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Comparing deliantra/server/common/button.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.7 by root, Sun Sep 10 16:00:23 2006 UTC

1
1/* 2/*
2 * static char *rcsid_button_c = 3 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 4 * "$Id: button.C,v 1.7 2006/09/10 16:00:23 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
32/* 33/*
33 * This code is no longer highly inefficient 8) 34 * This code is no longer highly inefficient 8)
34 */ 35 */
35 36
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 */
43void
44activate_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 *
37 * Push the specified object. This can affect other buttons/gates/handles 169 * Push the specified object. This can affect other buttons/gates/handles
38 * altars/pedestals/holes in the whole map. 170 * altars/pedestals/holes in the whole map.
39 * Changed the routine to loop through _all_ objects. 171 * Changed the routine to loop through _all_ objects.
40 * Better hurry with that linked list... 172 * Better hurry with that linked list...
41 */ 173 *
42
43void push_button(object *op) {
44 object *tmp;
45 objectlink *ol;
46
47/* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */
48 for (ol = get_button_links(op); ol; ol = ol->next) {
49 if (!ol->ob || ol->ob->count != ol->id) {
50 LOG(llevError, "Internal error in push_button (%s).\n", op->name);
51 continue;
52 }
53 /* a button link object can become freed when the map is saving. As
54 * a map is saved, objects are removed and freed, and if an object is
55 * on top of a button, this function is eventually called. If a map
56 * is getting moved out of memory, the status of buttons and levers
57 * probably isn't important - it will get sorted out when the map is
58 * re-loaded. As such, just exit this function if that is the case.
59 */ 174 */
60 175void
61 if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; 176push_button (object *op)
62 tmp = ol->ob; 177{
178 oblinkpt *obp = get_button_links (op);
63 179
64 /* if the criteria isn't appropriate, don't do anything */ 180 if (!obp)
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; 181 return;
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue;
67 182
68 switch(tmp->type) { 183 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
184 return;
69 185
70 case GATE: 186 activate_connection_link (obp->link, op->value, op);
71 case HOLE: 187}
72 tmp->value=tmp->stats.maxsp?!op->value:op->value;
73 tmp->speed=0.5;
74 update_ob_speed(tmp);
75 break;
76 188
77 case CF_HANDLE: 189/*
78 SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value)); 190 * elmex:
79 update_object(tmp,UP_OBJ_FACE); 191 * This activates a connection, similar to push_button (object *op) but it takes
80 break; 192 * only a map, a connection value and a true or false flag that indicated whether
81 193 * the connection was 'state' or 'released'. So that you can activate objects
82 case SIGN: 194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { 195 *
84 new_info_map(NDI_UNIQUE | NDI_NAVY,tmp->map,tmp->msg);
85 if (tmp->stats.food) tmp->last_eat++;
86 }
87 break;
88
89 case ALTAR:
90 tmp->value = 1;
91 SET_ANIMATION(tmp, tmp->value);
92 update_object(tmp,UP_OBJ_FACE);
93 break;
94
95 case BUTTON:
96 case PEDESTAL:
97 tmp->value=op->value;
98 SET_ANIMATION(tmp, tmp->value);
99 update_object(tmp,UP_OBJ_FACE);
100 break;
101
102 case MOOD_FLOOR:
103 do_mood_floor(tmp, op);
104 break;
105
106 case TIMED_GATE:
107 tmp->speed = tmp->arch->clone.speed;
108 update_ob_speed(tmp); /* original values */
109 tmp->value = tmp->arch->clone.value;
110 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent
114 */ 196 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) { 197void
116 tmp->speed = tmp->head->speed; 198activate_connection (mapstruct *map, long connection, bool state)
117 tmp->value = tmp->head->value; 199{
118 tmp->stats.sp = tmp->head->stats.sp; 200 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
119 tmp->stats.hp = tmp->head->stats.hp; 201 return;
120 update_ob_speed(tmp);
121 }
122 break;
123 202
124 case DIRECTOR: 203 oblinkpt *obp = get_connection_links (map, connection);
125 case FIREWALL:
126 if(!QUERY_FLAG(tmp,FLAG_ANIMATE)&&tmp->type==FIREWALL) move_firewall(tmp);
127 else {
128 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
129 tmp->stats.sp = ((tmp->stats.sp-1)%8)+1;
130 animate_turning(tmp);
131 }
132 break;
133 204
134 case TELEPORTER: 205 if (obp)
135 move_teleporter(tmp); 206 activate_connection_link (obp->link, state);
136 break;
137
138 case CREATOR:
139 move_creator(tmp);
140 break;
141
142 case TRIGGER_MARKER:
143 move_marker(tmp);
144 break;
145
146 case DUPLICATOR:
147 move_duplicator(tmp);
148 break;
149 }
150 }
151} 207}
152 208
153/* 209/*
154 * Updates everything connected with the button op. 210 * Updates everything connected with the button op.
155 * 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
156 * 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
157 * button reacts to the (eventual) change of state. 213 * button reacts to the (eventual) change of state.
158 */ 214 */
159 215
216void
160void update_button(object *op) { 217update_button (object *op)
218{
161 object *ab,*tmp,*head; 219 object *ab, *tmp, *head;
162 int tot,any_down=0, old_value=op->value; 220 int tot, any_down = 0, old_value = op->value;
221 oblinkpt *obp = 0;
163 objectlink *ol; 222 objectlink *ol;
164 223
224 obp = get_button_links (op);
165 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 225 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
226 if (obp)
166 for (ol = get_button_links(op); ol; ol = ol->next) { 227 for (ol = obp->link; ol; ol = ol->next)
228 {
167 if (!ol->ob || ol->ob->count != ol->id) { 229 if (!ol->ob || ol->ob->count != ol->id)
230 {
168 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
169 continue; 232 continue;
170 } 233 }
171 tmp = ol->ob; 234 tmp = ol->ob;
172 if (tmp->type==BUTTON) { 235 if (tmp->type == BUTTON)
236 {
173 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
174 /* Bug? The pedestal code below looks for the head of 238 /* Bug? The pedestal code below looks for the head of
175 * 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
176 * for head here also. Maybe it also makese sense to 240 * for head here also. Maybe it also makese sense to
177 * make the for ab=tmp->above loop common, and alter 241 * make the for ab=tmp->above loop common, and alter
178 * behaviour based on object within that loop? 242 * behaviour based on object within that loop?
179 */ 243 */
180 244
181 /* Basically, if the move_type matches that on what the 245 /* Basically, if the move_type matches that on what the
182 * button wants, we count it. The second check is so that 246 * button wants, we count it. The second check is so that
183 * objects don't move (swords, etc) will count. Note that 247 * objects don't move (swords, etc) will count. Note that
184 * this means that more work is needed to make buttons 248 * this means that more work is needed to make buttons
185 * that are only triggered by flying objects. 249 * that are only triggered by flying objects.
186 */ 250 */
187 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
188 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 252 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
189 253
190 tmp->value=(tot>=tmp->weight)?1:0; 254 tmp->value = (tot >= tmp->weight) ? 1 : 0;
191 if(tmp->value) 255 if (tmp->value)
192 any_down=1; 256 any_down = 1;
257 }
193 } else if (tmp->type == PEDESTAL) { 258 else if (tmp->type == PEDESTAL)
259 {
194 tmp->value = 0; 260 tmp->value = 0;
195 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 261 for (ab = tmp->above; ab != NULL; ab = ab->above)
262 {
196 head = ab->head ? ab->head : ab; 263 head = ab->head ? ab->head : ab;
197 /* Same note regarding move_type for buttons above apply here. */ 264 /* Same note regarding move_type for buttons above apply here. */
198 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
199 (head->race==tmp->slaying || 266 (head->race == tmp->slaying ||
200 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
201 (!strcmp (tmp->slaying, "player") && 268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
202 head->type == PLAYER))) 269 tmp->value = 1;
203 tmp->value = 1; 270 }
204 }
205 if(tmp->value) 271 if (tmp->value)
206 any_down=1; 272 any_down = 1;
207 } 273 }
208 } 274 }
209 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 */
210 op->value=1; 276 op->value = 1;
211 277
212 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
213 if (op->value != old_value) { 279 if (op->value != old_value)
280 {
214 SET_ANIMATION(op, op->value); 281 SET_ANIMATION (op, op->value);
215 update_object(op, UP_OBJ_FACE); 282 update_object (op, UP_OBJ_FACE);
216 push_button(op); /* Make all other buttons the same */ 283 push_button (op); /* Make all other buttons the same */
217 } 284 }
218} 285}
219 286
220/* 287/*
221 * 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).
222 */ 289 */
223 290
291void
224void update_buttons(mapstruct *m) { 292update_buttons (mapstruct *m)
293{
225 objectlink *ol; 294 objectlink *ol;
226 oblinkpt *obp; 295 oblinkpt *obp;
296
227 for (obp = m->buttons; obp; obp = obp->next) 297 for (obp = m->buttons; obp; obp = obp->next)
228 for (ol = obp->link; ol; ol = ol->next) { 298 for (ol = obp->link; ol; ol = ol->next)
299 {
229 if (!ol->ob || ol->ob->count != ol->id) { 300 if (!ol->ob || ol->ob->count != ol->id)
301 {
230 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",
231 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);
232 ol->ob?ol->ob->x:-1,
233 ol->ob?ol->ob->y:-1,
234 ol->id,
235 obp->value);
236 continue; 304 continue;
305 }
306 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
307 {
308 update_button (ol->ob);
309 break;
310 }
237 } 311 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
239 {
240 update_button(ol->ob);
241 break;
242 }
243 }
244} 312}
245 313
314void
246void use_trigger(object *op) 315use_trigger (object *op)
247{ 316{
248 317
249 /* Toggle value */ 318 /* Toggle value */
250 op->value = !op->value; 319 op->value = !op->value;
251 push_button(op); 320 push_button (op);
252} 321}
253 322
254/* 323/*
255 * Note: animate_object should be used instead of this, 324 * Note: animate_object should be used instead of this,
256 * but it can't handle animations in the 8 directions 325 * but it can't handle animations in the 8 directions
257 */ 326 */
258 327
328void
259void animate_turning(object *op) /* only one part objects */ 329animate_turning (object *op) /* only one part objects */
260{ 330{
261 if (++op->state >= NUM_ANIMATIONS(op)/8) 331 if (++op->state >= NUM_ANIMATIONS (op) / 8)
262 op->state=0; 332 op->state = 0;
263 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);
264 op->state);
265 update_object(op,UP_OBJ_FACE); 334 update_object (op, UP_OBJ_FACE);
266} 335}
267 336
268#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 337#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 338#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270 339
276 * 345 *
277 * 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
278 * 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
279 * objects on the same space that take the same sacrifice. 348 * objects on the same space that take the same sacrifice.
280 */ 349 */
281 350
351int
282int check_altar_sacrifice (const object *altar, const object *sacrifice) 352check_altar_sacrifice (const object *altar, const object *sacrifice)
283{ 353{
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 354 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
285 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
286 && sacrifice->type != PLAYER)
287 { 355 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
289 ARCH_SACRIFICE(altar) == sacrifice->name || 357 ARCH_SACRIFICE (altar) == sacrifice->name ||
290 ARCH_SACRIFICE(altar) == sacrifice->slaying || 358 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
291 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 359 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
292 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 360 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
293 return 1; 361 return 1;
294 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
295 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
297 return 1; 364 return 1;
298 } 365 }
299 return 0; 366 return 0;
300} 367}
301 368
302 369
303/* 370/*
308 * 375 *
309 * If this function returns 1, '*sacrifice' is modified to point to the 376 * If this function returns 1, '*sacrifice' is modified to point to the
310 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 377 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
311 */ 378 */
312 379
380int
313int operate_altar (object *altar, object **sacrifice) 381operate_altar (object *altar, object **sacrifice)
314{ 382{
315 383
316 if ( ! altar->map) { 384 if (!altar->map)
385 {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 386 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0; 387 return 0;
319 } 388 }
320 389
321 if (!altar->slaying || altar->value) 390 if (!altar->slaying || altar->value)
322 return 0; 391 return 0;
323 392
324 if ( ! check_altar_sacrifice (altar, *sacrifice)) 393 if (!check_altar_sacrifice (altar, *sacrifice))
325 return 0; 394 return 0;
326 395
327 /* check_altar_sacrifice should have already verified that enough money 396 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 397 * has been dropped.
329 */ 398 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 399 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
400 {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 401 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
332 402
333 /* Round up any sacrifices. Altars don't make change either */ 403 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 404 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
405 number++;
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 406 *sacrifice = decrease_ob_nr (*sacrifice, number);
336 } 407 }
337 else 408 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 409 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
339 410
340 if (altar->msg) 411 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg); 412 new_info_map (NDI_BLACK, altar->map, altar->msg);
342 return 1; 413 return 1;
343} 414}
344 415
416void
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 417trigger_move (object *op, int state) /* 1 down and 0 up */
346{ 418{
347 op->stats.wc = state; 419 op->stats.wc = state;
348 if (state) { 420 if (state)
349 use_trigger(op); 421 {
350 if (op->stats.exp > 0) /* check sanity */
351 op->speed = 1.0 / op->stats.exp;
352 else
353 op->speed = 1.0;
354 update_ob_speed(op);
355 op->speed_left = -1;
356 } else {
357 use_trigger(op); 422 use_trigger (op);
358 op->speed = 0; 423 if (op->stats.exp > 0) /* check sanity */
424 op->speed = 1.0 / op->stats.exp;
425 else
426 op->speed = 1.0;
359 update_ob_speed(op); 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);
360 } 435 }
361} 436}
362 437
363 438
364/* 439/*
371 * 446 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 447 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 * 448 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 449 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */ 450 */
451int
376int check_trigger (object *op, object *cause) 452check_trigger (object *op, object *cause)
377{ 453{
378 object *tmp; 454 object *tmp;
379 int push = 0, tot = 0; 455 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 456 int in_movement = op->stats.wc || op->speed;
381 457
382 switch (op->type) { 458 switch (op->type)
459 {
383 case TRIGGER_BUTTON: 460 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 461 if (op->weight > 0)
385 if (cause) { 462 {
463 if (cause)
464 {
386 for (tmp = op->above; tmp; tmp = tmp->above) 465 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */ 466 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the 467 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that 468 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that 469 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons 470 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects. 471 * that are only triggered by flying objects.
393 */ 472 */
394 473
395 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 474 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
396 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 475 {
397 + tmp->carrying; 476 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
398 } 477 }
399 if (tot >= op->weight) 478 if (tot >= op->weight)
400 push = 1; 479 push = 1;
401 if (op->stats.ac == push) 480 if (op->stats.ac == push)
402 return 0; 481 return 0;
403 op->stats.ac = push; 482 op->stats.ac = push;
404 if (NUM_ANIMATIONS(op) > 1) { 483 if (NUM_ANIMATIONS (op) > 1)
484 {
405 SET_ANIMATION (op, push); 485 SET_ANIMATION (op, push);
406 update_object (op, UP_OBJ_FACE); 486 update_object (op, UP_OBJ_FACE);
407 } 487 }
408 if (in_movement || ! push) 488 if (in_movement || !push)
409 return 0; 489 return 0;
410 } 490 }
411 trigger_move (op, push); 491 trigger_move (op, push);
412 } 492 }
413 return 0; 493 return 0;
414 494
415 case TRIGGER_PEDESTAL: 495 case TRIGGER_PEDESTAL:
416 if (cause) { 496 if (cause)
497 {
417 for (tmp = op->above; tmp; tmp = tmp->above) { 498 for (tmp = op->above; tmp; tmp = tmp->above)
418 object *head = tmp->head ? tmp->head : tmp;
419
420 /* See comment in TRIGGER_BUTTON about move_types */
421 if (((head->move_type & op->move_on) || head->move_type==0)
422 && (head->race==op->slaying ||
423 (!strcmp (op->slaying, "player") && head->type == PLAYER))) {
424 push = 1;
425 break;
426 }
427 }
428 if (op->stats.ac == push)
429 return 0;
430 op->stats.ac = push;
431 if (NUM_ANIMATIONS(op) > 1) {
432 SET_ANIMATION (op, push);
433 update_object (op, UP_OBJ_FACE);
434 } 499 {
435 update_object(op,UP_OBJ_FACE); 500 object *head = tmp->head ? tmp->head : tmp;
436 if (in_movement || ! push)
437 return 0;
438 }
439 trigger_move (op, push);
440 return 0;
441 501
442 case TRIGGER_ALTAR: 502 /* See comment in TRIGGER_BUTTON about move_types */
443 if (cause) { 503 if (((head->move_type & op->move_on) || head->move_type == 0)
444 if (in_movement) 504 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
445 return 0; 505 {
446 if (operate_altar (op, &cause)) { 506 push = 1;
447 if (NUM_ANIMATIONS(op) > 1) { 507 break;
448 SET_ANIMATION (op, 1);
449 update_object(op, UP_OBJ_FACE);
450 } 508 }
451 if (op->last_sp >= 0) { 509 }
452 trigger_move (op, 1); 510 if (op->stats.ac == push)
453 if (op->last_sp > 0) 511 return 0;
454 op->last_sp = -op->last_sp; 512 op->stats.ac = push;
455 }
456 else {
457 /* for trigger altar with last_sp, the ON/OFF
458 * status (-> +/- value) is "simulated":
459 */
460 op->value = !op->value;
461 trigger_move (op, 1);
462 op->last_sp = -op->last_sp;
463 op->value = !op->value;
464 }
465 return cause == NULL;
466 } else {
467 return 0;
468 }
469 } else {
470 if (NUM_ANIMATIONS(op) > 1) { 513 if (NUM_ANIMATIONS (op) > 1)
471 SET_ANIMATION (op, 0);
472 update_object(op, UP_OBJ_FACE);
473 } 514 {
474
475 /* If trigger_altar has "last_sp > 0" set on the map,
476 * it will push the connected value only once per sacrifice.
477 * Otherwise (default), the connected value will be
478 * pushed twice: First by sacrifice, second by reset! -AV
479 */
480 if (!op->last_sp)
481 trigger_move (op, 0);
482 else {
483 op->stats.wc = 0;
484 op->value = !op->value;
485 op->speed = 0;
486 update_ob_speed(op);
487 }
488 }
489 return 0;
490
491 case TRIGGER:
492 if (cause) {
493 if (in_movement)
494 return 0;
495 push = 1;
496 }
497 if (NUM_ANIMATIONS(op) > 1) {
498 SET_ANIMATION (op, push); 515 SET_ANIMATION (op, push);
499 update_object(op, UP_OBJ_FACE); 516 update_object (op, UP_OBJ_FACE);
517 }
518 update_object (op, UP_OBJ_FACE);
519 if (in_movement || !push)
520 return 0;
500 } 521 }
501 trigger_move (op, push); 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);
502 return 1; 598 return 1;
503 599
504 default: 600 default:
505 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 601 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
506 return 0; 602 return 0;
507 } 603 }
508} 604}
509 605
606void
510void add_button_link(object *button, mapstruct *map, int connected) { 607add_button_link (object *button, mapstruct *map, int connected)
608{
511 oblinkpt *obp; 609 oblinkpt *obp;
512 objectlink *ol = get_objectlink(); 610 objectlink *ol = get_objectlink ();
513 611
514 if (!map) { 612 if (!map)
613 {
515 LOG(llevError, "Tried to add button-link without map.\n"); 614 LOG (llevError, "Tried to add button-link without map.\n");
516 return; 615 return;
517 } 616 }
617 if (!editor)
518 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 618 button->path_attuned = connected; /* peterm: I need this so I can rebuild
519 a connected map from a template map. */ 619 a connected map from a template map. */
620
520/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 621/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
521 622
522 SET_FLAG(button,FLAG_IS_LINKED); 623 SET_FLAG (button, FLAG_IS_LINKED);
523 624
524 ol->ob = button; 625 ol->ob = button;
525 ol->id = button->count; 626 ol->id = button->count;
526 627
527 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 628 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
528 629
529 if (obp) { 630 if (obp)
631 {
530 ol->next = obp->link; 632 ol->next = obp->link;
531 obp->link = ol; 633 obp->link = ol;
634 }
532 } else { 635 else
636 {
533 obp = get_objectlinkpt(); 637 obp = get_objectlinkpt ();
534 obp->value = connected; 638 obp->value = connected;
535 639
536 obp->next = map->buttons; 640 obp->next = map->buttons;
537 map->buttons = obp; 641 map->buttons = obp;
538 obp->link = ol; 642 obp->link = ol;
539 } 643 }
540} 644}
541 645
542/* 646/*
543 * Remove the object from the linked lists of buttons in the map. 647 * Remove the object from the linked lists of buttons in the map.
544 * This is only needed by editors. 648 * This is only needed by editors.
545 */ 649 */
546 650
651void
547void remove_button_link(object *op) { 652remove_button_link (object *op)
653{
548 oblinkpt *obp; 654 oblinkpt *obp;
549 objectlink **olp, *ol; 655 objectlink **olp, *ol;
550 656
551 if (op->map == NULL) { 657 if (op->map == NULL)
658 {
552 LOG(llevError, "remove_button_link() in object without map.\n"); 659 LOG (llevError, "remove_button_link() in object without map.\n");
553 return; 660 return;
554 } 661 }
555 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 662 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
663 {
556 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 664 LOG (llevError, "remove_button_linked() in unlinked object.\n");
557 return; 665 return;
558 } 666 }
559 for (obp = op->map->buttons; obp; obp = obp->next) 667 for (obp = op->map->buttons; obp; obp = obp->next)
560 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 668 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
561 if (ol->ob == op) { 669 if (ol->ob == op)
670 {
671
562/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 672/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
563 obp->value, op->name, op->map->path); 673 obp->value, op->name, op->map->path);
564*/ 674*/
565 *olp = ol->next; 675 *olp = ol->next;
566 free(ol); 676 free (ol);
567 return; 677 return;
568 } 678 }
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 679 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED); 680 CLEAR_FLAG (op, FLAG_IS_LINKED);
571} 681}
572 682
683/*
684 * Gets the objectlink for this connection from the map.
685 */
686oblinkpt *
687get_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
573/* 695/*
574 * Return the first objectlink in the objects linked to this one 696 * Return the first objectlink in the objects linked to this one
575 */ 697 */
576 698
699oblinkpt *
577objectlink *get_button_links(const object *button) { 700get_button_links (const object *button)
701{
578 oblinkpt *obp; 702 oblinkpt *obp;
579 objectlink *ol; 703 objectlink *ol;
580 704
581 if (!button->map) 705 if (!button->map)
582 return NULL; 706 return NULL;
583 for (obp = button->map->buttons; obp; obp = obp->next) 707 for (obp = button->map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 708 for (ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 709 if (ol->ob == button && ol->id == button->count)
586 return obp->link; 710 return obp;
587 return NULL; 711 return NULL;
588} 712}
589 713
590/* 714/*
591 * Made as a separate function to increase efficiency 715 * Made as a separate function to increase efficiency
592 */ 716 */
593 717
718int
594int get_button_value(const object *button) { 719get_button_value (const object *button)
720{
595 oblinkpt *obp; 721 oblinkpt *obp;
596 objectlink *ol; 722 objectlink *ol;
597 723
598 if (!button->map) 724 if (!button->map)
599 return 0; 725 return 0;
610 * If floor is to be triggered must have 736 * If floor is to be triggered must have
611 * a speed of zero (default is 1 for all 737 * a speed of zero (default is 1 for all
612 * but the charm floor type). 738 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 739 * by b.t. thomas@nomad.astro.psu.edu
614 */ 740 */
615 741
742void
616void do_mood_floor(object *op, object *op2) { 743do_mood_floor (object *op, object *source)
744{
617 object *tmp; 745 object *tmp;
618 object *tmp2; 746 object *tmp2;
619 747
748 if (!source)
749 source = op;
750
620 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 752 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break;
622 754
623 /* doesn't effect players, and if there is a player on this space, won't also 755 /* doesn't effect players, and if there is a player on this space, won't also
624 * be a monster here. 756 * be a monster here.
625 */ 757 */
626 if (!tmp || tmp->type == PLAYER) return; 758 if (!tmp || tmp->type == PLAYER)
759 return;
627 760
628 switch(op->last_sp) { 761 switch (op->last_sp)
762 {
629 case 0: /* furious--make all monsters mad */ 763 case 0: /* furious--make all monsters mad */
630 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
631 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
632 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
633 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
634 remove_friendly_object(tmp);
635 tmp->attack_movement = 0;
636 /* lots of checks here, but want to make sure we don't
637 * dereference a null value
638 */
639 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
640 tmp->owner->contr->ranges[range_golem]==tmp) {
641 tmp->owner->contr->ranges[range_golem]=NULL;
642 tmp->owner->contr->golem_count = 0;
643 }
644 tmp->owner = 0;
645 }
646 break;
647 case 1: /* angry -- get neutral monsters mad */
648 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&& 764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
649 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
650 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); 765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
651 break; 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;
652 case 2: /* calm -- pacify unfriendly monsters */ 786 case 2: /* calm -- pacify unfriendly monsters */
653 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
654 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
655 break; 789 break;
656 case 3: /* make all monsters fall asleep */ 790 case 3: /* make all monsters fall asleep */
657 if(!QUERY_FLAG(tmp, FLAG_SLEEP)) 791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
658 SET_FLAG(tmp, FLAG_SLEEP); 792 SET_FLAG (tmp, FLAG_SLEEP);
659 break; 793 break;
660 case 4: /* charm all monsters */ 794 case 4: /* charm all monsters */
795 if (op == source)
796 break; /* only if 'connected' */
661 797
662 if(op == op2) break; /* only if 'connected' */ 798 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
663
664 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */
665 tmp2->type!=PLAYER;tmp2=tmp2->above) 799 tmp2->type != PLAYER; tmp2 = tmp2->above)
666 if(tmp2->above==NULL) break; 800 if (tmp2->above == NULL)
801 break;
667 802
668 if (tmp2->type != PLAYER) 803 if (tmp2->type != PLAYER)
669 break; 804 break;
670 set_owner(tmp,tmp2); 805 set_owner (tmp, tmp2);
671 SET_FLAG(tmp,FLAG_MONSTER); 806 SET_FLAG (tmp, FLAG_MONSTER);
672 tmp->stats.exp = 0; 807 tmp->stats.exp = 0;
673 SET_FLAG(tmp, FLAG_FRIENDLY); 808 SET_FLAG (tmp, FLAG_FRIENDLY);
674 add_friendly_object (tmp); 809 add_friendly_object (tmp);
675 tmp->attack_movement = PETMOVE; 810 tmp->attack_movement = PETMOVE;
676 break; 811 break;
677 812
678 default: 813 default:
679 break; 814 break;
680 815
681 } 816 }
682} 817}
683 818
684/* this function returns the object it matches, or NULL if non. 819/* this function returns the object it matches, or NULL if non.
686 * slaying = match object slaying flag 821 * slaying = match object slaying flag
687 * race = match object archetype name flag 822 * race = match object archetype name flag
688 * hp = match object type (excpt type '0'== PLAYER) 823 * hp = match object type (excpt type '0'== PLAYER)
689 */ 824 */
690 825
826object *
691object * check_inv_recursive(object *op, const object *trig) 827check_inv_recursive (object *op, const object *trig)
692{ 828{
693 object *tmp,*ret=NULL; 829 object *tmp, *ret = NULL;
694 830
695 /* First check the object itself. */ 831 /* First check the object itself. */
696 if((trig->stats.hp && (op->type == trig->stats.hp)) 832 if ((trig->stats.hp && (op->type == trig->stats.hp))
697 || (trig->slaying && (op->slaying == trig->slaying)) 833 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race)))
698 || (trig->race && (op->arch->name == trig->race)))
699 return op; 834 return op;
700 835
701 for(tmp=op->inv; tmp; tmp=tmp->below) { 836 for (tmp = op->inv; tmp; tmp = tmp->below)
702 if (tmp->inv) { 837 {
838 if (tmp->inv)
839 {
703 ret=check_inv_recursive(tmp, trig); 840 ret = check_inv_recursive (tmp, trig);
704 if (ret) return ret; 841 if (ret)
705 } 842 return ret;
843 }
706 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
707 || (trig->slaying && (tmp->slaying == trig->slaying)) 845 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race)))
708 || (trig->race && (tmp->arch->name == trig->race)))
709 return tmp; 846 return tmp;
710 } 847 }
711 return NULL; 848 return NULL;
712} 849}
713 850
714/* check_inv(), a function to search the inventory, 851/* check_inv(), a function to search the inventory,
715 * of a player and then based on a set of conditions, 852 * of a player and then based on a set of conditions,
716 * the square will activate connected items. 853 * the square will activate connected items.
718 * Values are: last_sp = 1/0 obj/no obj triggers 855 * Values are: last_sp = 1/0 obj/no obj triggers
719 * last_heal = 1/0 remove/dont remove obj if triggered 856 * last_heal = 1/0 remove/dont remove obj if triggered
720 * -b.t. (thomas@nomad.astro.psu.edu 857 * -b.t. (thomas@nomad.astro.psu.edu
721 */ 858 */
722 859
860void
723void check_inv (object *op, object *trig) { 861check_inv (object *op, object *trig)
862{
724object *match; 863 object *match;
725 864
726 if(op->type != PLAYER) return; 865 if (op->type != PLAYER)
866 return;
727 match = check_inv_recursive(op,trig); 867 match = check_inv_recursive (op, trig);
728 if (match && trig->last_sp) { 868 if (match && trig->last_sp)
869 {
729 if(trig->last_heal) 870 if (trig->last_heal)
730 decrease_ob(match); 871 decrease_ob (match);
731 use_trigger(trig); 872 use_trigger (trig);
732 } 873 }
733 else if (!match && !trig->last_sp) 874 else if (!match && !trig->last_sp)
734 use_trigger(trig); 875 use_trigger (trig);
735} 876}
736 877
737 878
738/* This does a minimal check of the button link consistency for object 879/* This does a minimal check of the button link consistency for object
739 * map. All it really does it much sure the object id link that is set 880 * map. All it really does it much sure the object id link that is set
740 * matches what the object has. 881 * matches what the object has.
741 */ 882 */
883void
742void verify_button_links(const mapstruct *map) { 884verify_button_links (const mapstruct *map)
885{
743 oblinkpt *obp; 886 oblinkpt *obp;
744 objectlink *ol; 887 objectlink *ol;
745 888
746 if (!map) return; 889 if (!map)
890 return;
747 891
748 for (obp = map->buttons; obp; obp = obp->next) { 892 for (obp = map->buttons; obp; obp = obp->next)
893 {
749 for (ol=obp->link; ol; ol=ol->next) { 894 for (ol = obp->link; ol; ol = ol->next)
895 {
750 if (ol->id!=ol->ob->count) 896 if (ol->id != ol->ob->count)
751 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, 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);
752 } 898 }
753 } 899 }
754} 900}

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