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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 1.8 by root, Mon Sep 11 20:28:37 2006 UTC

1
1/* 2/*
2 * static char *rcsid_button_c = 3 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.3 2006/08/29 17:29:27 elmex Exp $"; 4 * "$Id: button.C,v 1.8 2006/09/11 20:28:37 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
37 * elmex: 38 * elmex:
38 * This function takes a objectlink list with all the objects are going to be activated. 39 * This function takes a objectlink list with all the objects are going to be activated.
39 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 40 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
40 * The source argument can be 0 or the source object for this activation. 41 * The source argument can be 0 or the source object for this activation.
41 */ 42 */
43void
42void activate_connection_link (objectlink *ol, bool state, object *source = 0) 44activate_connection_link (objectlink * ol, bool state, object *source = 0)
43{ 45{
44 object *tmp = 0; 46 object *tmp = 0;
45 47
46 for (; ol; ol = ol->next) 48 for (; ol; ol = ol->next)
47 { 49 {
68 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 70 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
69 continue; 71 continue;
70 72
71 switch (tmp->type) 73 switch (tmp->type)
72 { 74 {
73 case GATE: 75 case GATE:
74 case HOLE: 76 case HOLE:
75 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5; 78 tmp->speed = 0.5;
77 update_ob_speed (tmp);
78 break;
79
80 case CF_HANDLE:
81 SET_ANIMATION (tmp,
82 (tmp->value =
83 tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE);
85 break;
86
87 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 {
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food)
92 tmp->last_eat++;
93 }
94 break;
95
96 case ALTAR:
97 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE);
100 break;
101
102 case BUTTON:
103 case PEDESTAL:
104 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE);
107 break;
108
109 case MOOD_FLOOR:
110 do_mood_floor (tmp, source);
111 break;
112
113 case TIMED_GATE:
114 tmp->speed = tmp->arch->clone.speed;
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value;
117 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent
121 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more)
123 {
124 tmp->speed = tmp->head->speed;
125 tmp->value = tmp->head->value;
126 tmp->stats.sp = tmp->head->stats.sp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 79 update_ob_speed (tmp);
129 }
130 break; 80 break;
131 81
82 case CF_HANDLE:
83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE);
85 break;
86
87 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 {
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food)
92 tmp->last_eat++;
93 }
94 break;
95
96 case ALTAR:
97 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE);
100 break;
101
102 case BUTTON:
103 case PEDESTAL:
104 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE);
107 break;
108
109 case MOOD_FLOOR:
110 do_mood_floor (tmp, source);
111 break;
112
113 case TIMED_GATE:
114 tmp->speed = tmp->arch->clone.speed;
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value;
117 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent
121 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more)
123 {
124 tmp->speed = tmp->head->speed;
125 tmp->value = tmp->head->value;
126 tmp->stats.sp = tmp->head->stats.sp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp);
129 }
130 break;
131
132 case DIRECTOR: 132 case DIRECTOR:
133 case FIREWALL: 133 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 135 move_firewall (tmp);
136 else 136 else
137 { 137 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140 animate_turning (tmp); 140 animate_turning (tmp);
141 } 141 }
142 break; 142 break;
143 143
144 case TELEPORTER: 144 case TELEPORTER:
145 move_teleporter (tmp); 145 move_teleporter (tmp);
146 break; 146 break;
147 147
148 case CREATOR: 148 case CREATOR:
149 move_creator (tmp); 149 move_creator (tmp);
150 break; 150 break;
151 151
152 case TRIGGER_MARKER: 152 case TRIGGER_MARKER:
153 move_marker (tmp); 153 move_marker (tmp);
154 break; 154 break;
155 155
156 case DUPLICATOR: 156 case DUPLICATOR:
157 move_duplicator (tmp); 157 move_duplicator (tmp);
158 break; 158 break;
159 } 159 }
160 } 160 }
161} 161}
162 162
163/* 163/*
170 * altars/pedestals/holes in the whole map. 170 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 171 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 172 * Better hurry with that linked list...
173 * 173 *
174 */ 174 */
175void
175void push_button (object *op) 176push_button (object *op)
176{ 177{
177 oblinkpt *obp = get_button_links (op); 178 oblinkpt *obp = get_button_links (op);
178 179
179 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) 180 if (!obp)
180 return; 181 return;
181 182
182 if (obp && obp->link) 183 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
184 return;
185
183 activate_connection_link (obp->link, op->value, op); 186 activate_connection_link (obp->link, op->value, op);
184} 187}
185 188
186/* 189/*
187 * elmex: 190 * elmex:
188 * This activates a connection, similar to push_button (object *op) but it takes 191 * 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 192 * 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 193 * the connection was 'state' or 'released'. So that you can activate objects
191 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
192 * 195 *
193 */ 196 */
197void
194void activate_connection (mapstruct *map, long connection, bool state) 198activate_connection (mapstruct *map, long connection, bool state)
195{ 199{
196 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 200 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
197 return; 201 return;
198 202
199 oblinkpt *obp = get_connection_links (map, connection); 203 oblinkpt *obp = get_connection_links (map, connection);
200 if (obp && obp->link) 204
205 if (obp)
201 activate_connection_link (obp->link, state); 206 activate_connection_link (obp->link, state);
202} 207}
203 208
204/* 209/*
205 * Updates everything connected with the button op. 210 * Updates everything connected with the button op.
206 * 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
207 * 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
208 * button reacts to the (eventual) change of state. 213 * button reacts to the (eventual) change of state.
209 */ 214 */
210 215
216void
211void update_button(object *op) { 217update_button (object *op)
218{
212 object *ab,*tmp,*head; 219 object *ab, *tmp, *head;
213 int tot,any_down=0, old_value=op->value; 220 int tot, any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0; 221 oblinkpt *obp = 0;
215 objectlink *ol; 222 objectlink *ol;
216 223
217 obp = get_button_links (op); 224 obp = get_button_links (op);
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 225 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp) 226 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) { 227 for (ol = obp->link; ol; ol = ol->next)
228 {
221 if (!ol->ob || ol->ob->count != ol->id) { 229 if (!ol->ob || ol->ob->count != ol->id)
230 {
222 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 232 continue;
224 } 233 }
225 tmp = ol->ob; 234 tmp = ol->ob;
226 if (tmp->type==BUTTON) { 235 if (tmp->type == BUTTON)
236 {
227 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
228 /* Bug? The pedestal code below looks for the head of 238 /* Bug? The pedestal code below looks for the head of
229 * 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
230 * for head here also. Maybe it also makese sense to 240 * for head here also. Maybe it also makese sense to
231 * make the for ab=tmp->above loop common, and alter 241 * make the for ab=tmp->above loop common, and alter
232 * behaviour based on object within that loop? 242 * behaviour based on object within that loop?
233 */ 243 */
234 244
235 /* Basically, if the move_type matches that on what the 245 /* Basically, if the move_type matches that on what the
236 * button wants, we count it. The second check is so that 246 * button wants, we count it. The second check is so that
237 * objects don't move (swords, etc) will count. Note that 247 * objects don't move (swords, etc) will count. Note that
238 * this means that more work is needed to make buttons 248 * this means that more work is needed to make buttons
239 * that are only triggered by flying objects. 249 * that are only triggered by flying objects.
240 */ 250 */
241 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
242 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 252 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
243 253
244 tmp->value=(tot>=tmp->weight)?1:0; 254 tmp->value = (tot >= tmp->weight) ? 1 : 0;
245 if(tmp->value) 255 if (tmp->value)
246 any_down=1; 256 any_down = 1;
257 }
247 } else if (tmp->type == PEDESTAL) { 258 else if (tmp->type == PEDESTAL)
259 {
248 tmp->value = 0; 260 tmp->value = 0;
249 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 261 for (ab = tmp->above; ab != NULL; ab = ab->above)
262 {
250 head = ab->head ? ab->head : ab; 263 head = ab->head ? ab->head : ab;
251 /* Same note regarding move_type for buttons above apply here. */ 264 /* Same note regarding move_type for buttons above apply here. */
252 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
253 (head->race==tmp->slaying || 266 (head->race == tmp->slaying ||
254 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
255 (!strcmp (tmp->slaying, "player") && 268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
256 head->type == PLAYER)))
257 tmp->value = 1; 269 tmp->value = 1;
258 } 270 }
259 if(tmp->value) 271 if (tmp->value)
260 any_down=1; 272 any_down = 1;
261 } 273 }
262 } 274 }
263 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 */
264 op->value=1; 276 op->value = 1;
265 277
266 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
267 if (op->value != old_value) { 279 if (op->value != old_value)
280 {
268 SET_ANIMATION(op, op->value); 281 SET_ANIMATION (op, op->value);
269 update_object(op, UP_OBJ_FACE); 282 update_object (op, UP_OBJ_FACE);
270 push_button(op); /* Make all other buttons the same */ 283 push_button (op); /* Make all other buttons the same */
271 } 284 }
272} 285}
273 286
274/* 287/*
275 * 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).
276 */ 289 */
277 290
291void
278void update_buttons(mapstruct *m) { 292update_buttons (mapstruct *m)
293{
279 objectlink *ol; 294 objectlink *ol;
280 oblinkpt *obp; 295 oblinkpt *obp;
296
281 for (obp = m->buttons; obp; obp = obp->next) 297 for (obp = m->buttons; obp; obp = obp->next)
282 for (ol = obp->link; ol; ol = ol->next) { 298 for (ol = obp->link; ol; ol = ol->next)
299 {
283 if (!ol->ob || ol->ob->count != ol->id) { 300 if (!ol->ob || ol->ob->count != ol->id)
301 {
284 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",
285 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);
286 ol->ob?ol->ob->x:-1,
287 ol->ob?ol->ob->y:-1,
288 ol->id,
289 obp->value);
290 continue; 304 continue;
305 }
306 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
307 {
308 update_button (ol->ob);
309 break;
310 }
291 } 311 }
292 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
293 {
294 update_button(ol->ob);
295 break;
296 }
297 }
298} 312}
299 313
314void
300void use_trigger(object *op) 315use_trigger (object *op)
301{ 316{
302 317
303 /* Toggle value */ 318 /* Toggle value */
304 op->value = !op->value; 319 op->value = !op->value;
305 push_button(op); 320 push_button (op);
306} 321}
307 322
308/* 323/*
309 * Note: animate_object should be used instead of this, 324 * Note: animate_object should be used instead of this,
310 * but it can't handle animations in the 8 directions 325 * but it can't handle animations in the 8 directions
311 */ 326 */
312 327
328void
313void animate_turning(object *op) /* only one part objects */ 329animate_turning (object *op) /* only one part objects */
314{ 330{
315 if (++op->state >= NUM_ANIMATIONS(op)/8) 331 if (++op->state >= NUM_ANIMATIONS (op) / 8)
316 op->state=0; 332 op->state = 0;
317 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);
318 op->state);
319 update_object(op,UP_OBJ_FACE); 334 update_object (op, UP_OBJ_FACE);
320} 335}
321 336
322#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 337#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
323#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 338#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
324 339
330 * 345 *
331 * 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
332 * 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
333 * objects on the same space that take the same sacrifice. 348 * objects on the same space that take the same sacrifice.
334 */ 349 */
335 350
351int
336int check_altar_sacrifice (const object *altar, const object *sacrifice) 352check_altar_sacrifice (const object *altar, const object *sacrifice)
337{ 353{
338 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 354 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 { 355 {
342 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
343 ARCH_SACRIFICE(altar) == sacrifice->name || 357 ARCH_SACRIFICE (altar) == sacrifice->name ||
344 ARCH_SACRIFICE(altar) == sacrifice->slaying || 358 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
345 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 359 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
346 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 360 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
347 return 1; 361 return 1;
348 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
349 && sacrifice->type == MONEY
350 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
351 return 1; 364 return 1;
352 } 365 }
353 return 0; 366 return 0;
354} 367}
355 368
356 369
357/* 370/*
362 * 375 *
363 * 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
364 * 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.
365 */ 378 */
366 379
380int
367int operate_altar (object *altar, object **sacrifice) 381operate_altar (object *altar, object **sacrifice)
368{ 382{
369 383
370 if ( ! altar->map) { 384 if (!altar->map)
385 {
371 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 386 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
372 return 0; 387 return 0;
373 } 388 }
374 389
375 if (!altar->slaying || altar->value) 390 if (!altar->slaying || altar->value)
376 return 0; 391 return 0;
377 392
378 if ( ! check_altar_sacrifice (altar, *sacrifice)) 393 if (!check_altar_sacrifice (altar, *sacrifice))
379 return 0; 394 return 0;
380 395
381 /* check_altar_sacrifice should have already verified that enough money 396 /* check_altar_sacrifice should have already verified that enough money
382 * has been dropped. 397 * has been dropped.
383 */ 398 */
384 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 399 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
400 {
385 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 401 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
386 402
387 /* Round up any sacrifices. Altars don't make change either */ 403 /* Round up any sacrifices. Altars don't make change either */
388 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 404 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
405 number++;
389 *sacrifice = decrease_ob_nr (*sacrifice, number); 406 *sacrifice = decrease_ob_nr (*sacrifice, number);
390 } 407 }
391 else 408 else
392 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 409 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
393 410
394 if (altar->msg) 411 if (altar->msg)
395 new_info_map(NDI_BLACK, altar->map, altar->msg); 412 new_info_map (NDI_BLACK, altar->map, altar->msg);
396 return 1; 413 return 1;
397} 414}
398 415
416void
399void trigger_move (object *op, int state) /* 1 down and 0 up */ 417trigger_move (object *op, int state) /* 1 down and 0 up */
400{ 418{
401 op->stats.wc = state; 419 op->stats.wc = state;
402 if (state) { 420 if (state)
421 {
403 use_trigger(op); 422 use_trigger (op);
404 if (op->stats.exp > 0) /* check sanity */ 423 if (op->stats.exp > 0) /* check sanity */
405 op->speed = 1.0 / op->stats.exp; 424 op->speed = 1.0 / op->stats.exp;
406 else 425 else
407 op->speed = 1.0; 426 op->speed = 1.0;
408 update_ob_speed(op); 427 update_ob_speed (op);
409 op->speed_left = -1; 428 op->speed_left = -1;
410 } else { 429 }
430 else
431 {
411 use_trigger(op); 432 use_trigger (op);
412 op->speed = 0; 433 op->speed = 0;
413 update_ob_speed(op); 434 update_ob_speed (op);
414 } 435 }
415} 436}
416 437
417 438
418/* 439/*
425 * 446 *
426 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 447 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
427 * 448 *
428 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 449 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
429 */ 450 */
451int
430int check_trigger (object *op, object *cause) 452check_trigger (object *op, object *cause)
431{ 453{
432 object *tmp; 454 object *tmp;
433 int push = 0, tot = 0; 455 int push = 0, tot = 0;
434 int in_movement = op->stats.wc || op->speed; 456 int in_movement = op->stats.wc || op->speed;
435 457
436 switch (op->type) { 458 switch (op->type)
459 {
437 case TRIGGER_BUTTON: 460 case TRIGGER_BUTTON:
438 if (op->weight > 0) { 461 if (op->weight > 0)
462 {
439 if (cause) { 463 if (cause)
464 {
440 for (tmp = op->above; tmp; tmp = tmp->above) 465 for (tmp = op->above; tmp; tmp = tmp->above)
441 /* Comment reproduced from update_buttons(): */ 466 /* Comment reproduced from update_buttons(): */
442 /* Basically, if the move_type matches that on what the 467 /* Basically, if the move_type matches that on what the
443 * button wants, we count it. The second check is so that 468 * button wants, we count it. The second check is so that
444 * objects that don't move (swords, etc) will count. Note that 469 * objects that don't move (swords, etc) will count. Note that
445 * this means that more work is needed to make buttons 470 * this means that more work is needed to make buttons
446 * that are only triggered by flying objects. 471 * that are only triggered by flying objects.
447 */ 472 */
448 473
449 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 474 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
475 {
450 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 476 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
451 + tmp->carrying;
452 } 477 }
453 if (tot >= op->weight) 478 if (tot >= op->weight)
454 push = 1; 479 push = 1;
455 if (op->stats.ac == push) 480 if (op->stats.ac == push)
456 return 0; 481 return 0;
457 op->stats.ac = push; 482 op->stats.ac = push;
458 if (NUM_ANIMATIONS(op) > 1) { 483 if (NUM_ANIMATIONS (op) > 1)
484 {
459 SET_ANIMATION (op, push); 485 SET_ANIMATION (op, push);
460 update_object (op, UP_OBJ_FACE); 486 update_object (op, UP_OBJ_FACE);
461 } 487 }
462 if (in_movement || ! push) 488 if (in_movement || !push)
463 return 0; 489 return 0;
464 } 490 }
465 trigger_move (op, push); 491 trigger_move (op, push);
466 } 492 }
467 return 0; 493 return 0;
468 494
469 case TRIGGER_PEDESTAL: 495 case TRIGGER_PEDESTAL:
470 if (cause) { 496 if (cause)
497 {
471 for (tmp = op->above; tmp; tmp = tmp->above) { 498 for (tmp = op->above; tmp; tmp = tmp->above)
499 {
472 object *head = tmp->head ? tmp->head : tmp; 500 object *head = tmp->head ? tmp->head : tmp;
473 501
474 /* See comment in TRIGGER_BUTTON about move_types */ 502 /* See comment in TRIGGER_BUTTON about move_types */
475 if (((head->move_type & op->move_on) || head->move_type==0) 503 if (((head->move_type & op->move_on) || head->move_type == 0)
476 && (head->race==op->slaying ||
477 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 504 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
505 {
478 push = 1; 506 push = 1;
479 break; 507 break;
480 } 508 }
481 } 509 }
482 if (op->stats.ac == push) 510 if (op->stats.ac == push)
483 return 0; 511 return 0;
484 op->stats.ac = push; 512 op->stats.ac = push;
485 if (NUM_ANIMATIONS(op) > 1) { 513 if (NUM_ANIMATIONS (op) > 1)
514 {
486 SET_ANIMATION (op, push); 515 SET_ANIMATION (op, push);
487 update_object (op, UP_OBJ_FACE); 516 update_object (op, UP_OBJ_FACE);
488 } 517 }
489 update_object(op,UP_OBJ_FACE); 518 update_object (op, UP_OBJ_FACE);
490 if (in_movement || ! push) 519 if (in_movement || !push)
491 return 0; 520 return 0;
492 } 521 }
493 trigger_move (op, push); 522 trigger_move (op, push);
494 return 0; 523 return 0;
495 524
496 case TRIGGER_ALTAR: 525 case TRIGGER_ALTAR:
497 if (cause) { 526 if (cause)
527 {
498 if (in_movement) 528 if (in_movement)
499 return 0; 529 return 0;
500 if (operate_altar (op, &cause)) { 530 if (operate_altar (op, &cause))
531 {
501 if (NUM_ANIMATIONS(op) > 1) { 532 if (NUM_ANIMATIONS (op) > 1)
533 {
502 SET_ANIMATION (op, 1); 534 SET_ANIMATION (op, 1);
503 update_object(op, UP_OBJ_FACE); 535 update_object (op, UP_OBJ_FACE);
504 } 536 }
505 if (op->last_sp >= 0) { 537 if (op->last_sp >= 0)
538 {
506 trigger_move (op, 1); 539 trigger_move (op, 1);
507 if (op->last_sp > 0) 540 if (op->last_sp > 0)
508 op->last_sp = -op->last_sp; 541 op->last_sp = -op->last_sp;
509 } 542 }
510 else { 543 else
544 {
511 /* for trigger altar with last_sp, the ON/OFF 545 /* for trigger altar with last_sp, the ON/OFF
512 * status (-> +/- value) is "simulated": 546 * status (-> +/- value) is "simulated":
513 */ 547 */
514 op->value = !op->value; 548 op->value = !op->value;
515 trigger_move (op, 1); 549 trigger_move (op, 1);
516 op->last_sp = -op->last_sp; 550 op->last_sp = -op->last_sp;
517 op->value = !op->value; 551 op->value = !op->value;
518 } 552 }
519 return cause == NULL; 553 return cause == NULL;
554 }
520 } else { 555 else
556 {
521 return 0; 557 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 } 558 }
542 } 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 }
543 return 0; 583 return 0;
544 584
545 case TRIGGER: 585 case TRIGGER:
546 if (cause) { 586 if (cause)
587 {
547 if (in_movement) 588 if (in_movement)
548 return 0; 589 return 0;
549 push = 1; 590 push = 1;
550 } 591 }
551 if (NUM_ANIMATIONS(op) > 1) { 592 if (NUM_ANIMATIONS (op) > 1)
593 {
552 SET_ANIMATION (op, push); 594 SET_ANIMATION (op, push);
553 update_object(op, UP_OBJ_FACE); 595 update_object (op, UP_OBJ_FACE);
554 } 596 }
555 trigger_move (op, push); 597 trigger_move (op, push);
556 return 1; 598 return 1;
557 599
558 default: 600 default:
559 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);
560 return 0; 602 return 0;
561 } 603 }
562} 604}
563 605
606void
564void add_button_link(object *button, mapstruct *map, int connected) { 607add_button_link (object *button, mapstruct *map, int connected)
608{
565 oblinkpt *obp; 609 oblinkpt *obp;
566 objectlink *ol = get_objectlink(); 610 objectlink *ol = get_objectlink ();
567 611
568 if (!map) { 612 if (!map)
613 {
569 LOG(llevError, "Tried to add button-link without map.\n"); 614 LOG (llevError, "Tried to add button-link without map.\n");
570 return; 615 return;
571 } 616 }
617 if (!editor)
572 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
573 a connected map from a template map. */ 619 a connected map from a template map. */
620
574/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 621/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
575 622
576 SET_FLAG(button,FLAG_IS_LINKED); 623 SET_FLAG (button, FLAG_IS_LINKED);
577 624
578 ol->ob = button; 625 ol->ob = button;
579 ol->id = button->count; 626 ol->id = button->count;
580 627
581 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 628 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
582 629
583 if (obp) { 630 if (obp)
631 {
584 ol->next = obp->link; 632 ol->next = obp->link;
585 obp->link = ol; 633 obp->link = ol;
634 }
586 } else { 635 else
636 {
587 obp = get_objectlinkpt(); 637 obp = get_objectlinkpt ();
588 obp->value = connected; 638 obp->value = connected;
589 639
590 obp->next = map->buttons; 640 obp->next = map->buttons;
591 map->buttons = obp; 641 map->buttons = obp;
592 obp->link = ol; 642 obp->link = ol;
593 } 643 }
594} 644}
595 645
596/* 646/*
597 * 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.
598 * This is only needed by editors. 648 * This is only needed by editors.
599 */ 649 */
600 650
651void
601void remove_button_link(object *op) { 652remove_button_link (object *op)
653{
602 oblinkpt *obp; 654 oblinkpt *obp;
603 objectlink **olp, *ol; 655 objectlink **olp, *ol;
604 656
605 if (op->map == NULL) { 657 if (op->map == NULL)
658 {
606 LOG(llevError, "remove_button_link() in object without map.\n"); 659 LOG (llevError, "remove_button_link() in object without map.\n");
607 return; 660 return;
608 } 661 }
609 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 662 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
663 {
610 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 664 LOG (llevError, "remove_button_linked() in unlinked object.\n");
611 return; 665 return;
612 } 666 }
613 for (obp = op->map->buttons; obp; obp = obp->next) 667 for (obp = op->map->buttons; obp; obp = obp->next)
614 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 668 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
615 if (ol->ob == op) { 669 if (ol->ob == op)
670 {
671
616/* 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",
617 obp->value, op->name, op->map->path); 673 obp->value, op->name, op->map->path);
618*/ 674*/
619 *olp = ol->next; 675 *olp = ol->next;
620 free(ol); 676 free (ol);
621 return; 677 return;
622 } 678 }
623 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 679 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
624 CLEAR_FLAG(op,FLAG_IS_LINKED); 680 CLEAR_FLAG (op, FLAG_IS_LINKED);
625} 681}
626 682
627/* 683/*
628 * Gets the objectlink for this connection from the map. 684 * Gets the objectlink for this connection from the map.
629 */ 685 */
686oblinkpt *
630oblinkpt *get_connection_links (mapstruct *map, long connection) 687get_connection_links (mapstruct *map, long connection)
631{ 688{
632 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 689 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
633 if (obp->value == connection) 690 if (obp->value == connection)
634 return obp; 691 return obp;
635 return 0; 692 return 0;
636} 693}
637 694
638/* 695/*
639 * Return the first objectlink in the objects linked to this one 696 * Return the first objectlink in the objects linked to this one
640 */ 697 */
641 698
699oblinkpt *
642oblinkpt *get_button_links(const object *button) { 700get_button_links (const object *button)
701{
643 oblinkpt *obp; 702 oblinkpt *obp;
644 objectlink *ol; 703 objectlink *ol;
645 704
646 if (!button->map) 705 if (!button->map)
647 return NULL; 706 return NULL;
654 713
655/* 714/*
656 * Made as a separate function to increase efficiency 715 * Made as a separate function to increase efficiency
657 */ 716 */
658 717
718int
659int get_button_value(const object *button) { 719get_button_value (const object *button)
720{
660 oblinkpt *obp; 721 oblinkpt *obp;
661 objectlink *ol; 722 objectlink *ol;
662 723
663 if (!button->map) 724 if (!button->map)
664 return 0; 725 return 0;
675 * If floor is to be triggered must have 736 * If floor is to be triggered must have
676 * a speed of zero (default is 1 for all 737 * a speed of zero (default is 1 for all
677 * but the charm floor type). 738 * but the charm floor type).
678 * by b.t. thomas@nomad.astro.psu.edu 739 * by b.t. thomas@nomad.astro.psu.edu
679 */ 740 */
680 741
742void
681void do_mood_floor(object *op, object *source) { 743do_mood_floor (object *op, object *source)
744{
682 object *tmp; 745 object *tmp;
683 object *tmp2; 746 object *tmp2;
684 747
685 if (!source) 748 if (!source)
686 source = op; 749 source = op;
687 750
688 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)
689 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 752 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break;
690 754
691 /* 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
692 * be a monster here. 756 * be a monster here.
693 */ 757 */
694 if (!tmp || tmp->type == PLAYER) return; 758 if (!tmp || tmp->type == PLAYER)
759 return;
695 760
696 switch(op->last_sp) { 761 switch (op->last_sp)
762 {
697 case 0: /* furious--make all monsters mad */ 763 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)&& 764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
717 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
718 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); 765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
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 }
719 break; 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;
720 case 2: /* calm -- pacify unfriendly monsters */ 786 case 2: /* calm -- pacify unfriendly monsters */
721 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
722 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
723 break; 789 break;
724 case 3: /* make all monsters fall asleep */ 790 case 3: /* make all monsters fall asleep */
725 if(!QUERY_FLAG(tmp, FLAG_SLEEP)) 791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
726 SET_FLAG(tmp, FLAG_SLEEP); 792 SET_FLAG (tmp, FLAG_SLEEP);
727 break; 793 break;
728 case 4: /* charm all monsters */ 794 case 4: /* charm all monsters */
729 if (op == source) break; /* only if 'connected' */ 795 if (op == source)
796 break; /* only if 'connected' */
730 797
731 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 798 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
732 tmp2->type!=PLAYER;tmp2=tmp2->above) 799 tmp2->type != PLAYER; tmp2 = tmp2->above)
733 if(tmp2->above==NULL) break; 800 if (tmp2->above == NULL)
801 break;
734 802
735 if (tmp2->type != PLAYER) 803 if (tmp2->type != PLAYER)
736 break; 804 break;
737 set_owner(tmp,tmp2); 805 set_owner (tmp, tmp2);
738 SET_FLAG(tmp,FLAG_MONSTER); 806 SET_FLAG (tmp, FLAG_MONSTER);
739 tmp->stats.exp = 0; 807 tmp->stats.exp = 0;
740 SET_FLAG(tmp, FLAG_FRIENDLY); 808 SET_FLAG (tmp, FLAG_FRIENDLY);
741 add_friendly_object (tmp); 809 add_friendly_object (tmp);
742 tmp->attack_movement = PETMOVE; 810 tmp->attack_movement = PETMOVE;
743 break; 811 break;
744 812
745 default: 813 default:
746 break; 814 break;
747
748 } 815 }
749} 816}
750 817
751/* this function returns the object it matches, or NULL if non. 818/* this function returns the object it matches, or NULL if non.
752 * It will descend through containers to find the object. 819 * It will descend through containers to find the object.
753 * slaying = match object slaying flag 820 * slaying = match object slaying flag
754 * race = match object archetype name flag 821 * race = match object archetype name flag
755 * hp = match object type (excpt type '0'== PLAYER) 822 * hp = match object type (excpt type '0'== PLAYER)
756 */ 823 */
757 824
825object *
758object * check_inv_recursive(object *op, const object *trig) 826check_inv_recursive (object *op, const object *trig)
759{ 827{
760 object *tmp,*ret=NULL; 828 object *tmp, *ret = NULL;
761 829
762 /* First check the object itself. */ 830 /* First check the object itself. */
763 if((trig->stats.hp && (op->type == trig->stats.hp)) 831 if ((trig->stats.hp && (op->type == trig->stats.hp))
764 || (trig->slaying && (op->slaying == trig->slaying)) 832 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race)))
765 || (trig->race && (op->arch->name == trig->race)))
766 return op; 833 return op;
767 834
768 for(tmp=op->inv; tmp; tmp=tmp->below) { 835 for (tmp = op->inv; tmp; tmp = tmp->below)
836 {
769 if (tmp->inv) { 837 if (tmp->inv)
838 {
770 ret=check_inv_recursive(tmp, trig); 839 ret = check_inv_recursive (tmp, trig);
840 if (ret)
771 if (ret) return ret; 841 return ret;
772 } 842 }
773 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 843 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
774 || (trig->slaying && (tmp->slaying == trig->slaying)) 844 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race)))
775 || (trig->race && (tmp->arch->name == trig->race)))
776 return tmp; 845 return tmp;
777 } 846 }
778 return NULL; 847 return NULL;
779} 848}
780 849
781/* check_inv(), a function to search the inventory, 850/* check_inv(), a function to search the inventory,
782 * of a player and then based on a set of conditions, 851 * of a player and then based on a set of conditions,
783 * the square will activate connected items. 852 * the square will activate connected items.
785 * Values are: last_sp = 1/0 obj/no obj triggers 854 * Values are: last_sp = 1/0 obj/no obj triggers
786 * last_heal = 1/0 remove/dont remove obj if triggered 855 * last_heal = 1/0 remove/dont remove obj if triggered
787 * -b.t. (thomas@nomad.astro.psu.edu 856 * -b.t. (thomas@nomad.astro.psu.edu
788 */ 857 */
789 858
859void
790void check_inv (object *op, object *trig) { 860check_inv (object *op, object *trig)
861{
791object *match; 862 object *match;
792 863
793 if(op->type != PLAYER) return; 864 if (op->type != PLAYER)
865 return;
794 match = check_inv_recursive(op,trig); 866 match = check_inv_recursive (op, trig);
795 if (match && trig->last_sp) { 867 if (match && trig->last_sp)
868 {
796 if(trig->last_heal) 869 if (trig->last_heal)
797 decrease_ob(match); 870 decrease_ob (match);
798 use_trigger(trig); 871 use_trigger (trig);
799 } 872 }
800 else if (!match && !trig->last_sp) 873 else if (!match && !trig->last_sp)
801 use_trigger(trig); 874 use_trigger (trig);
802} 875}
803 876
804 877
805/* This does a minimal check of the button link consistency for object 878/* 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 879 * map. All it really does it much sure the object id link that is set
807 * matches what the object has. 880 * matches what the object has.
808 */ 881 */
882void
809void verify_button_links(const mapstruct *map) { 883verify_button_links (const mapstruct *map)
884{
810 oblinkpt *obp; 885 oblinkpt *obp;
811 objectlink *ol; 886 objectlink *ol;
812 887
813 if (!map) return; 888 if (!map)
889 return;
814 890
815 for (obp = map->buttons; obp; obp = obp->next) { 891 for (obp = map->buttons; obp; obp = obp->next)
892 {
816 for (ol=obp->link; ol; ol=ol->next) { 893 for (ol = obp->link; ol; ol = ol->next)
894 {
817 if (ol->id!=ol->ob->count) 895 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); 896 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
819 } 897 }
820 } 898 }
821} 899}

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