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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 1.9 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 1.1 2006/08/13 17:16:00 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
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
302 368
303/* 369/*
304 * operate_altar checks if sacrifice was accepted and removes sacrificed 370 * operate_altar checks if sacrifice was accepted and removes sacrificed
305 * 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
306 * call check_altar_sacrifice (above) than depend on the return value, 372 * call check_altar_sacrifice (above) than depend on the return value,
307 * since operate_altar will remove the sacrifice also. 373 * since operate_altar will remove the sacrifice also.
308 * 374 *
309 * 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
310 * 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.
311 */ 377 */
312 378int
313int operate_altar (object *altar, object **sacrifice) 379operate_altar (object *altar, object **sacrifice)
314{ 380{
315
316 if ( ! altar->map) { 381 if (!altar->map)
382 {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 383 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0; 384 return 0;
319 } 385 }
320 386
321 if (!altar->slaying || altar->value) 387 if (!altar->slaying || altar->value)
322 return 0; 388 return 0;
323 389
324 if ( ! check_altar_sacrifice (altar, *sacrifice)) 390 if (!check_altar_sacrifice (altar, *sacrifice))
325 return 0; 391 return 0;
326 392
327 /* check_altar_sacrifice should have already verified that enough money 393 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 394 * has been dropped.
329 */ 395 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 396 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
397 {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 398 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
332 399
333 /* Round up any sacrifices. Altars don't make change either */ 400 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 401 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
402 number++;
403
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 404 *sacrifice = decrease_ob_nr (*sacrifice, number);
336 } 405 }
337 else 406 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 407 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
339 408
340 if (altar->msg) 409 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg); 410 new_info_map (NDI_BLACK, altar->map, altar->msg);
411
342 return 1; 412 return 1;
343} 413}
344 414
415void
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 416trigger_move (object *op, int state) /* 1 down and 0 up */
346{ 417{
347 op->stats.wc = state; 418 op->stats.wc = state;
348 if (state) { 419 if (state)
349 use_trigger(op); 420 {
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); 421 use_trigger (op);
358 op->speed = 0; 422 if (op->stats.exp > 0) /* check sanity */
423 op->speed = 1.0 / op->stats.exp;
424 else
425 op->speed = 1.0;
359 update_ob_speed(op); 426 update_ob_speed (op);
427 op->speed_left = -1;
428 }
429 else
430 {
431 use_trigger (op);
432 op->speed = 0;
433 update_ob_speed (op);
360 } 434 }
361} 435}
362 436
363 437
364/* 438/*
371 * 445 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 446 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 * 447 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 448 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */ 449 */
450int
376int check_trigger (object *op, object *cause) 451check_trigger (object *op, object *cause)
377{ 452{
378 object *tmp; 453 object *tmp;
379 int push = 0, tot = 0; 454 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 455 int in_movement = op->stats.wc || op->speed;
381 456
382 switch (op->type) { 457 switch (op->type)
458 {
383 case TRIGGER_BUTTON: 459 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 460 if (op->weight > 0)
385 if (cause) { 461 {
462 if (cause)
463 {
386 for (tmp = op->above; tmp; tmp = tmp->above) 464 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */ 465 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the 466 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that 467 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that 468 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons 469 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects. 470 * that are only triggered by flying objects.
393 */ 471 */
394 472
395 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 473 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
396 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 474 {
397 + tmp->carrying; 475 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
398 } 476 }
399 if (tot >= op->weight) 477 if (tot >= op->weight)
400 push = 1; 478 push = 1;
401 if (op->stats.ac == push) 479 if (op->stats.ac == push)
402 return 0; 480 return 0;
403 op->stats.ac = push; 481 op->stats.ac = push;
404 if (NUM_ANIMATIONS(op) > 1) { 482 if (NUM_ANIMATIONS (op) > 1)
483 {
405 SET_ANIMATION (op, push); 484 SET_ANIMATION (op, push);
406 update_object (op, UP_OBJ_FACE); 485 update_object (op, UP_OBJ_FACE);
407 } 486 }
408 if (in_movement || ! push) 487 if (in_movement || !push)
409 return 0; 488 return 0;
410 } 489 }
411 trigger_move (op, push); 490 trigger_move (op, push);
412 } 491 }
413 return 0; 492 return 0;
414 493
415 case TRIGGER_PEDESTAL: 494 case TRIGGER_PEDESTAL:
416 if (cause) { 495 if (cause)
496 {
417 for (tmp = op->above; tmp; tmp = tmp->above) { 497 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 } 498 {
435 update_object(op,UP_OBJ_FACE); 499 object *head = tmp->head ? tmp->head : tmp;
436 if (in_movement || ! push)
437 return 0;
438 }
439 trigger_move (op, push);
440 return 0;
441 500
442 case TRIGGER_ALTAR: 501 /* See comment in TRIGGER_BUTTON about move_types */
443 if (cause) { 502 if (((head->move_type & op->move_on) || head->move_type == 0)
444 if (in_movement) 503 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
445 return 0; 504 {
446 if (operate_altar (op, &cause)) { 505 push = 1;
447 if (NUM_ANIMATIONS(op) > 1) { 506 break;
448 SET_ANIMATION (op, 1);
449 update_object(op, UP_OBJ_FACE);
450 } 507 }
451 if (op->last_sp >= 0) { 508 }
452 trigger_move (op, 1); 509 if (op->stats.ac == push)
453 if (op->last_sp > 0) 510 return 0;
454 op->last_sp = -op->last_sp; 511 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) { 512 if (NUM_ANIMATIONS (op) > 1)
471 SET_ANIMATION (op, 0);
472 update_object(op, UP_OBJ_FACE);
473 } 513 {
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); 514 SET_ANIMATION (op, push);
499 update_object(op, UP_OBJ_FACE); 515 update_object (op, UP_OBJ_FACE);
516 }
517 update_object (op, UP_OBJ_FACE);
518 if (in_movement || !push)
519 return 0;
500 } 520 }
501 trigger_move (op, push); 521 trigger_move (op, push);
522 return 0;
523
524 case TRIGGER_ALTAR:
525 if (cause)
526 {
527 if (in_movement)
528 return 0;
529 if (operate_altar (op, &cause))
530 {
531 if (NUM_ANIMATIONS (op) > 1)
532 {
533 SET_ANIMATION (op, 1);
534 update_object (op, UP_OBJ_FACE);
535 }
536 if (op->last_sp >= 0)
537 {
538 trigger_move (op, 1);
539 if (op->last_sp > 0)
540 op->last_sp = -op->last_sp;
541 }
542 else
543 {
544 /* for trigger altar with last_sp, the ON/OFF
545 * status (-> +/- value) is "simulated":
546 */
547 op->value = !op->value;
548 trigger_move (op, 1);
549 op->last_sp = -op->last_sp;
550 op->value = !op->value;
551 }
552 return cause == NULL;
553 }
554 else
555 {
556 return 0;
557 }
558 }
559 else
560 {
561 if (NUM_ANIMATIONS (op) > 1)
562 {
563 SET_ANIMATION (op, 0);
564 update_object (op, UP_OBJ_FACE);
565 }
566
567 /* If trigger_altar has "last_sp > 0" set on the map,
568 * it will push the connected value only once per sacrifice.
569 * Otherwise (default), the connected value will be
570 * pushed twice: First by sacrifice, second by reset! -AV
571 */
572 if (!op->last_sp)
573 trigger_move (op, 0);
574 else
575 {
576 op->stats.wc = 0;
577 op->value = !op->value;
578 op->speed = 0;
579 update_ob_speed (op);
580 }
581 }
582 return 0;
583
584 case TRIGGER:
585 if (cause)
586 {
587 if (in_movement)
588 return 0;
589 push = 1;
590 }
591 if (NUM_ANIMATIONS (op) > 1)
592 {
593 SET_ANIMATION (op, push);
594 update_object (op, UP_OBJ_FACE);
595 }
596 trigger_move (op, push);
502 return 1; 597 return 1;
503 598
504 default: 599 default:
505 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);
506 return 0; 601 return 0;
507 } 602 }
508} 603}
509 604
605void
510void add_button_link(object *button, mapstruct *map, int connected) { 606add_button_link (object *button, mapstruct *map, int connected)
607{
511 oblinkpt *obp; 608 oblinkpt *obp;
512 objectlink *ol = get_objectlink(); 609 objectlink *ol = get_objectlink ();
513 610
514 if (!map) { 611 if (!map)
612 {
515 LOG(llevError, "Tried to add button-link without map.\n"); 613 LOG (llevError, "Tried to add button-link without map.\n");
516 return; 614 return;
517 } 615 }
616 if (!editor)
518 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
519 a connected map from a template map. */ 618 a connected map from a template map. */
619
520/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 620/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
521 621
522 SET_FLAG(button,FLAG_IS_LINKED); 622 SET_FLAG (button, FLAG_IS_LINKED);
523 623
524 ol->ob = button; 624 ol->ob = button;
525 ol->id = button->count; 625 ol->id = button->count;
526 626
527 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 627 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
528 628
529 if (obp) { 629 if (obp)
630 {
530 ol->next = obp->link; 631 ol->next = obp->link;
531 obp->link = ol; 632 obp->link = ol;
633 }
532 } else { 634 else
635 {
533 obp = get_objectlinkpt(); 636 obp = get_objectlinkpt ();
534 obp->value = connected; 637 obp->value = connected;
535 638
536 obp->next = map->buttons; 639 obp->next = map->buttons;
537 map->buttons = obp; 640 map->buttons = obp;
538 obp->link = ol; 641 obp->link = ol;
539 } 642 }
540} 643}
541 644
542/* 645/*
543 * 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.
544 * This is only needed by editors. 647 * This is only needed by editors.
545 */ 648 */
546 649
650void
547void remove_button_link(object *op) { 651remove_button_link (object *op)
652{
548 oblinkpt *obp; 653 oblinkpt *obp;
549 objectlink **olp, *ol; 654 objectlink **olp, *ol;
550 655
551 if (op->map == NULL) { 656 if (op->map == NULL)
657 {
552 LOG(llevError, "remove_button_link() in object without map.\n"); 658 LOG (llevError, "remove_button_link() in object without map.\n");
553 return; 659 return;
554 } 660 }
555 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 661 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
662 {
556 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 663 LOG (llevError, "remove_button_linked() in unlinked object.\n");
557 return; 664 return;
558 } 665 }
559 for (obp = op->map->buttons; obp; obp = obp->next) 666 for (obp = op->map->buttons; obp; obp = obp->next)
560 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 667 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
561 if (ol->ob == op) { 668 if (ol->ob == op)
669 {
670
562/* 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",
563 obp->value, op->name, op->map->path); 672 obp->value, op->name, op->map->path);
564*/ 673*/
565 *olp = ol->next; 674 *olp = ol->next;
566 free(ol); 675 free (ol);
567 return; 676 return;
568 } 677 }
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 678 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED); 679 CLEAR_FLAG (op, FLAG_IS_LINKED);
571} 680}
572 681
682/*
683 * Gets the objectlink for this connection from the map.
684 */
685oblinkpt *
686get_connection_links (mapstruct *map, long connection)
687{
688 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
689 if (obp->value == connection)
690 return obp;
691 return 0;
692}
693
573/* 694/*
574 * Return the first objectlink in the objects linked to this one 695 * Return the first objectlink in the objects linked to this one
575 */ 696 */
576 697
698oblinkpt *
577objectlink *get_button_links(const object *button) { 699get_button_links (const object *button)
700{
578 oblinkpt *obp; 701 oblinkpt *obp;
579 objectlink *ol; 702 objectlink *ol;
580 703
581 if (!button->map) 704 if (!button->map)
582 return NULL; 705 return NULL;
583 for (obp = button->map->buttons; obp; obp = obp->next) 706 for (obp = button->map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 707 for (ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 708 if (ol->ob == button && ol->id == button->count)
586 return obp->link; 709 return obp;
587 return NULL; 710 return NULL;
588} 711}
589 712
590/* 713/*
591 * Made as a separate function to increase efficiency 714 * Made as a separate function to increase efficiency
592 */ 715 */
593 716
717int
594int get_button_value(const object *button) { 718get_button_value (const object *button)
719{
595 oblinkpt *obp; 720 oblinkpt *obp;
596 objectlink *ol; 721 objectlink *ol;
597 722
598 if (!button->map) 723 if (!button->map)
599 return 0; 724 return 0;
610 * If floor is to be triggered must have 735 * If floor is to be triggered must have
611 * a speed of zero (default is 1 for all 736 * a speed of zero (default is 1 for all
612 * but the charm floor type). 737 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 738 * by b.t. thomas@nomad.astro.psu.edu
614 */ 739 */
615 740
741void
616void do_mood_floor(object *op, object *op2) { 742do_mood_floor (object *op, object *source)
743{
617 object *tmp; 744 object *tmp;
618 object *tmp2; 745 object *tmp2;
619 746
747 if (!source)
748 source = op;
749
620 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)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 751 if (QUERY_FLAG (tmp, FLAG_MONSTER))
752 break;
622 753
623 /* 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
624 * be a monster here. 755 * be a monster here.
625 */ 756 */
626 if (!tmp || tmp->type == PLAYER) return; 757 if (!tmp || tmp->type == PLAYER)
758 return;
627 759
628 switch(op->last_sp) { 760 switch (op->last_sp)
761 {
629 case 0: /* furious--make all monsters mad */ 762 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)&& 763 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
649 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
650 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); 764 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
651 break; 765 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
766 {
767 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
768 remove_friendly_object (tmp);
769 tmp->attack_movement = 0;
770 /* lots of checks here, but want to make sure we don't
771 * dereference a null value
772 */
773 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
774 {
775 tmp->owner->contr->ranges[range_golem] = NULL;
776 tmp->owner->contr->golem_count = 0;
777 }
778 tmp->owner = 0;
779 }
780 break;
781 case 1: /* angry -- get neutral monsters mad */
782 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
783 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
784 break;
652 case 2: /* calm -- pacify unfriendly monsters */ 785 case 2: /* calm -- pacify unfriendly monsters */
653 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 786 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
654 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 787 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
655 break; 788 break;
656 case 3: /* make all monsters fall asleep */ 789 case 3: /* make all monsters fall asleep */
657 if(!QUERY_FLAG(tmp, FLAG_SLEEP)) 790 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
658 SET_FLAG(tmp, FLAG_SLEEP); 791 SET_FLAG (tmp, FLAG_SLEEP);
659 break; 792 break;
660 case 4: /* charm all monsters */ 793 case 4: /* charm all monsters */
794 if (op == source)
795 break; /* only if 'connected' */
661 796
662 if(op == op2) break; /* only if 'connected' */
663
664 for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */ 797 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
665 tmp2->type!=PLAYER;tmp2=tmp2->above) 798 tmp2->type != PLAYER; tmp2 = tmp2->above)
666 if(tmp2->above==NULL) break; 799 if (tmp2->above == NULL)
800 break;
667 801
668 if (tmp2->type != PLAYER) 802 if (tmp2->type != PLAYER)
669 break; 803 break;
670 set_owner(tmp,tmp2); 804 set_owner (tmp, tmp2);
671 SET_FLAG(tmp,FLAG_MONSTER); 805 SET_FLAG (tmp, FLAG_MONSTER);
672 tmp->stats.exp = 0; 806 tmp->stats.exp = 0;
673 SET_FLAG(tmp, FLAG_FRIENDLY); 807 SET_FLAG (tmp, FLAG_FRIENDLY);
674 add_friendly_object (tmp); 808 add_friendly_object (tmp);
675 tmp->attack_movement = PETMOVE; 809 tmp->attack_movement = PETMOVE;
676 break; 810 break;
677 811
678 default: 812 default:
679 break; 813 break;
680
681 } 814 }
682} 815}
683 816
684/* this function returns the object it matches, or NULL if non. 817/* this function returns the object it matches, or NULL if non.
685 * It will descend through containers to find the object. 818 * It will descend through containers to find the object.
686 * slaying = match object slaying flag 819 * slaying = match object slaying flag
687 * race = match object archetype name flag 820 * race = match object archetype name flag
688 * hp = match object type (excpt type '0'== PLAYER) 821 * hp = match object type (excpt type '0'== PLAYER)
689 */ 822 */
690 823
824object *
691object * check_inv_recursive(object *op, const object *trig) 825check_inv_recursive (object *op, const object *trig)
692{ 826{
693 object *tmp,*ret=NULL; 827 object *tmp, *ret = NULL;
694 828
695 /* First check the object itself. */ 829 /* First check the object itself. */
696 if((trig->stats.hp && (op->type == trig->stats.hp)) 830 if ((trig->stats.hp && (op->type == trig->stats.hp))
697 || (trig->slaying && (op->slaying == trig->slaying)) 831 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race)))
698 || (trig->race && (op->arch->name == trig->race)))
699 return op; 832 return op;
700 833
701 for(tmp=op->inv; tmp; tmp=tmp->below) { 834 for (tmp = op->inv; tmp; tmp = tmp->below)
702 if (tmp->inv) { 835 {
836 if (tmp->inv)
837 {
703 ret=check_inv_recursive(tmp, trig); 838 ret = check_inv_recursive (tmp, trig);
704 if (ret) return ret; 839 if (ret)
705 } 840 return ret;
841 }
706 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 842 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
707 || (trig->slaying && (tmp->slaying == trig->slaying)) 843 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race)))
708 || (trig->race && (tmp->arch->name == trig->race)))
709 return tmp; 844 return tmp;
710 } 845 }
711 return NULL; 846 return NULL;
712} 847}
713 848
714/* check_inv(), a function to search the inventory, 849/* check_inv(), a function to search the inventory,
715 * of a player and then based on a set of conditions, 850 * of a player and then based on a set of conditions,
716 * the square will activate connected items. 851 * the square will activate connected items.
718 * Values are: last_sp = 1/0 obj/no obj triggers 853 * Values are: last_sp = 1/0 obj/no obj triggers
719 * last_heal = 1/0 remove/dont remove obj if triggered 854 * last_heal = 1/0 remove/dont remove obj if triggered
720 * -b.t. (thomas@nomad.astro.psu.edu 855 * -b.t. (thomas@nomad.astro.psu.edu
721 */ 856 */
722 857
858void
723void check_inv (object *op, object *trig) { 859check_inv (object *op, object *trig)
860{
724object *match; 861 object *match;
725 862
726 if(op->type != PLAYER) return; 863 if (op->type != PLAYER)
864 return;
727 match = check_inv_recursive(op,trig); 865 match = check_inv_recursive (op, trig);
728 if (match && trig->last_sp) { 866 if (match && trig->last_sp)
867 {
729 if(trig->last_heal) 868 if (trig->last_heal)
730 decrease_ob(match); 869 decrease_ob (match);
731 use_trigger(trig); 870 use_trigger (trig);
732 } 871 }
733 else if (!match && !trig->last_sp) 872 else if (!match && !trig->last_sp)
734 use_trigger(trig); 873 use_trigger (trig);
735} 874}
736 875
737 876
738/* 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
739 * 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
740 * matches what the object has. 879 * matches what the object has.
741 */ 880 */
881void
742void verify_button_links(const mapstruct *map) { 882verify_button_links (const mapstruct *map)
883{
743 oblinkpt *obp; 884 oblinkpt *obp;
744 objectlink *ol; 885 objectlink *ol;
745 886
746 if (!map) return; 887 if (!map)
888 return;
747 889
748 for (obp = map->buttons; obp; obp = obp->next) { 890 for (obp = map->buttons; obp; obp = obp->next)
891 {
749 for (ol=obp->link; ol; ol=ol->next) { 892 for (ol = obp->link; ol; ol = ol->next)
893 {
750 if (ol->id!=ol->ob->count) 894 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); 895 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
752 } 896 }
753 } 897 }
754} 898}

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