 use_trigger(op); 431 use_trigger (op);
414 op->speed = 0; 432 op->speed = 0;
415 update_ob_speed(op); 433 update_ob_speed (op);
416 } 434 }
417} 435}
418 436
419 437
420/* 438/*
427 * 445 *
428 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 446 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
429 * 447 *
430 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 448 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
431 */ 449 */
450int
432int check_trigger (object *op, object *cause) 451check_trigger (object *op, object *cause)
433{ 452{
434 object *tmp; 453 object *tmp;
435 int push = 0, tot = 0; 454 int push = 0, tot = 0;
436 int in_movement = op->stats.wc || op->speed; 455 int in_movement = op->stats.wc || op->speed;
437 456
438 switch (op->type) { 457 switch (op->type)
458 {
439 case TRIGGER_BUTTON: 459 case TRIGGER_BUTTON:
440 if (op->weight > 0) { 460 if (op->weight > 0)
461 {
441 if (cause) { 462 if (cause)
463 {
442 for (tmp = op->above; tmp; tmp = tmp->above) 464 for (tmp = op->above; tmp; tmp = tmp->above)
443 /* Comment reproduced from update_buttons(): */ 465 /* Comment reproduced from update_buttons(): */
444 /* Basically, if the move_type matches that on what the 466 /* Basically, if the move_type matches that on what the
445 * button wants, we count it. The second check is so that 467 * button wants, we count it. The second check is so that
446 * objects that don't move (swords, etc) will count. Note that 468 * objects that don't move (swords, etc) will count. Note that
447 * this means that more work is needed to make buttons 469 * this means that more work is needed to make buttons
448 * that are only triggered by flying objects. 470 * that are only triggered by flying objects.
449 */ 471 */
450 472
451 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 473 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
474 {
452 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 475 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
453 + tmp->carrying;
454 } 476 }
455 if (tot >= op->weight) 477 if (tot >= op->weight)
456 push = 1; 478 push = 1;
457 if (op->stats.ac == push) 479 if (op->stats.ac == push)
458 return 0; 480 return 0;
459 op->stats.ac = push; 481 op->stats.ac = push;
460 if (NUM_ANIMATIONS(op) > 1) { 482 if (NUM_ANIMATIONS (op) > 1)
483 {
461 SET_ANIMATION (op, push); 484 SET_ANIMATION (op, push);
462 update_object (op, UP_OBJ_FACE); 485 update_object (op, UP_OBJ_FACE);
463 } 486 }
464 if (in_movement || ! push) 487 if (in_movement || !push)
465 return 0; 488 return 0;
466 } 489 }
467 trigger_move (op, push); 490 trigger_move (op, push);
468 } 491 }
469 return 0; 492 return 0;
470 493
471 case TRIGGER_PEDESTAL: 494 case TRIGGER_PEDESTAL:
472 if (cause) { 495 if (cause)
496 {
473 for (tmp = op->above; tmp; tmp = tmp->above) { 497 for (tmp = op->above; tmp; tmp = tmp->above)
498 {
474 object *head = tmp->head ? tmp->head : tmp; 499 object *head = tmp->head ? tmp->head : tmp;
475 500
476 /* See comment in TRIGGER_BUTTON about move_types */ 501 /* See comment in TRIGGER_BUTTON about move_types */
477 if (((head->move_type & op->move_on) || head->move_type==0) 502 if (((head->move_type & op->move_on) || head->move_type == 0)
478 && (head->race==op->slaying ||
479 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 503 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
504 {
480 push = 1; 505 push = 1;
481 break; 506 break;
482 } 507 }
483 } 508 }
484 if (op->stats.ac == push) 509 if (op->stats.ac == push)
485 return 0; 510 return 0;
486 op->stats.ac = push; 511 op->stats.ac = push;
487 if (NUM_ANIMATIONS(op) > 1) { 512 if (NUM_ANIMATIONS (op) > 1)
513 {
488 SET_ANIMATION (op, push); 514 SET_ANIMATION (op, push);
489 update_object (op, UP_OBJ_FACE); 515 update_object (op, UP_OBJ_FACE);
490 } 516 }
491 update_object(op,UP_OBJ_FACE); 517 update_object (op, UP_OBJ_FACE);
492 if (in_movement || ! push) 518 if (in_movement || !push)
493 return 0; 519 return 0;
494 } 520 }
495 trigger_move (op, push); 521 trigger_move (op, push);
496 return 0; 522 return 0;
497 523
498 case TRIGGER_ALTAR: 524 case TRIGGER_ALTAR:
499 if (cause) { 525 if (cause)
526 {
500 if (in_movement) 527 if (in_movement)
501 return 0; 528 return 0;
502 if (operate_altar (op, &cause)) { 529 if (operate_altar (op, &cause))
530 {
503 if (NUM_ANIMATIONS(op) > 1) { 531 if (NUM_ANIMATIONS (op) > 1)
532 {
504 SET_ANIMATION (op, 1); 533 SET_ANIMATION (op, 1);
505 update_object(op, UP_OBJ_FACE); 534 update_object (op, UP_OBJ_FACE);
506 } 535 }
507 if (op->last_sp >= 0) { 536 if (op->last_sp >= 0)
537 {
508 trigger_move (op, 1); 538 trigger_move (op, 1);
509 if (op->last_sp > 0) 539 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp; 540 op->last_sp = -op->last_sp;
511 } 541 }
512 else { 542 else
543 {
513 /* for trigger altar with last_sp, the ON/OFF 544 /* for trigger altar with last_sp, the ON/OFF
514 * status (-> +/- value) is "simulated": 545 * status (-> +/- value) is "simulated":
515 */ 546 */
516 op->value = !op->value; 547 op->value = !op->value;
517 trigger_move (op, 1); 548 trigger_move (op, 1);
518 op->last_sp = -op->last_sp; 549 op->last_sp = -op->last_sp;
519 op->value = !op->value; 550 op->value = !op->value;
520 } 551 }
521 return cause == NULL; 552 return cause == NULL;
553 }
522 } else { 554 else
555 {
523 return 0; 556 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 } 557 }
544 } 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 }
545 return 0; 582 return 0;
546 583
547 case TRIGGER: 584 case TRIGGER:
548 if (cause) { 585 if (cause)
586 {
549 if (in_movement) 587 if (in_movement)
550 return 0; 588 return 0;
551 push = 1; 589 push = 1;
552 } 590 }
553 if (NUM_ANIMATIONS(op) > 1) { 591 if (NUM_ANIMATIONS (op) > 1)
592 {
554 SET_ANIMATION (op, push); 593 SET_ANIMATION (op, push);
555 update_object(op, UP_OBJ_FACE); 594 update_object (op, UP_OBJ_FACE);
556 } 595 }
557 trigger_move (op, push); 596 trigger_move (op, push);
558 return 1; 597 return 1;
559 598
560 default: 599 default:
561 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 600 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
562 return 0; 601 return 0;
563 } 602 }
564} 603}
565 604
605void
566void add_button_link(object *button, mapstruct *map, int connected) { 606add_button_link (object *button, mapstruct *map, int connected)
607{
567 oblinkpt *obp; 608 oblinkpt *obp;
568 objectlink *ol = get_objectlink(); 609 objectlink *ol = get_objectlink ();
569 610
570 if (!map) { 611 if (!map)
612 {
571 LOG(llevError, "Tried to add button-link without map.\n"); 613 LOG (llevError, "Tried to add button-link without map.\n");
572 return; 614 return;
573 } 615 }
616 if (!editor)
574 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 617 button->path_attuned = connected; /* peterm: I need this so I can rebuild
575 a connected map from a template map. */ 618 a connected map from a template map. */
619
576/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 620/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
577 621
578 SET_FLAG(button,FLAG_IS_LINKED); 622 SET_FLAG (button, FLAG_IS_LINKED);
579 623
580 ol->ob = button; 624 ol->ob = button;
581 ol->id = button->count; 625 ol->id = button->count;
582 626
583 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 627 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
584 628
585 if (obp) { 629 if (obp)
630 {
586 ol->next = obp->link; 631 ol->next = obp->link;
587 obp->link = ol; 632 obp->link = ol;
633 }
588 } else { 634 else
635 {
589 obp = get_objectlinkpt(); 636 obp = get_objectlinkpt ();
590 obp->value = connected; 637 obp->value = connected;
591 638
592 obp->next = map->buttons; 639 obp->next = map->buttons;
593 map->buttons = obp; 640 map->buttons = obp;
594 obp->link = ol; 641 obp->link = ol;
595 } 642 }
596} 643}
597 644
598/* 645/*
599 * Remove the object from the linked lists of buttons in the map. 646 * Remove the object from the linked lists of buttons in the map.
600 * This is only needed by editors. 647 * This is only needed by editors.
601 */ 648 */
602 649
650void
603void remove_button_link(object *op) { 651remove_button_link (object *op)
652{
604 oblinkpt *obp; 653 oblinkpt *obp;
605 objectlink **olp, *ol; 654 objectlink **olp, *ol;
606 655
607 if (op->map == NULL) { 656 if (op->map == NULL)
657 {
608 LOG(llevError, "remove_button_link() in object without map.\n"); 658 LOG (llevError, "remove_button_link() in object without map.\n");
609 return; 659 return;
610 } 660 }
611 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 661 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
662 {
612 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 663 LOG (llevError, "remove_button_linked() in unlinked object.\n");
613 return; 664 return;
614 } 665 }
615 for (obp = op->map->buttons; obp; obp = obp->next) 666 for (obp = op->map->buttons; obp; obp = obp->next)
616 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 667 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
617 if (ol->ob == op) { 668 if (ol->ob == op)
669 {
670
618/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 671/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
619 obp->value, op->name, op->map->path); 672 obp->value, op->name, op->map->path);
620*/ 673*/
621 *olp = ol->next; 674 *olp = ol->next;
622 free(ol); 675 free (ol);
623 return; 676 return;
624 } 677 }
625 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 678 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
626 CLEAR_FLAG(op,FLAG_IS_LINKED); 679 CLEAR_FLAG (op, FLAG_IS_LINKED);
627} 680}
628 681
629/* 682/*
630 * Gets the objectlink for this connection from the map. 683 * Gets the objectlink for this connection from the map.
631 */ 684 */
685oblinkpt *
632oblinkpt *get_connection_links (mapstruct *map, long connection) 686get_connection_links (mapstruct *map, long connection)
633{ 687{
634 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 688 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
635 if (obp->value == connection) 689 if (obp->value == connection)
636 return obp; 690 return obp;
637 return 0; 691 return 0;
638} 692}
639 693
640/* 694/*
641 * Return the first objectlink in the objects linked to this one 695 * Return the first objectlink in the objects linked to this one
642 */ 696 */
643 697
698oblinkpt *
644oblinkpt *get_button_links(const object *button) { 699get_button_links (const object *button)
700{
645 oblinkpt *obp; 701 oblinkpt *obp;
646 objectlink *ol; 702 objectlink *ol;
647 703
648 if (!button->map) 704 if (!button->map)
649 return NULL; 705 return NULL;
656 712
657/* 713/*
658 * Made as a separate function to increase efficiency 714 * Made as a separate function to increase efficiency
659 */ 715 */
660 716
717int
661int get_button_value(const object *button) { 718get_button_value (const object *button)
719{
662 oblinkpt *obp; 720 oblinkpt *obp;
663 objectlink *ol; 721 objectlink *ol;
664 722
665 if (!button->map) 723 if (!button->map)
666 return 0; 724 return 0;
677 * If floor is to be triggered must have 735 * If floor is to be triggered must have
678 * a speed of zero (default is 1 for all 736 * a speed of zero (default is 1 for all
679 * but the charm floor type). 737 * but the charm floor type).
680 * by b.t. thomas@nomad.astro.psu.edu 738 * by b.t. thomas@nomad.astro.psu.edu
681 */ 739 */
682 740
741void
683void do_mood_floor(object *op, object *source) { 742do_mood_floor (object *op, object *source)
743{
684 object *tmp; 744 object *tmp;
685 object *tmp2; 745 object *tmp2;
686 746
687 if (!source) 747 if (!source)
688 source = op; 748 source = op;
689 749
690 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 750 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
691 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 751 if (QUERY_FLAG (tmp, FLAG_MONSTER))
752 break;
692 753
693 /* doesn't effect players, and if there is a player on this space, won't also 754 /* doesn't effect players, and if there is a player on this space, won't also
694 * be a monster here. 755 * be a monster here.
695 */ 756 */
696 if (!tmp || tmp->type == PLAYER) return; 757 if (!tmp || tmp->type == PLAYER)
758 return;
697 759
698 switch(op->last_sp) { 760 switch (op->last_sp)
761 {
699 case 0: /* furious--make all monsters mad */ 762 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)&& 763 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
719 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
720 CLEAR_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 }
721 break; 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;
722 case 2: /* calm -- pacify unfriendly monsters */ 785 case 2: /* calm -- pacify unfriendly monsters */
723 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 786 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
724 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 787 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
725 break; 788 break;
726 case 3: /* make all monsters fall asleep */ 789 case 3: /* make all monsters fall asleep */
727 if(!QUERY_FLAG(tmp, FLAG_SLEEP)) 790 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
728 SET_FLAG(tmp, FLAG_SLEEP); 791 SET_FLAG (tmp, FLAG_SLEEP);
729 break; 792 break;
730 case 4: /* charm all monsters */ 793 case 4: /* charm all monsters */
731 if (op == source) break; /* only if 'connected' */ 794 if (op == source)
795 break; /* only if 'connected' */
732 796
733 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 797 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
734 tmp2->type!=PLAYER;tmp2=tmp2->above) 798 tmp2->type != PLAYER; tmp2 = tmp2->above)
735 if(tmp2->above==NULL) break; 799 if (tmp2->above == NULL)
800 break;
736 801
737 if (tmp2->type != PLAYER) 802 if (tmp2->type != PLAYER)
738 break; 803 break;
739 set_owner(tmp,tmp2); 804 set_owner (tmp, tmp2);
740 SET_FLAG(tmp,FLAG_MONSTER); 805 SET_FLAG (tmp, FLAG_MONSTER);
741 tmp->stats.exp = 0; 806 tmp->stats.exp = 0;
742 SET_FLAG(tmp, FLAG_FRIENDLY); 807 SET_FLAG (tmp, FLAG_FRIENDLY);
743 add_friendly_object (tmp); 808 add_friendly_object (tmp);
744 tmp->attack_movement = PETMOVE; 809 tmp->attack_movement = PETMOVE;
745 break; 810 break;
746 811
747 default: 812 default:
748 break; 813 break;
749
750 } 814 }
751} 815}
752 816
753/* this function returns the object it matches, or NULL if non. 817/* this function returns the object it matches, or NULL if non.
754 * It will descend through containers to find the object. 818 * It will descend through containers to find the object.
755 * slaying = match object slaying flag 819 * slaying = match object slaying flag
756 * race = match object archetype name flag 820 * race = match object archetype name flag
757 * hp = match object type (excpt type '0'== PLAYER) 821 * hp = match object type (excpt type '0'== PLAYER)
758 */ 822 */
759 823
824object *
760object * check_inv_recursive(object *op, const object *trig) 825check_inv_recursive (object *op, const object *trig)
761{ 826{
762 object *tmp,*ret=NULL; 827 object *tmp, *ret = NULL;
763 828
764 /* First check the object itself. */ 829 /* First check the object itself. */
765 if((trig->stats.hp && (op->type == trig->stats.hp)) 830 if ((trig->stats.hp && (op->type == trig->stats.hp))
766 || (trig->slaying && (op->slaying == trig->slaying)) 831 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race)))
767 || (trig->race && (op->arch->name == trig->race)))
768 return op; 832 return op;
769 833
770 for(tmp=op->inv; tmp; tmp=tmp->below) { 834 for (tmp = op->inv; tmp; tmp = tmp->below)
835 {
771 if (tmp->inv) { 836 if (tmp->inv)
837 {
772 ret=check_inv_recursive(tmp, trig); 838 ret = check_inv_recursive (tmp, trig);
839 if (ret)
773 if (ret) return ret; 840 return ret;
774 } 841 }
775 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 842 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
776 || (trig->slaying && (tmp->slaying == trig->slaying)) 843 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race)))
777 || (trig->race && (tmp->arch->name == trig->race)))
778 return tmp; 844 return tmp;
779 } 845 }
780 return NULL; 846 return NULL;
781} 847}
782 848
783/* check_inv(), a function to search the inventory, 849/* check_inv(), a function to search the inventory,
784 * of a player and then based on a set of conditions, 850 * of a player and then based on a set of conditions,
785 * the square will activate connected items. 851 * the square will activate connected items.
787 * Values are: last_sp = 1/0 obj/no obj triggers 853 * Values are: last_sp = 1/0 obj/no obj triggers
788 * last_heal = 1/0 remove/dont remove obj if triggered 854 * last_heal = 1/0 remove/dont remove obj if triggered
789 * -b.t. (thomas@nomad.astro.psu.edu 855 * -b.t. (thomas@nomad.astro.psu.edu
790 */ 856 */
791 857
858void
792void check_inv (object *op, object *trig) { 859check_inv (object *op, object *trig)
860{
793object *match; 861 object *match;
794 862
795 if(op->type != PLAYER) return; 863 if (op->type != PLAYER)
864 return;
796 match = check_inv_recursive(op,trig); 865 match = check_inv_recursive (op, trig);
797 if (match && trig->last_sp) { 866 if (match && trig->last_sp)
867 {
798 if(trig->last_heal) 868 if (trig->last_heal)
799 decrease_ob(match); 869 decrease_ob (match);
800 use_trigger(trig); 870 use_trigger (trig);
801 } 871 }
802 else if (!match && !trig->last_sp) 872 else if (!match && !trig->last_sp)
803 use_trigger(trig); 873 use_trigger (trig);
804} 874}
805 875
806 876
807/* This does a minimal check of the button link consistency for object 877/* 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 878 * map. All it really does it much sure the object id link that is set
809 * matches what the object has. 879 * matches what the object has.
810 */ 880 */
881void
811void verify_button_links(const mapstruct *map) { 882verify_button_links (const mapstruct *map)
883{
812 oblinkpt *obp; 884 oblinkpt *obp;
813 objectlink *ol; 885 objectlink *ol;
814 886
815 if (!map) return; 887 if (!map)
888 return;
816 889
817 for (obp = map->buttons; obp; obp = obp->next) { 890 for (obp = map->buttons; obp; obp = obp->next)
891 {
818 for (ol=obp->link; ol; ol=ol->next) { 892 for (ol = obp->link; ol; ol = ol->next)
893 {
819 if (ol->id!=ol->ob->count) 894 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); 895 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
821 } 896 }
822 } 897 }
823} 898}

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