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Comparing deliantra/server/common/button.C (file contents):
Revision 1.3 by elmex, Tue Aug 29 17:29:27 2006 UTC vs.
Revision 1.12 by root, Sun Oct 15 02:16:34 2006 UTC

1/*
2 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.3 2006/08/29 17:29:27 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
37 * elmex: 32 * elmex:
38 * This function takes a objectlink list with all the objects are going to be activated. 33 * 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. 34 * 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. 35 * The source argument can be 0 or the source object for this activation.
41 */ 36 */
37void
42void activate_connection_link (objectlink *ol, bool state, object *source = 0) 38activate_connection_link (objectlink * ol, bool state, object *source = 0)
43{ 39{
44 object *tmp = 0; 40 object *tmp = 0;
45 41
46 for (; ol; ol = ol->next) 42 for (; ol; ol = ol->next)
47 { 43 {
48 if (!ol->ob || ol->ob->count != ol->id) 44 if (!ol->ob)
49 { 45 {
50 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 46 LOG (llevError, "Internal error in activate_connection_link.\n");
51 continue; 47 continue;
52 } 48 }
49
53 /* a button link object can become freed when the map is saving. As 50 /* 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 51 * 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 52 * 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 53 * 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 54 * probably isn't important - it will get sorted out when the map is
68 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
69 continue; 66 continue;
70 67
71 switch (tmp->type) 68 switch (tmp->type)
72 { 69 {
73 case GATE: 70 case GATE:
74 case HOLE: 71 case HOLE:
75 tmp->value = tmp->stats.maxsp ? !state : state; 72 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5; 73 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); 74 update_ob_speed (tmp);
129 }
130 break; 75 break;
131 76
77 case CF_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE);
80 break;
81
82 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 {
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food)
87 tmp->last_eat++;
88 }
89 break;
90
91 case ALTAR:
92 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE);
95 break;
96
97 case BUTTON:
98 case PEDESTAL:
99 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE);
102 break;
103
104 case MOOD_FLOOR:
105 do_mood_floor (tmp, source);
106 break;
107
108 case TIMED_GATE:
109 tmp->speed = tmp->arch->clone.speed;
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value;
112 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent
116 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more)
118 {
119 tmp->speed = tmp->head->speed;
120 tmp->value = tmp->head->value;
121 tmp->stats.sp = tmp->head->stats.sp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp);
124 }
125 break;
126
132 case DIRECTOR: 127 case DIRECTOR:
133 case FIREWALL: 128 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 130 move_firewall (tmp);
136 else 131 else
137 { 132 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140 animate_turning (tmp); 135 animate_turning (tmp);
141 } 136 }
142 break; 137 break;
143 138
144 case TELEPORTER: 139 case TELEPORTER:
145 move_teleporter (tmp); 140 move_teleporter (tmp);
146 break; 141 break;
147 142
148 case CREATOR: 143 case CREATOR:
149 move_creator (tmp); 144 move_creator (tmp);
150 break; 145 break;
151 146
152 case TRIGGER_MARKER: 147 case TRIGGER_MARKER:
153 move_marker (tmp); 148 move_marker (tmp);
154 break; 149 break;
155 150
156 case DUPLICATOR: 151 case DUPLICATOR:
157 move_duplicator (tmp); 152 move_duplicator (tmp);
158 break; 153 break;
159 } 154 }
160 } 155 }
161} 156}
162 157
163/* 158/*
170 * altars/pedestals/holes in the whole map. 165 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 166 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 167 * Better hurry with that linked list...
173 * 168 *
174 */ 169 */
170void
175void push_button (object *op) 171push_button (object *op)
176{ 172{
177 oblinkpt *obp = get_button_links (op); 173 oblinkpt *obp = get_button_links (op);
178 174
179 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) 175 if (!obp)
180 return; 176 return;
181 177
182 if (obp && obp->link) 178 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
179 return;
180
183 activate_connection_link (obp->link, op->value, op); 181 activate_connection_link (obp->link, op->value, op);
184} 182}
185 183
186/* 184/*
187 * elmex: 185 * elmex:
188 * This activates a connection, similar to push_button (object *op) but it takes 186 * This activates a connection, similar to push_button (object *op) but it takes
189 * only a map, a connection value and a true or false flag that indicated whether 187 * only a map, a connection value and a true or false flag that indicated whether
190 * the connection was 'state' or 'released'. So that you can activate objects 188 * the connection was 'state' or 'released'. So that you can activate objects
191 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 189 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
192 * 190 *
193 */ 191 */
192void
194void activate_connection (mapstruct *map, long connection, bool state) 193activate_connection (maptile *map, long connection, bool state)
195{ 194{
196 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 195 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
197 return; 196 return;
198 197
199 oblinkpt *obp = get_connection_links (map, connection); 198 oblinkpt *obp = get_connection_links (map, connection);
200 if (obp && obp->link) 199
200 if (obp)
201 activate_connection_link (obp->link, state); 201 activate_connection_link (obp->link, state);
202} 202}
203 203
204/* 204/*
205 * Updates everything connected with the button op. 205 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 206 * After changing the state of a button, this function must be called
207 * to make sure that all gates and other buttons connected to the 207 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 208 * button reacts to the (eventual) change of state.
209 */ 209 */
210 210
211void
211void update_button(object *op) { 212update_button (object *op)
213{
212 object *ab,*tmp,*head; 214 object *ab, *tmp, *head;
213 int tot,any_down=0, old_value=op->value; 215 int tot, any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0; 216 oblinkpt *obp = 0;
215 objectlink *ol; 217 objectlink *ol;
216 218
217 obp = get_button_links (op); 219 obp = get_button_links (op);
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp) 221 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) { 222 for (ol = obp->link; ol; ol = ol->next)
221 if (!ol->ob || ol->ob->count != ol->id) { 223 {
224 if (!ol->ob)
225 {
222 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 226 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 227 continue;
224 } 228 }
229
225 tmp = ol->ob; 230 tmp = ol->ob;
226 if (tmp->type==BUTTON) { 231 if (tmp->type == BUTTON)
232 {
227 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 233 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
228 /* Bug? The pedestal code below looks for the head of 234 /* Bug? The pedestal code below looks for the head of
229 * the object, this bit doesn't. I'd think we should check 235 * the object, this bit doesn't. I'd think we should check
230 * for head here also. Maybe it also makese sense to 236 * for head here also. Maybe it also makese sense to
231 * make the for ab=tmp->above loop common, and alter 237 * make the for ab=tmp->above loop common, and alter
232 * behaviour based on object within that loop? 238 * behaviour based on object within that loop?
233 */ 239 */
234 240
235 /* Basically, if the move_type matches that on what the 241 /* Basically, if the move_type matches that on what the
236 * button wants, we count it. The second check is so that 242 * button wants, we count it. The second check is so that
237 * objects don't move (swords, etc) will count. Note that 243 * objects don't move (swords, etc) will count. Note that
238 * this means that more work is needed to make buttons 244 * this means that more work is needed to make buttons
239 * that are only triggered by flying objects. 245 * that are only triggered by flying objects.
240 */ 246 */
241 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
242 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 248 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
243 249
244 tmp->value=(tot>=tmp->weight)?1:0; 250 tmp->value = (tot >= tmp->weight) ? 1 : 0;
245 if(tmp->value) 251 if (tmp->value)
246 any_down=1; 252 any_down = 1;
253 }
247 } else if (tmp->type == PEDESTAL) { 254 else if (tmp->type == PEDESTAL)
255 {
248 tmp->value = 0; 256 tmp->value = 0;
249 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 257 for (ab = tmp->above; ab != NULL; ab = ab->above)
258 {
250 head = ab->head ? ab->head : ab; 259 head = ab->head ? ab->head : ab;
251 /* Same note regarding move_type for buttons above apply here. */ 260 /* Same note regarding move_type for buttons above apply here. */
252 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 261 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
253 (head->race==tmp->slaying || 262 (head->race == tmp->slaying ||
254 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 263 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
255 (!strcmp (tmp->slaying, "player") && 264 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
256 head->type == PLAYER)))
257 tmp->value = 1; 265 tmp->value = 1;
258 } 266 }
259 if(tmp->value) 267 if (tmp->value)
260 any_down=1; 268 any_down = 1;
261 } 269 }
262 } 270 }
263 if(any_down) /* If any other buttons were down, force this to remain down */ 271 if (any_down) /* If any other buttons were down, force this to remain down */
264 op->value=1; 272 op->value = 1;
265 273
266 /* If this button hasn't changed, don't do anything */ 274 /* If this button hasn't changed, don't do anything */
267 if (op->value != old_value) { 275 if (op->value != old_value)
276 {
268 SET_ANIMATION(op, op->value); 277 SET_ANIMATION (op, op->value);
269 update_object(op, UP_OBJ_FACE); 278 update_object (op, UP_OBJ_FACE);
270 push_button(op); /* Make all other buttons the same */ 279 push_button (op); /* Make all other buttons the same */
271 } 280 }
272} 281}
273 282
274/* 283/*
275 * Updates every button on the map (by calling update_button() for them). 284 * Updates every button on the map (by calling update_button() for them).
276 */ 285 */
277 286
278void update_buttons(mapstruct *m) { 287void
288update_buttons (maptile *m)
289{
279 objectlink *ol; 290 objectlink *ol;
280 oblinkpt *obp; 291 oblinkpt *obp;
292
281 for (obp = m->buttons; obp; obp = obp->next) 293 for (obp = m->buttons; obp; obp = obp->next)
282 for (ol = obp->link; ol; ol = ol->next) { 294 for (ol = obp->link; ol; ol = ol->next)
283 if (!ol->ob || ol->ob->count != ol->id) { 295 {
296 if (!ol->ob)
297 {
284 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n", 298 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
285 ol->ob?ol->ob->name:"null", 299 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
286 ol->ob?ol->ob->x:-1,
287 ol->ob?ol->ob->y:-1,
288 ol->id,
289 obp->value);
290 continue; 300 continue;
301 }
302
303 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
304 {
305 update_button (ol->ob);
306 break;
307 }
291 } 308 }
292 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
293 {
294 update_button(ol->ob);
295 break;
296 }
297 }
298} 309}
299 310
311void
300void use_trigger(object *op) 312use_trigger (object *op)
301{ 313{
302 314
303 /* Toggle value */ 315 /* Toggle value */
304 op->value = !op->value; 316 op->value = !op->value;
305 push_button(op); 317 push_button (op);
306} 318}
307 319
308/* 320/*
309 * Note: animate_object should be used instead of this, 321 * Note: animate_object should be used instead of this,
310 * but it can't handle animations in the 8 directions 322 * but it can't handle animations in the 8 directions
311 */ 323 */
312 324
325void
313void animate_turning(object *op) /* only one part objects */ 326animate_turning (object *op) /* only one part objects */
314{ 327{
315 if (++op->state >= NUM_ANIMATIONS(op)/8) 328 if (++op->state >= NUM_ANIMATIONS (op) / 8)
316 op->state=0; 329 op->state = 0;
317 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 330 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
318 op->state);
319 update_object(op,UP_OBJ_FACE); 331 update_object (op, UP_OBJ_FACE);
320} 332}
321 333
322#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 334#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
323#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 335#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
324 336
330 * 342 *
331 * 0.93.4: Linked objects (ie, objects that are connected) can not be 343 * 0.93.4: Linked objects (ie, objects that are connected) can not be
332 * sacrificed. This fixes a bug of trying to put multiple altars/related 344 * sacrificed. This fixes a bug of trying to put multiple altars/related
333 * objects on the same space that take the same sacrifice. 345 * objects on the same space that take the same sacrifice.
334 */ 346 */
335 347
348int
336int check_altar_sacrifice (const object *altar, const object *sacrifice) 349check_altar_sacrifice (const object *altar, const object *sacrifice)
337{ 350{
338 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 351 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
339 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
340 && sacrifice->type != PLAYER)
341 { 352 {
342 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 353 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
343 ARCH_SACRIFICE(altar) == sacrifice->name || 354 ARCH_SACRIFICE (altar) == sacrifice->name ||
344 ARCH_SACRIFICE(altar) == sacrifice->slaying || 355 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
345 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 356 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
346 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 357 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
347 return 1; 358 return 1;
348 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
349 && sacrifice->type == MONEY
350 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
351 return 1; 361 return 1;
352 } 362 }
353 return 0; 363 return 0;
354} 364}
355
356 365
357/* 366/*
358 * operate_altar checks if sacrifice was accepted and removes sacrificed 367 * operate_altar checks if sacrifice was accepted and removes sacrificed
359 * objects. If sacrifice was succeed return 1 else 0. Might be better to 368 * objects. If sacrifice was succeed return 1 else 0. Might be better to
360 * call check_altar_sacrifice (above) than depend on the return value, 369 * call check_altar_sacrifice (above) than depend on the return value,
361 * since operate_altar will remove the sacrifice also. 370 * since operate_altar will remove the sacrifice also.
362 * 371 *
363 * If this function returns 1, '*sacrifice' is modified to point to the 372 * If this function returns 1, '*sacrifice' is modified to point to the
364 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 373 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
365 */ 374 */
366 375int
367int operate_altar (object *altar, object **sacrifice) 376operate_altar (object *altar, object **sacrifice)
368{ 377{
369
370 if ( ! altar->map) { 378 if (!altar->map)
379 {
371 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 380 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
372 return 0; 381 return 0;
373 } 382 }
374 383
375 if (!altar->slaying || altar->value) 384 if (!altar->slaying || altar->value)
376 return 0; 385 return 0;
377 386
378 if ( ! check_altar_sacrifice (altar, *sacrifice)) 387 if (!check_altar_sacrifice (altar, *sacrifice))
379 return 0; 388 return 0;
380 389
381 /* check_altar_sacrifice should have already verified that enough money 390 /* check_altar_sacrifice should have already verified that enough money
382 * has been dropped. 391 * has been dropped.
383 */ 392 */
384 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 393 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
394 {
385 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 395 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
386 396
387 /* Round up any sacrifices. Altars don't make change either */ 397 /* Round up any sacrifices. Altars don't make change either */
388 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 398 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
399 number++;
400
389 *sacrifice = decrease_ob_nr (*sacrifice, number); 401 *sacrifice = decrease_ob_nr (*sacrifice, number);
390 } 402 }
391 else 403 else
392 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 404 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
393 405
394 if (altar->msg) 406 if (altar->msg)
395 new_info_map(NDI_BLACK, altar->map, altar->msg); 407 new_info_map (NDI_BLACK, altar->map, altar->msg);
408
396 return 1; 409 return 1;
397} 410}
398 411
412void
399void trigger_move (object *op, int state) /* 1 down and 0 up */ 413trigger_move (object *op, int state) /* 1 down and 0 up */
400{ 414{
401 op->stats.wc = state; 415 op->stats.wc = state;
402 if (state) { 416 if (state)
417 {
403 use_trigger(op); 418 use_trigger (op);
404 if (op->stats.exp > 0) /* check sanity */ 419 if (op->stats.exp > 0) /* check sanity */
405 op->speed = 1.0 / op->stats.exp; 420 op->speed = 1.0 / op->stats.exp;
406 else 421 else
407 op->speed = 1.0; 422 op->speed = 1.0;
408 update_ob_speed(op); 423 update_ob_speed (op);
409 op->speed_left = -1; 424 op->speed_left = -1;
410 } else { 425 }
426 else
427 {
411 use_trigger(op); 428 use_trigger (op);
412 op->speed = 0; 429 op->speed = 0;
413 update_ob_speed(op); 430 update_ob_speed (op);
414 } 431 }
415} 432}
416 433
417 434
418/* 435/*
425 * 442 *
426 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 443 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
427 * 444 *
428 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 445 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
429 */ 446 */
447int
430int check_trigger (object *op, object *cause) 448check_trigger (object *op, object *cause)
431{ 449{
432 object *tmp; 450 object *tmp;
433 int push = 0, tot = 0; 451 int push = 0, tot = 0;
434 int in_movement = op->stats.wc || op->speed; 452 int in_movement = op->stats.wc || op->speed;
435 453
436 switch (op->type) { 454 switch (op->type)
455 {
437 case TRIGGER_BUTTON: 456 case TRIGGER_BUTTON:
438 if (op->weight > 0) { 457 if (op->weight > 0)
458 {
439 if (cause) { 459 if (cause)
460 {
440 for (tmp = op->above; tmp; tmp = tmp->above) 461 for (tmp = op->above; tmp; tmp = tmp->above)
441 /* Comment reproduced from update_buttons(): */ 462 /* Comment reproduced from update_buttons(): */
442 /* Basically, if the move_type matches that on what the 463 /* Basically, if the move_type matches that on what the
443 * button wants, we count it. The second check is so that 464 * button wants, we count it. The second check is so that
444 * objects that don't move (swords, etc) will count. Note that 465 * objects that don't move (swords, etc) will count. Note that
445 * this means that more work is needed to make buttons 466 * this means that more work is needed to make buttons
446 * that are only triggered by flying objects. 467 * that are only triggered by flying objects.
447 */ 468 */
448 469
449 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 470 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
471 {
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 472 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
451 + tmp->carrying;
452 } 473 }
453 if (tot >= op->weight) 474 if (tot >= op->weight)
454 push = 1; 475 push = 1;
455 if (op->stats.ac == push) 476 if (op->stats.ac == push)
456 return 0; 477 return 0;
457 op->stats.ac = push; 478 op->stats.ac = push;
458 if (NUM_ANIMATIONS(op) > 1) { 479 if (NUM_ANIMATIONS (op) > 1)
480 {
459 SET_ANIMATION (op, push); 481 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
461 } 483 }
462 if (in_movement || ! push) 484 if (in_movement || !push)
463 return 0; 485 return 0;
464 } 486 }
465 trigger_move (op, push); 487 trigger_move (op, push);
466 } 488 }
467 return 0; 489 return 0;
468 490
469 case TRIGGER_PEDESTAL: 491 case TRIGGER_PEDESTAL:
470 if (cause) { 492 if (cause)
493 {
471 for (tmp = op->above; tmp; tmp = tmp->above) { 494 for (tmp = op->above; tmp; tmp = tmp->above)
495 {
472 object *head = tmp->head ? tmp->head : tmp; 496 object *head = tmp->head ? tmp->head : tmp;
473 497
474 /* See comment in TRIGGER_BUTTON about move_types */ 498 /* See comment in TRIGGER_BUTTON about move_types */
475 if (((head->move_type & op->move_on) || head->move_type==0) 499 if (((head->move_type & op->move_on) || head->move_type == 0)
476 && (head->race==op->slaying ||
477 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 {
478 push = 1; 502 push = 1;
479 break; 503 break;
480 } 504 }
481 } 505 }
482 if (op->stats.ac == push) 506 if (op->stats.ac == push)
483 return 0; 507 return 0;
484 op->stats.ac = push; 508 op->stats.ac = push;
485 if (NUM_ANIMATIONS(op) > 1) { 509 if (NUM_ANIMATIONS (op) > 1)
510 {
486 SET_ANIMATION (op, push); 511 SET_ANIMATION (op, push);
487 update_object (op, UP_OBJ_FACE); 512 update_object (op, UP_OBJ_FACE);
488 } 513 }
489 update_object(op,UP_OBJ_FACE); 514 update_object (op, UP_OBJ_FACE);
490 if (in_movement || ! push) 515 if (in_movement || !push)
491 return 0; 516 return 0;
492 } 517 }
493 trigger_move (op, push); 518 trigger_move (op, push);
494 return 0; 519 return 0;
495 520
496 case TRIGGER_ALTAR: 521 case TRIGGER_ALTAR:
497 if (cause) { 522 if (cause)
523 {
498 if (in_movement) 524 if (in_movement)
499 return 0; 525 return 0;
500 if (operate_altar (op, &cause)) { 526 if (operate_altar (op, &cause))
527 {
501 if (NUM_ANIMATIONS(op) > 1) { 528 if (NUM_ANIMATIONS (op) > 1)
529 {
502 SET_ANIMATION (op, 1); 530 SET_ANIMATION (op, 1);
503 update_object(op, UP_OBJ_FACE); 531 update_object (op, UP_OBJ_FACE);
504 } 532 }
505 if (op->last_sp >= 0) { 533 if (op->last_sp >= 0)
534 {
506 trigger_move (op, 1); 535 trigger_move (op, 1);
507 if (op->last_sp > 0) 536 if (op->last_sp > 0)
508 op->last_sp = -op->last_sp; 537 op->last_sp = -op->last_sp;
509 } 538 }
510 else { 539 else
540 {
511 /* for trigger altar with last_sp, the ON/OFF 541 /* for trigger altar with last_sp, the ON/OFF
512 * status (-> +/- value) is "simulated": 542 * status (-> +/- value) is "simulated":
513 */ 543 */
514 op->value = !op->value; 544 op->value = !op->value;
515 trigger_move (op, 1); 545 trigger_move (op, 1);
516 op->last_sp = -op->last_sp; 546 op->last_sp = -op->last_sp;
517 op->value = !op->value; 547 op->value = !op->value;
518 } 548 }
519 return cause == NULL; 549 return cause == NULL;
550 }
520 } else { 551 else
552 {
521 return 0; 553 return 0;
522 }
523 } else {
524 if (NUM_ANIMATIONS(op) > 1) {
525 SET_ANIMATION (op, 0);
526 update_object(op, UP_OBJ_FACE);
527 }
528
529 /* If trigger_altar has "last_sp > 0" set on the map,
530 * it will push the connected value only once per sacrifice.
531 * Otherwise (default), the connected value will be
532 * pushed twice: First by sacrifice, second by reset! -AV
533 */
534 if (!op->last_sp)
535 trigger_move (op, 0);
536 else {
537 op->stats.wc = 0;
538 op->value = !op->value;
539 op->speed = 0;
540 update_ob_speed(op);
541 } 554 }
542 } 555 }
556 else
557 {
558 if (NUM_ANIMATIONS (op) > 1)
559 {
560 SET_ANIMATION (op, 0);
561 update_object (op, UP_OBJ_FACE);
562 }
563
564 /* If trigger_altar has "last_sp > 0" set on the map,
565 * it will push the connected value only once per sacrifice.
566 * Otherwise (default), the connected value will be
567 * pushed twice: First by sacrifice, second by reset! -AV
568 */
569 if (!op->last_sp)
570 trigger_move (op, 0);
571 else
572 {
573 op->stats.wc = 0;
574 op->value = !op->value;
575 op->speed = 0;
576 update_ob_speed (op);
577 }
578 }
543 return 0; 579 return 0;
544 580
545 case TRIGGER: 581 case TRIGGER:
546 if (cause) { 582 if (cause)
583 {
547 if (in_movement) 584 if (in_movement)
548 return 0; 585 return 0;
549 push = 1; 586 push = 1;
550 } 587 }
551 if (NUM_ANIMATIONS(op) > 1) { 588 if (NUM_ANIMATIONS (op) > 1)
589 {
552 SET_ANIMATION (op, push); 590 SET_ANIMATION (op, push);
553 update_object(op, UP_OBJ_FACE); 591 update_object (op, UP_OBJ_FACE);
554 } 592 }
555 trigger_move (op, push); 593 trigger_move (op, push);
556 return 1; 594 return 1;
557 595
558 default: 596 default:
559 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
560 return 0; 598 return 0;
561 } 599 }
562} 600}
563 601
602void
564void add_button_link(object *button, mapstruct *map, int connected) { 603add_button_link (object *button, maptile *map, int connected)
604{
565 oblinkpt *obp; 605 oblinkpt *obp;
566 objectlink *ol = get_objectlink(); 606 objectlink *ol = get_objectlink ();
567 607
568 if (!map) { 608 if (!map)
609 {
569 LOG(llevError, "Tried to add button-link without map.\n"); 610 LOG (llevError, "Tried to add button-link without map.\n");
570 return; 611 return;
571 } 612 }
613 if (!editor)
572 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 614 button->path_attuned = connected; /* peterm: I need this so I can rebuild
573 a connected map from a template map. */ 615 a connected map from a template map. */
616
574/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 617/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
575 618
576 SET_FLAG(button,FLAG_IS_LINKED); 619 SET_FLAG (button, FLAG_IS_LINKED);
577 620
578 ol->ob = button; 621 ol->ob = button;
579 ol->id = button->count;
580 622
581 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 623 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
582 624
583 if (obp) { 625 if (obp)
626 {
584 ol->next = obp->link; 627 ol->next = obp->link;
585 obp->link = ol; 628 obp->link = ol;
629 }
586 } else { 630 else
631 {
587 obp = get_objectlinkpt(); 632 obp = get_objectlinkpt ();
588 obp->value = connected; 633 obp->value = connected;
589 634
590 obp->next = map->buttons; 635 obp->next = map->buttons;
591 map->buttons = obp; 636 map->buttons = obp;
592 obp->link = ol; 637 obp->link = ol;
593 } 638 }
594} 639}
595 640
596/* 641/*
597 * Remove the object from the linked lists of buttons in the map. 642 * Remove the object from the linked lists of buttons in the map.
598 * This is only needed by editors. 643 * This is only needed by editors.
599 */ 644 */
600 645
646void
601void remove_button_link(object *op) { 647remove_button_link (object *op)
648{
602 oblinkpt *obp; 649 oblinkpt *obp;
603 objectlink **olp, *ol; 650 objectlink **olp, *ol;
604 651
605 if (op->map == NULL) { 652 if (op->map == NULL)
653 {
606 LOG(llevError, "remove_button_link() in object without map.\n"); 654 LOG (llevError, "remove_button_link() in object without map.\n");
607 return; 655 return;
608 } 656 }
657
609 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 658 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
659 {
610 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 660 LOG (llevError, "remove_button_linked() in unlinked object.\n");
611 return; 661 return;
612 } 662 }
663
613 for (obp = op->map->buttons; obp; obp = obp->next) 664 for (obp = op->map->buttons; obp; obp = obp->next)
614 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 665 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
615 if (ol->ob == op) { 666 if (ol->ob == op)
667 {
668
616/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 669/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
617 obp->value, op->name, op->map->path); 670 obp->value, op->name, op->map->path);
618*/ 671*/
619 *olp = ol->next; 672 *olp = ol->next;
620 free(ol); 673 delete ol;
621 return; 674 return;
622 } 675 }
676
623 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 677 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
624 CLEAR_FLAG(op,FLAG_IS_LINKED); 678 CLEAR_FLAG (op, FLAG_IS_LINKED);
625} 679}
626 680
627/* 681/*
628 * Gets the objectlink for this connection from the map. 682 * Gets the objectlink for this connection from the map.
629 */ 683 */
684oblinkpt *
630oblinkpt *get_connection_links (mapstruct *map, long connection) 685get_connection_links (maptile *map, long connection)
631{ 686{
632 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 687 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
633 if (obp->value == connection) 688 if (obp->value == connection)
634 return obp; 689 return obp;
690
635 return 0; 691 return 0;
636} 692}
637 693
638/* 694/*
639 * Return the first objectlink in the objects linked to this one 695 * Return the first objectlink in the objects linked to this one
640 */ 696 */
641 697
698oblinkpt *
642oblinkpt *get_button_links(const object *button) { 699get_button_links (const object *button)
700{
643 oblinkpt *obp; 701 oblinkpt *obp;
644 objectlink *ol; 702 objectlink *ol;
645 703
646 if (!button->map) 704 if (!button->map)
647 return NULL; 705 return NULL;
706
648 for (obp = button->map->buttons; obp; obp = obp->next) 707 for (obp = button->map->buttons; obp; obp = obp->next)
649 for (ol = obp->link; ol; ol = ol->next) 708 for (ol = obp->link; ol; ol = ol->next)
650 if (ol->ob == button && ol->id == button->count) 709 if (ol->ob == button)
651 return obp; 710 return obp;
711
652 return NULL; 712 return NULL;
653} 713}
654 714
655/* 715/*
656 * Made as a separate function to increase efficiency 716 * Made as a separate function to increase efficiency
657 */ 717 */
658 718
719int
659int get_button_value(const object *button) { 720get_button_value (const object *button)
721{
660 oblinkpt *obp; 722 oblinkpt *obp;
661 objectlink *ol; 723 objectlink *ol;
662 724
663 if (!button->map) 725 if (!button->map)
664 return 0; 726 return 0;
665 for (obp = button->map->buttons; obp; obp = obp->next) 727 for (obp = button->map->buttons; obp; obp = obp->next)
666 for (ol = obp->link; ol; ol = ol->next) 728 for (ol = obp->link; ol; ol = ol->next)
667 if (ol->ob == button && ol->id == button->count) 729 if (ol->ob == button)
668 return obp->value; 730 return obp->value;
669 return 0; 731 return 0;
670} 732}
671 733
672/* This routine makes monsters who are 734/* This routine makes monsters who are
675 * If floor is to be triggered must have 737 * If floor is to be triggered must have
676 * a speed of zero (default is 1 for all 738 * a speed of zero (default is 1 for all
677 * but the charm floor type). 739 * but the charm floor type).
678 * by b.t. thomas@nomad.astro.psu.edu 740 * by b.t. thomas@nomad.astro.psu.edu
679 */ 741 */
680 742
743void
681void do_mood_floor(object *op, object *source) { 744do_mood_floor (object *op, object *source)
745{
682 object *tmp; 746 object *tmp;
683 object *tmp2; 747 object *tmp2;
684 748
685 if (!source) 749 if (!source)
686 source = op; 750 source = op;
687 751
688 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 752 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
689 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 753 if (QUERY_FLAG (tmp, FLAG_MONSTER))
754 break;
690 755
691 /* doesn't effect players, and if there is a player on this space, won't also 756 /* doesn't effect players, and if there is a player on this space, won't also
692 * be a monster here. 757 * be a monster here.
693 */ 758 */
694 if (!tmp || tmp->type == PLAYER) return; 759 if (!tmp || tmp->type == PLAYER)
760 return;
695 761
696 switch(op->last_sp) { 762 switch (op->last_sp)
763 {
697 case 0: /* furious--make all monsters mad */ 764 case 0: /* furious--make all monsters mad */
698 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
699 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
700 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
701 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
702 remove_friendly_object(tmp);
703 tmp->attack_movement = 0;
704 /* lots of checks here, but want to make sure we don't
705 * dereference a null value
706 */
707 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
708 tmp->owner->contr->ranges[range_golem]==tmp) {
709 tmp->owner->contr->ranges[range_golem]=NULL;
710 tmp->owner->contr->golem_count = 0;
711 }
712 tmp->owner = 0;
713 }
714 break;
715 case 1: /* angry -- get neutral monsters mad */
716 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&& 765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
717 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
718 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); 766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
767 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
768 {
769 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
770 remove_friendly_object (tmp);
771 tmp->attack_movement = 0;
772 /* lots of checks here, but want to make sure we don't
773 * dereference a null value
774 */
775 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp)
776 {
777 tmp->owner->contr->ranges[range_golem] = NULL;
778 tmp->owner->contr->golem_count = 0;
779 }
780 tmp->owner = 0;
781 }
719 break; 782 break;
783 case 1: /* angry -- get neutral monsters mad */
784 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
785 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
786 break;
720 case 2: /* calm -- pacify unfriendly monsters */ 787 case 2: /* calm -- pacify unfriendly monsters */
721 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 788 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
722 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 789 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
723 break; 790 break;
724 case 3: /* make all monsters fall asleep */ 791 case 3: /* make all monsters fall asleep */
725 if(!QUERY_FLAG(tmp, FLAG_SLEEP)) 792 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
726 SET_FLAG(tmp, FLAG_SLEEP); 793 SET_FLAG (tmp, FLAG_SLEEP);
727 break; 794 break;
728 case 4: /* charm all monsters */ 795 case 4: /* charm all monsters */
729 if (op == source) break; /* only if 'connected' */ 796 if (op == source)
797 break; /* only if 'connected' */
730 798
731 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 799 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
732 tmp2->type!=PLAYER;tmp2=tmp2->above) 800 tmp2->type != PLAYER; tmp2 = tmp2->above)
733 if(tmp2->above==NULL) break; 801 if (tmp2->above == NULL)
802 break;
734 803
735 if (tmp2->type != PLAYER) 804 if (tmp2->type != PLAYER)
736 break; 805 break;
737 set_owner(tmp,tmp2); 806 set_owner (tmp, tmp2);
738 SET_FLAG(tmp,FLAG_MONSTER); 807 SET_FLAG (tmp, FLAG_MONSTER);
739 tmp->stats.exp = 0; 808 tmp->stats.exp = 0;
740 SET_FLAG(tmp, FLAG_FRIENDLY); 809 SET_FLAG (tmp, FLAG_FRIENDLY);
741 add_friendly_object (tmp); 810 add_friendly_object (tmp);
742 tmp->attack_movement = PETMOVE; 811 tmp->attack_movement = PETMOVE;
743 break; 812 break;
744 813
745 default: 814 default:
746 break; 815 break;
747
748 } 816 }
749} 817}
750 818
751/* this function returns the object it matches, or NULL if non. 819/* this function returns the object it matches, or NULL if non.
752 * It will descend through containers to find the object. 820 * It will descend through containers to find the object.
753 * slaying = match object slaying flag 821 * slaying = match object slaying flag
754 * race = match object archetype name flag 822 * race = match object archetype name flag
755 * hp = match object type (excpt type '0'== PLAYER) 823 * hp = match object type (excpt type '0'== PLAYER)
756 */ 824 */
757 825
826object *
758object * check_inv_recursive(object *op, const object *trig) 827check_inv_recursive (object *op, const object *trig)
759{ 828{
760 object *tmp,*ret=NULL; 829 object *tmp, *ret = NULL;
761 830
762 /* First check the object itself. */ 831 /* First check the object itself. */
763 if((trig->stats.hp && (op->type == trig->stats.hp)) 832 if ((trig->stats.hp && (op->type == trig->stats.hp))
764 || (trig->slaying && (op->slaying == trig->slaying)) 833 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race)))
765 || (trig->race && (op->arch->name == trig->race)))
766 return op; 834 return op;
767 835
768 for(tmp=op->inv; tmp; tmp=tmp->below) { 836 for (tmp = op->inv; tmp; tmp = tmp->below)
837 {
769 if (tmp->inv) { 838 if (tmp->inv)
839 {
770 ret=check_inv_recursive(tmp, trig); 840 ret = check_inv_recursive (tmp, trig);
841 if (ret)
771 if (ret) return ret; 842 return ret;
772 } 843 }
773 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
774 || (trig->slaying && (tmp->slaying == trig->slaying)) 845 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race)))
775 || (trig->race && (tmp->arch->name == trig->race)))
776 return tmp; 846 return tmp;
777 } 847 }
778 return NULL; 848 return NULL;
779} 849}
780 850
781/* check_inv(), a function to search the inventory, 851/* check_inv(), a function to search the inventory,
782 * of a player and then based on a set of conditions, 852 * of a player and then based on a set of conditions,
783 * the square will activate connected items. 853 * the square will activate connected items.
785 * Values are: last_sp = 1/0 obj/no obj triggers 855 * Values are: last_sp = 1/0 obj/no obj triggers
786 * last_heal = 1/0 remove/dont remove obj if triggered 856 * last_heal = 1/0 remove/dont remove obj if triggered
787 * -b.t. (thomas@nomad.astro.psu.edu 857 * -b.t. (thomas@nomad.astro.psu.edu
788 */ 858 */
789 859
860void
790void check_inv (object *op, object *trig) { 861check_inv (object *op, object *trig)
862{
791object *match; 863 object *match;
792 864
793 if(op->type != PLAYER) return; 865 if (op->type != PLAYER)
866 return;
794 match = check_inv_recursive(op,trig); 867 match = check_inv_recursive (op, trig);
795 if (match && trig->last_sp) { 868 if (match && trig->last_sp)
869 {
796 if(trig->last_heal) 870 if (trig->last_heal)
797 decrease_ob(match); 871 decrease_ob (match);
798 use_trigger(trig); 872 use_trigger (trig);
799 } 873 }
800 else if (!match && !trig->last_sp) 874 else if (!match && !trig->last_sp)
801 use_trigger(trig); 875 use_trigger (trig);
802} 876}
803 877
804
805/* This does a minimal check of the button link consistency for object
806 * map. All it really does it much sure the object id link that is set
807 * matches what the object has.
808 */
809void verify_button_links(const mapstruct *map) {
810 oblinkpt *obp;
811 objectlink *ol;
812
813 if (!map) return;
814
815 for (obp = map->buttons; obp; obp = obp->next) {
816 for (ol=obp->link; ol; ol=ol->next) {
817 if (ol->id!=ol->ob->count)
818 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
819 }
820 }
821}

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