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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 1.14 by root, Wed Dec 13 03:28:42 2006 UTC

1/*
2 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.1 2006/08/13 17:16:00 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
32/* 27/*
33 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
34 */ 29 */
35 30
36/* 31/*
32 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated.
34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
35 * The source argument can be 0 or the source object for this activation.
36 */
37void
38activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next)
43 {
44 if (!ol->ob)
45 {
46 LOG (llevError, "Internal error in activate_connection_link.\n");
47 continue;
48 }
49
50 /* a button link object can become freed when the map is saving. As
51 * a map is saved, objects are removed and freed, and if an object is
52 * on top of a button, this function is eventually called. If a map
53 * is getting moved out of memory, the status of buttons and levers
54 * probably isn't important - it will get sorted out when the map is
55 * re-loaded. As such, just exit this function if that is the case.
56 */
57
58 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return;
60 tmp = ol->ob;
61
62 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue;
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue;
67
68 switch (tmp->type)
69 {
70 case GATE:
71 case HOLE:
72 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5;
74 update_ob_speed (tmp);
75 break;
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
127 case DIRECTOR:
128 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp);
131 else
132 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
135 animate_turning (tmp);
136 }
137 break;
138
139 case TELEPORTER:
140 move_teleporter (tmp);
141 break;
142
143 case CREATOR:
144 move_creator (tmp);
145 break;
146
147 case TRIGGER_MARKER:
148 move_marker (tmp);
149 break;
150
151 case DUPLICATOR:
152 move_duplicator (tmp);
153 break;
154 }
155 }
156}
157
158/*
159 * elmex:
160 * This is the new push_button function, it got split up so that
161 * you can activate connections without a button now!
162 * old but still valid comment:
163 *
37 * Push the specified object. This can affect other buttons/gates/handles 164 * Push the specified object. This can affect other buttons/gates/handles
38 * altars/pedestals/holes in the whole map. 165 * altars/pedestals/holes in the whole map.
39 * Changed the routine to loop through _all_ objects. 166 * Changed the routine to loop through _all_ objects.
40 * Better hurry with that linked list... 167 * Better hurry with that linked list...
41 */ 168 *
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 */ 169 */
60 170void
61 if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; 171push_button (object *op)
62 tmp = ol->ob; 172{
173 oblinkpt *obp = get_button_links (op);
63 174
64 /* if the criteria isn't appropriate, don't do anything */ 175 if (!obp)
65 if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; 176 return;
66 if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue;
67 177
68 switch(tmp->type) { 178 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
179 return;
69 180
70 case GATE: 181 activate_connection_link (obp->link, op->value, op);
71 case HOLE: 182}
72 tmp->value=tmp->stats.maxsp?!op->value:op->value;
73 tmp->speed=0.5;
74 update_ob_speed(tmp);
75 break;
76 183
77 case CF_HANDLE: 184/*
78 SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value)); 185 * elmex:
79 update_object(tmp,UP_OBJ_FACE); 186 * This activates a connection, similar to push_button (object *op) but it takes
80 break; 187 * only a map, a connection value and a true or false flag that indicated whether
81 188 * the connection was 'state' or 'released'. So that you can activate objects
82 case SIGN: 189 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { 190 *
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 */ 191 */
115 for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) { 192void
116 tmp->speed = tmp->head->speed; 193activate_connection (maptile *map, long connection, bool state)
117 tmp->value = tmp->head->value; 194{
118 tmp->stats.sp = tmp->head->stats.sp; 195 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
119 tmp->stats.hp = tmp->head->stats.hp; 196 return;
120 update_ob_speed(tmp);
121 }
122 break;
123 197
124 case DIRECTOR: 198 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;
133 199
134 case TELEPORTER: 200 if (obp)
135 move_teleporter(tmp); 201 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} 202}
152 203
153/* 204/*
154 * Updates everything connected with the button op. 205 * Updates everything connected with the button op.
155 * 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
156 * 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
157 * button reacts to the (eventual) change of state. 208 * button reacts to the (eventual) change of state.
158 */ 209 */
159 210
211void
160void update_button(object *op) { 212update_button (object *op)
213{
161 object *ab,*tmp,*head; 214 object *ab, *tmp, *head;
162 int tot,any_down=0, old_value=op->value; 215 int tot, any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0;
163 objectlink *ol; 217 objectlink *ol;
164 218
219 obp = get_button_links (op);
165 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp)
166 for (ol = get_button_links(op); ol; ol = ol->next) { 222 for (ol = obp->link; ol; ol = ol->next)
167 if (!ol->ob || ol->ob->count != ol->id) { 223 {
224 if (!ol->ob)
225 {
168 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 226 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
169 continue; 227 continue;
170 } 228 }
171 tmp = ol->ob; 229
230 tmp = ol->ob;
172 if (tmp->type==BUTTON) { 231 if (tmp->type == BUTTON)
232 {
173 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 233 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
174 /* Bug? The pedestal code below looks for the head of 234 /* Bug? The pedestal code below looks for the head of
175 * 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
176 * for head here also. Maybe it also makese sense to 236 * for head here also. Maybe it also makese sense to
177 * make the for ab=tmp->above loop common, and alter 237 * make the for ab=tmp->above loop common, and alter
178 * behaviour based on object within that loop? 238 * behaviour based on object within that loop?
179 */ 239 */
180 240
181 /* Basically, if the move_type matches that on what the 241 /* Basically, if the move_type matches that on what the
182 * button wants, we count it. The second check is so that 242 * button wants, we count it. The second check is so that
183 * objects don't move (swords, etc) will count. Note that 243 * objects don't move (swords, etc) will count. Note that
184 * this means that more work is needed to make buttons 244 * this means that more work is needed to make buttons
185 * that are only triggered by flying objects. 245 * that are only triggered by flying objects.
186 */ 246 */
187 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
188 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 248 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
189 249
190 tmp->value=(tot>=tmp->weight)?1:0; 250 tmp->value = (tot >= tmp->weight) ? 1 : 0;
191 if(tmp->value) 251 if (tmp->value)
192 any_down=1; 252 any_down = 1;
253 }
193 } else if (tmp->type == PEDESTAL) { 254 else if (tmp->type == PEDESTAL)
255 {
194 tmp->value = 0; 256 tmp->value = 0;
195 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 257 for (ab = tmp->above; ab != NULL; ab = ab->above)
258 {
196 head = ab->head ? ab->head : ab; 259 head = ab->head ? ab->head : ab;
197 /* Same note regarding move_type for buttons above apply here. */ 260 /* Same note regarding move_type for buttons above apply here. */
198 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 261 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
199 (head->race==tmp->slaying || 262 (head->race == tmp->slaying ||
200 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 263 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
201 (!strcmp (tmp->slaying, "player") && 264 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
202 head->type == PLAYER))) 265 tmp->value = 1;
203 tmp->value = 1; 266 }
204 }
205 if(tmp->value) 267 if (tmp->value)
206 any_down=1; 268 any_down = 1;
207 } 269 }
208 } 270 }
209 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 */
210 op->value=1; 272 op->value = 1;
211 273
212 /* If this button hasn't changed, don't do anything */ 274 /* If this button hasn't changed, don't do anything */
213 if (op->value != old_value) { 275 if (op->value != old_value)
276 {
214 SET_ANIMATION(op, op->value); 277 SET_ANIMATION (op, op->value);
215 update_object(op, UP_OBJ_FACE); 278 update_object (op, UP_OBJ_FACE);
216 push_button(op); /* Make all other buttons the same */ 279 push_button (op); /* Make all other buttons the same */
217 } 280 }
218} 281}
219 282
220/* 283/*
221 * 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).
222 */ 285 */
223 286
224void update_buttons(mapstruct *m) { 287void
288update_buttons (maptile *m)
289{
225 objectlink *ol; 290 objectlink *ol;
226 oblinkpt *obp; 291 oblinkpt *obp;
292
227 for (obp = m->buttons; obp; obp = obp->next) 293 for (obp = m->buttons; obp; obp = obp->next)
228 for (ol = obp->link; ol; ol = ol->next) { 294 for (ol = obp->link; ol; ol = ol->next)
229 if (!ol->ob || ol->ob->count != ol->id) { 295 {
296 if (!ol->ob)
297 {
230 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",
231 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);
232 ol->ob?ol->ob->x:-1,
233 ol->ob?ol->ob->y:-1,
234 ol->id,
235 obp->value);
236 continue; 300 continue;
301 }
302
303 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
304 {
305 update_button (ol->ob);
306 break;
307 }
237 } 308 }
238 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
239 {
240 update_button(ol->ob);
241 break;
242 }
243 }
244} 309}
245 310
311void
246void use_trigger(object *op) 312use_trigger (object *op)
247{ 313{
248 314
249 /* Toggle value */ 315 /* Toggle value */
250 op->value = !op->value; 316 op->value = !op->value;
251 push_button(op); 317 push_button (op);
252} 318}
253 319
254/* 320/*
255 * Note: animate_object should be used instead of this, 321 * Note: animate_object should be used instead of this,
256 * but it can't handle animations in the 8 directions 322 * but it can't handle animations in the 8 directions
257 */ 323 */
258 324
325void
259void animate_turning(object *op) /* only one part objects */ 326animate_turning (object *op) /* only one part objects */
260{ 327{
261 if (++op->state >= NUM_ANIMATIONS(op)/8) 328 if (++op->state >= NUM_ANIMATIONS (op) / 8)
262 op->state=0; 329 op->state = 0;
263 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);
264 op->state);
265 update_object(op,UP_OBJ_FACE); 331 update_object (op, UP_OBJ_FACE);
266} 332}
267 333
268#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 334#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 335#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270 336
276 * 342 *
277 * 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
278 * 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
279 * objects on the same space that take the same sacrifice. 345 * objects on the same space that take the same sacrifice.
280 */ 346 */
281 347
348int
282int check_altar_sacrifice (const object *altar, const object *sacrifice) 349check_altar_sacrifice (const object *altar, const object *sacrifice)
283{ 350{
284 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 351 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 { 352 {
288 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 353 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
289 ARCH_SACRIFICE(altar) == sacrifice->name || 354 ARCH_SACRIFICE (altar) == sacrifice->name ||
290 ARCH_SACRIFICE(altar) == sacrifice->slaying || 355 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
291 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 356 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
292 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 357 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
293 return 1; 358 return 1;
294 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
295 && sacrifice->type == MONEY
296 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
297 return 1; 361 return 1;
298 } 362 }
299 return 0; 363 return 0;
300} 364}
301
302 365
303/* 366/*
304 * operate_altar checks if sacrifice was accepted and removes sacrificed 367 * operate_altar checks if sacrifice was accepted and removes sacrificed
305 * 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
306 * call check_altar_sacrifice (above) than depend on the return value, 369 * call check_altar_sacrifice (above) than depend on the return value,
307 * since operate_altar will remove the sacrifice also. 370 * since operate_altar will remove the sacrifice also.
308 * 371 *
309 * 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
310 * 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.
311 */ 374 */
312 375int
313int operate_altar (object *altar, object **sacrifice) 376operate_altar (object *altar, object **sacrifice)
314{ 377{
315
316 if ( ! altar->map) { 378 if (!altar->map)
379 {
317 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 380 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318 return 0; 381 return 0;
319 } 382 }
320 383
321 if (!altar->slaying || altar->value) 384 if (!altar->slaying || altar->value)
322 return 0; 385 return 0;
323 386
324 if ( ! check_altar_sacrifice (altar, *sacrifice)) 387 if (!check_altar_sacrifice (altar, *sacrifice))
325 return 0; 388 return 0;
326 389
327 /* check_altar_sacrifice should have already verified that enough money 390 /* check_altar_sacrifice should have already verified that enough money
328 * has been dropped. 391 * has been dropped.
329 */ 392 */
330 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 393 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
394 {
331 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 395 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
332 396
333 /* Round up any sacrifices. Altars don't make change either */ 397 /* Round up any sacrifices. Altars don't make change either */
334 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 398 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
399 number++;
400
335 *sacrifice = decrease_ob_nr (*sacrifice, number); 401 *sacrifice = decrease_ob_nr (*sacrifice, number);
336 } 402 }
337 else 403 else
338 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 404 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
339 405
340 if (altar->msg) 406 if (altar->msg)
341 new_info_map(NDI_BLACK, altar->map, altar->msg); 407 new_info_map (NDI_BLACK, altar->map, altar->msg);
408
342 return 1; 409 return 1;
343} 410}
344 411
412void
345void trigger_move (object *op, int state) /* 1 down and 0 up */ 413trigger_move (object *op, int state) /* 1 down and 0 up */
346{ 414{
347 op->stats.wc = state; 415 op->stats.wc = state;
348 if (state) { 416 if (state)
349 use_trigger(op); 417 {
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); 418 use_trigger (op);
358 op->speed = 0; 419 if (op->stats.exp > 0) /* check sanity */
420 op->speed = 1.0 / op->stats.exp;
421 else
422 op->speed = 1.0;
359 update_ob_speed(op); 423 update_ob_speed (op);
424 op->speed_left = -1;
425 }
426 else
427 {
428 use_trigger (op);
429 op->speed = 0;
430 update_ob_speed (op);
360 } 431 }
361} 432}
362 433
363 434
364/* 435/*
371 * 442 *
372 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 443 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373 * 444 *
374 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 445 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375 */ 446 */
447int
376int check_trigger (object *op, object *cause) 448check_trigger (object *op, object *cause)
377{ 449{
378 object *tmp; 450 object *tmp;
379 int push = 0, tot = 0; 451 int push = 0, tot = 0;
380 int in_movement = op->stats.wc || op->speed; 452 int in_movement = op->stats.wc || op->speed;
381 453
382 switch (op->type) { 454 switch (op->type)
455 {
383 case TRIGGER_BUTTON: 456 case TRIGGER_BUTTON:
384 if (op->weight > 0) { 457 if (op->weight > 0)
385 if (cause) { 458 {
459 if (cause)
460 {
386 for (tmp = op->above; tmp; tmp = tmp->above) 461 for (tmp = op->above; tmp; tmp = tmp->above)
387 /* Comment reproduced from update_buttons(): */ 462 /* Comment reproduced from update_buttons(): */
388 /* Basically, if the move_type matches that on what the 463 /* Basically, if the move_type matches that on what the
389 * button wants, we count it. The second check is so that 464 * button wants, we count it. The second check is so that
390 * objects that don't move (swords, etc) will count. Note that 465 * objects that don't move (swords, etc) will count. Note that
391 * this means that more work is needed to make buttons 466 * this means that more work is needed to make buttons
392 * that are only triggered by flying objects. 467 * that are only triggered by flying objects.
393 */ 468 */
394 469
395 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 470 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
396 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 471 {
397 + tmp->carrying; 472 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
398 } 473 }
399 if (tot >= op->weight) 474 if (tot >= op->weight)
400 push = 1; 475 push = 1;
401 if (op->stats.ac == push) 476 if (op->stats.ac == push)
402 return 0; 477 return 0;
403 op->stats.ac = push; 478 op->stats.ac = push;
404 if (NUM_ANIMATIONS(op) > 1) { 479 if (NUM_ANIMATIONS (op) > 1)
480 {
405 SET_ANIMATION (op, push); 481 SET_ANIMATION (op, push);
406 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
407 } 483 }
408 if (in_movement || ! push) 484 if (in_movement || !push)
409 return 0; 485 return 0;
410 } 486 }
411 trigger_move (op, push); 487 trigger_move (op, push);
412 } 488 }
413 return 0; 489 return 0;
414 490
415 case TRIGGER_PEDESTAL: 491 case TRIGGER_PEDESTAL:
416 if (cause) { 492 if (cause)
493 {
417 for (tmp = op->above; tmp; tmp = tmp->above) { 494 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 } 495 {
435 update_object(op,UP_OBJ_FACE); 496 object *head = tmp->head ? tmp->head : tmp;
436 if (in_movement || ! push)
437 return 0;
438 }
439 trigger_move (op, push);
440 return 0;
441 497
442 case TRIGGER_ALTAR: 498 /* See comment in TRIGGER_BUTTON about move_types */
443 if (cause) { 499 if (((head->move_type & op->move_on) || head->move_type == 0)
444 if (in_movement) 500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
445 return 0; 501 {
446 if (operate_altar (op, &cause)) { 502 push = 1;
447 if (NUM_ANIMATIONS(op) > 1) { 503 break;
448 SET_ANIMATION (op, 1);
449 update_object(op, UP_OBJ_FACE);
450 } 504 }
451 if (op->last_sp >= 0) { 505 }
452 trigger_move (op, 1); 506 if (op->stats.ac == push)
453 if (op->last_sp > 0) 507 return 0;
454 op->last_sp = -op->last_sp; 508 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) { 509 if (NUM_ANIMATIONS (op) > 1)
471 SET_ANIMATION (op, 0);
472 update_object(op, UP_OBJ_FACE);
473 } 510 {
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); 511 SET_ANIMATION (op, push);
499 update_object(op, UP_OBJ_FACE); 512 update_object (op, UP_OBJ_FACE);
513 }
514 update_object (op, UP_OBJ_FACE);
515 if (in_movement || !push)
516 return 0;
500 } 517 }
501 trigger_move (op, push); 518 trigger_move (op, push);
519 return 0;
520
521 case TRIGGER_ALTAR:
522 if (cause)
523 {
524 if (in_movement)
525 return 0;
526 if (operate_altar (op, &cause))
527 {
528 if (NUM_ANIMATIONS (op) > 1)
529 {
530 SET_ANIMATION (op, 1);
531 update_object (op, UP_OBJ_FACE);
532 }
533 if (op->last_sp >= 0)
534 {
535 trigger_move (op, 1);
536 if (op->last_sp > 0)
537 op->last_sp = -op->last_sp;
538 }
539 else
540 {
541 /* for trigger altar with last_sp, the ON/OFF
542 * status (-> +/- value) is "simulated":
543 */
544 op->value = !op->value;
545 trigger_move (op, 1);
546 op->last_sp = -op->last_sp;
547 op->value = !op->value;
548 }
549 return cause == NULL;
550 }
551 else
552 {
553 return 0;
554 }
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 }
579 return 0;
580
581 case TRIGGER:
582 if (cause)
583 {
584 if (in_movement)
585 return 0;
586 push = 1;
587 }
588 if (NUM_ANIMATIONS (op) > 1)
589 {
590 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE);
592 }
593 trigger_move (op, push);
502 return 1; 594 return 1;
503 595
504 default: 596 default:
505 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);
506 return 0; 598 return 0;
507 } 599 }
508} 600}
509 601
602void
510void add_button_link(object *button, mapstruct *map, int connected) { 603add_button_link (object *button, maptile *map, int connected)
604{
511 oblinkpt *obp; 605 oblinkpt *obp;
512 objectlink *ol = get_objectlink(); 606 objectlink *ol = get_objectlink ();
513 607
514 if (!map) { 608 if (!map)
609 {
515 LOG(llevError, "Tried to add button-link without map.\n"); 610 LOG (llevError, "Tried to add button-link without map.\n");
516 return; 611 return;
517 } 612 }
613 if (!editor)
518 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
519 a connected map from a template map. */ 615 a connected map from a template map. */
616
520/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 617/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
521 618
522 SET_FLAG(button,FLAG_IS_LINKED); 619 SET_FLAG (button, FLAG_IS_LINKED);
523 620
524 ol->ob = button; 621 ol->ob = button;
525 ol->id = button->count;
526 622
527 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 623 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
528 624
529 if (obp) { 625 if (obp)
626 {
530 ol->next = obp->link; 627 ol->next = obp->link;
531 obp->link = ol; 628 obp->link = ol;
629 }
532 } else { 630 else
631 {
533 obp = get_objectlinkpt(); 632 obp = get_objectlinkpt ();
534 obp->value = connected; 633 obp->value = connected;
535 634
536 obp->next = map->buttons; 635 obp->next = map->buttons;
537 map->buttons = obp; 636 map->buttons = obp;
538 obp->link = ol; 637 obp->link = ol;
539 } 638 }
540} 639}
541 640
542/* 641/*
543 * 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.
544 * This is only needed by editors. 643 * This is only needed by editors.
545 */ 644 */
546 645
646void
547void remove_button_link(object *op) { 647remove_button_link (object *op)
648{
548 oblinkpt *obp; 649 oblinkpt *obp;
549 objectlink **olp, *ol; 650 objectlink **olp, *ol;
550 651
551 if (op->map == NULL) { 652 if (op->map == NULL)
653 {
552 LOG(llevError, "remove_button_link() in object without map.\n"); 654 LOG (llevError, "remove_button_link() in object without map.\n");
553 return; 655 return;
554 } 656 }
657
555 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 658 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
659 {
556 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 660 LOG (llevError, "remove_button_linked() in unlinked object.\n");
557 return; 661 return;
558 } 662 }
663
559 for (obp = op->map->buttons; obp; obp = obp->next) 664 for (obp = op->map->buttons; obp; obp = obp->next)
560 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 665 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
561 if (ol->ob == op) { 666 if (ol->ob == op)
667 {
668
562/* 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",
563 obp->value, op->name, op->map->path); 670 obp->value, op->name, op->map->path);
564*/ 671*/
565 *olp = ol->next; 672 *olp = ol->next;
566 free(ol); 673 delete ol;
567 return; 674 return;
568 } 675 }
676
569 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 677 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
570 CLEAR_FLAG(op,FLAG_IS_LINKED); 678 CLEAR_FLAG (op, FLAG_IS_LINKED);
571} 679}
572 680
681/*
682 * Gets the objectlink for this connection from the map.
683 */
684oblinkpt *
685get_connection_links (maptile *map, long connection)
686{
687 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
688 if (obp->value == connection)
689 return obp;
690
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;
706
583 for (obp = button->map->buttons; obp; obp = obp->next) 707 for (obp = button->map->buttons; obp; obp = obp->next)
584 for (ol = obp->link; ol; ol = ol->next) 708 for (ol = obp->link; ol; ol = ol->next)
585 if (ol->ob == button && ol->id == button->count) 709 if (ol->ob == button)
586 return obp->link; 710 return obp;
711
587 return NULL; 712 return NULL;
588} 713}
589 714
590/* 715/*
591 * Made as a separate function to increase efficiency 716 * Made as a separate function to increase efficiency
592 */ 717 */
593 718
719int
594int get_button_value(const object *button) { 720get_button_value (const object *button)
721{
595 oblinkpt *obp; 722 oblinkpt *obp;
596 objectlink *ol; 723 objectlink *ol;
597 724
598 if (!button->map) 725 if (!button->map)
599 return 0; 726 return 0;
600 for (obp = button->map->buttons; obp; obp = obp->next) 727 for (obp = button->map->buttons; obp; obp = obp->next)
601 for (ol = obp->link; ol; ol = ol->next) 728 for (ol = obp->link; ol; ol = ol->next)
602 if (ol->ob == button && ol->id == button->count) 729 if (ol->ob == button)
603 return obp->value; 730 return obp->value;
604 return 0; 731 return 0;
605} 732}
606 733
607/* This routine makes monsters who are 734/* This routine makes monsters who are
610 * If floor is to be triggered must have 737 * If floor is to be triggered must have
611 * a speed of zero (default is 1 for all 738 * a speed of zero (default is 1 for all
612 * but the charm floor type). 739 * but the charm floor type).
613 * by b.t. thomas@nomad.astro.psu.edu 740 * by b.t. thomas@nomad.astro.psu.edu
614 */ 741 */
615 742
743void
616void do_mood_floor(object *op, object *op2) { 744do_mood_floor (object *op, object *source)
745{
617 object *tmp; 746 object *tmp;
618 object *tmp2; 747 object *tmp2;
619 748
749 if (!source)
750 source = op;
751
620 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)
621 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 753 if (QUERY_FLAG (tmp, FLAG_MONSTER))
754 break;
622 755
623 /* 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
624 * be a monster here. 757 * be a monster here.
625 */ 758 */
626 if (!tmp || tmp->type == PLAYER) return; 759 if (!tmp || tmp->type == PLAYER)
760 return;
627 761
628 switch(op->last_sp) { 762 switch (op->last_sp)
763 {
629 case 0: /* furious--make all monsters mad */ 764 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)&& 765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
649 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
650 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); 766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
651 break; 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 tmp->owner->contr->ranges[range_golem] = 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 tmp->set_owner (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
738/* 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
740 * matches what the object has.
741 */
742void verify_button_links(const mapstruct *map) {
743 oblinkpt *obp;
744 objectlink *ol;
745
746 if (!map) return;
747
748 for (obp = map->buttons; obp; obp = obp->next) {
749 for (ol=obp->link; ol; ol=ol->next) {
750 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);
752 }
753 }
754}

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