ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/button.C
(Generate patch)

Comparing deliantra/server/common/button.C (file contents):
Revision 1.6 by root, Sun Sep 3 00:18:39 2006 UTC vs.
Revision 1.7 by root, Sun Sep 10 16:00:23 2006 UTC

1
1/* 2/*
2 * static char *rcsid_button_c = 3 * static char *rcsid_button_c =
3 * "$Id: button.C,v 1.6 2006/09/03 00:18:39 root Exp $"; 4 * "$Id: button.C,v 1.7 2006/09/10 16:00:23 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
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 (!obp) 180 if (!obp)
180 return; 181 return;
181 182
182 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) 183 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
183 return; 184 return;
184 185
185 activate_connection_link (obp->link, op->value, op); 186 activate_connection_link (obp->link, op->value, op);
186} 187}
187 188
191 * 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
192 * 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
193 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
194 * 195 *
195 */ 196 */
197void
196void activate_connection (mapstruct *map, long connection, bool state) 198activate_connection (mapstruct *map, long connection, bool state)
197{ 199{
198 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 200 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
199 return; 201 return;
200 202
201 oblinkpt *obp = get_connection_links (map, connection); 203 oblinkpt *obp = get_connection_links (map, connection);
204
202 if (obp) 205 if (obp)
203 activate_connection_link (obp->link, state); 206 activate_connection_link (obp->link, state);
204} 207}
205 208
206/* 209/*
208 * 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
209 * 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
210 * button reacts to the (eventual) change of state. 213 * button reacts to the (eventual) change of state.
211 */ 214 */
212 215
216void
213void update_button(object *op) { 217update_button (object *op)
218{
214 object *ab,*tmp,*head; 219 object *ab, *tmp, *head;
215 int tot,any_down=0, old_value=op->value; 220 int tot, any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0; 221 oblinkpt *obp = 0;
217 objectlink *ol; 222 objectlink *ol;
218 223
219 obp = get_button_links (op); 224 obp = get_button_links (op);
220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 225 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp) 226 if (obp)
222 for (ol = obp->link; ol; ol = ol->next) { 227 for (ol = obp->link; ol; ol = ol->next)
228 {
223 if (!ol->ob || ol->ob->count != ol->id) { 229 if (!ol->ob || ol->ob->count != ol->id)
230 {
224 LOG(llevDebug, "Internal error in update_button (%s).\n", &op->name); 231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 232 continue;
226 } 233 }
227 tmp = ol->ob; 234 tmp = ol->ob;
228 if (tmp->type==BUTTON) { 235 if (tmp->type == BUTTON)
236 {
229 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of 238 /* Bug? The pedestal code below looks for the head of
231 * 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
232 * for head here also. Maybe it also makese sense to 240 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter 241 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop? 242 * behaviour based on object within that loop?
235 */ 243 */
236 244
237 /* Basically, if the move_type matches that on what the 245 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 246 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 247 * objects don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 248 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 249 * that are only triggered by flying objects.
242 */ 250 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 252 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
245 253
246 tmp->value=(tot>=tmp->weight)?1:0; 254 tmp->value = (tot >= tmp->weight) ? 1 : 0;
247 if(tmp->value) 255 if (tmp->value)
248 any_down=1; 256 any_down = 1;
257 }
249 } else if (tmp->type == PEDESTAL) { 258 else if (tmp->type == PEDESTAL)
259 {
250 tmp->value = 0; 260 tmp->value = 0;
251 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 261 for (ab = tmp->above; ab != NULL; ab = ab->above)
262 {
252 head = ab->head ? ab->head : ab; 263 head = ab->head ? ab->head : ab;
253 /* Same note regarding move_type for buttons above apply here. */ 264 /* Same note regarding move_type for buttons above apply here. */
254 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
255 (head->race==tmp->slaying || 266 (head->race == tmp->slaying ||
256 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
257 (!strcmp (tmp->slaying, "player") && 268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
258 head->type == PLAYER)))
259 tmp->value = 1; 269 tmp->value = 1;
260 } 270 }
261 if(tmp->value) 271 if (tmp->value)
262 any_down=1; 272 any_down = 1;
263 } 273 }
264 } 274 }
265 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 */
266 op->value=1; 276 op->value = 1;
267 277
268 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
269 if (op->value != old_value) { 279 if (op->value != old_value)
280 {
270 SET_ANIMATION(op, op->value); 281 SET_ANIMATION (op, op->value);
271 update_object(op, UP_OBJ_FACE); 282 update_object (op, UP_OBJ_FACE);
272 push_button(op); /* Make all other buttons the same */ 283 push_button (op); /* Make all other buttons the same */
273 } 284 }
274} 285}
275 286
276/* 287/*
277 * 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).
278 */ 289 */
279 290
291void
280void update_buttons(mapstruct *m) { 292update_buttons (mapstruct *m)
293{
281 objectlink *ol; 294 objectlink *ol;
282 oblinkpt *obp; 295 oblinkpt *obp;
296
283 for (obp = m->buttons; obp; obp = obp->next) 297 for (obp = m->buttons; obp; obp = obp->next)
284 for (ol = obp->link; ol; ol = ol->next) { 298 for (ol = obp->link; ol; ol = ol->next)
299 {
285 if (!ol->ob || ol->ob->count != ol->id) { 300 if (!ol->ob || ol->ob->count != ol->id)
301 {
286 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",
287 ol->ob?(const char *)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);
288 ol->ob?ol->ob->x:-1,
289 ol->ob?ol->ob->y:-1,
290 ol->id,
291 obp->value);
292 continue; 304 continue;
305 }
306 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
307 {
308 update_button (ol->ob);
309 break;
310 }
293 } 311 }
294 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
295 {
296 update_button(ol->ob);
297 break;
298 }
299 }
300} 312}
301 313
314void
302void use_trigger(object *op) 315use_trigger (object *op)
303{ 316{
304 317
305 /* Toggle value */ 318 /* Toggle value */
306 op->value = !op->value; 319 op->value = !op->value;
307 push_button(op); 320 push_button (op);
308} 321}
309 322
310/* 323/*
311 * Note: animate_object should be used instead of this, 324 * Note: animate_object should be used instead of this,
312 * but it can't handle animations in the 8 directions 325 * but it can't handle animations in the 8 directions
313 */ 326 */
314 327
328void
315void animate_turning(object *op) /* only one part objects */ 329animate_turning (object *op) /* only one part objects */
316{ 330{
317 if (++op->state >= NUM_ANIMATIONS(op)/8) 331 if (++op->state >= NUM_ANIMATIONS (op) / 8)
318 op->state=0; 332 op->state = 0;
319 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);
320 op->state);
321 update_object(op,UP_OBJ_FACE); 334 update_object (op, UP_OBJ_FACE);
322} 335}
323 336
324#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 337#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
325#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 338#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
326 339
332 * 345 *
333 * 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
334 * 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
335 * objects on the same space that take the same sacrifice. 348 * objects on the same space that take the same sacrifice.
336 */ 349 */
337 350
351int
338int check_altar_sacrifice (const object *altar, const object *sacrifice) 352check_altar_sacrifice (const object *altar, const object *sacrifice)
339{ 353{
340 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 354 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
341 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
342 && sacrifice->type != PLAYER)
343 { 355 {
344 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name ||
345 ARCH_SACRIFICE(altar) == sacrifice->name || 357 ARCH_SACRIFICE (altar) == sacrifice->name ||
346 ARCH_SACRIFICE(altar) == sacrifice->slaying || 358 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
347 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 359 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
348 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 360 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
349 return 1; 361 return 1;
350 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
351 && sacrifice->type == MONEY
352 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
353 return 1; 364 return 1;
354 } 365 }
355 return 0; 366 return 0;
356} 367}
357 368
358 369
359/* 370/*
364 * 375 *
365 * 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
366 * 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.
367 */ 378 */
368 379
380int
369int operate_altar (object *altar, object **sacrifice) 381operate_altar (object *altar, object **sacrifice)
370{ 382{
371 383
372 if ( ! altar->map) { 384 if (!altar->map)
385 {
373 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 386 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
374 return 0; 387 return 0;
375 } 388 }
376 389
377 if (!altar->slaying || altar->value) 390 if (!altar->slaying || altar->value)
378 return 0; 391 return 0;
379 392
380 if ( ! check_altar_sacrifice (altar, *sacrifice)) 393 if (!check_altar_sacrifice (altar, *sacrifice))
381 return 0; 394 return 0;
382 395
383 /* check_altar_sacrifice should have already verified that enough money 396 /* check_altar_sacrifice should have already verified that enough money
384 * has been dropped. 397 * has been dropped.
385 */ 398 */
386 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 399 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
400 {
387 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 401 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
388 402
389 /* Round up any sacrifices. Altars don't make change either */ 403 /* Round up any sacrifices. Altars don't make change either */
390 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 404 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
405 number++;
391 *sacrifice = decrease_ob_nr (*sacrifice, number); 406 *sacrifice = decrease_ob_nr (*sacrifice, number);
392 } 407 }
393 else 408 else
394 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 409 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
395 410
396 if (altar->msg) 411 if (altar->msg)
397 new_info_map(NDI_BLACK, altar->map, altar->msg); 412 new_info_map (NDI_BLACK, altar->map, altar->msg);
398 return 1; 413 return 1;
399} 414}
400 415
416void
401void trigger_move (object *op, int state) /* 1 down and 0 up */ 417trigger_move (object *op, int state) /* 1 down and 0 up */
402{ 418{
403 op->stats.wc = state; 419 op->stats.wc = state;
404 if (state) { 420 if (state)
421 {
405 use_trigger(op); 422 use_trigger (op);
406 if (op->stats.exp > 0) /* check sanity */ 423 if (op->stats.exp > 0) /* check sanity */
407 op->speed = 1.0 / op->stats.exp; 424 op->speed = 1.0 / op->stats.exp;
408 else 425 else
409 op->speed = 1.0; 426 op->speed = 1.0;
410 update_ob_speed(op); 427 update_ob_speed (op);
411 op->speed_left = -1; 428 op->speed_left = -1;
412 } else { 429 }
430 else
431 {
413 use_trigger(op); 432 use_trigger (op);
414 op->speed = 0; 433 op->speed = 0;
415 update_ob_speed(op); 434 update_ob_speed (op);
416 } 435 }
417} 436}
418 437
419 438
420/* 439/*
427 * 446 *
428 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 447 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
429 * 448 *
430 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 449 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
431 */ 450 */
451int
432int check_trigger (object *op, object *cause) 452check_trigger (object *op, object *cause)
433{ 453{
434 object *tmp; 454 object *tmp;
435 int push = 0, tot = 0; 455 int push = 0, tot = 0;
436 int in_movement = op->stats.wc || op->speed; 456 int in_movement = op->stats.wc || op->speed;
437 457
438 switch (op->type) { 458 switch (op->type)
459 {
439 case TRIGGER_BUTTON: 460 case TRIGGER_BUTTON:
440 if (op->weight > 0) { 461 if (op->weight > 0)
462 {
441 if (cause) { 463 if (cause)
464 {
442 for (tmp = op->above; tmp; tmp = tmp->above) 465 for (tmp = op->above; tmp; tmp = tmp->above)
443 /* Comment reproduced from update_buttons(): */ 466 /* Comment reproduced from update_buttons(): */
444 /* Basically, if the move_type matches that on what the 467 /* Basically, if the move_type matches that on what the
445 * button wants, we count it. The second check is so that 468 * button wants, we count it. The second check is so that
446 * objects that don't move (swords, etc) will count. Note that 469 * objects that don't move (swords, etc) will count. Note that
447 * this means that more work is needed to make buttons 470 * this means that more work is needed to make buttons
448 * that are only triggered by flying objects. 471 * that are only triggered by flying objects.
449 */ 472 */
450 473
451 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 474 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
475 {
452 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 476 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
453 + tmp->carrying;
454 } 477 }
455 if (tot >= op->weight) 478 if (tot >= op->weight)
456 push = 1; 479 push = 1;
457 if (op->stats.ac == push) 480 if (op->stats.ac == push)
458 return 0; 481 return 0;
459 op->stats.ac = push; 482 op->stats.ac = push;
460 if (NUM_ANIMATIONS(op) > 1) { 483 if (NUM_ANIMATIONS (op) > 1)
484 {
461 SET_ANIMATION (op, push); 485 SET_ANIMATION (op, push);
462 update_object (op, UP_OBJ_FACE); 486 update_object (op, UP_OBJ_FACE);
463 } 487 }
464 if (in_movement || ! push) 488 if (in_movement || !push)
465 return 0; 489 return 0;
466 } 490 }
467 trigger_move (op, push); 491 trigger_move (op, push);
468 } 492 }
469 return 0; 493 return 0;
470 494
471 case TRIGGER_PEDESTAL: 495 case TRIGGER_PEDESTAL:
472 if (cause) { 496 if (cause)
497 {
473 for (tmp = op->above; tmp; tmp = tmp->above) { 498 for (tmp = op->above; tmp; tmp = tmp->above)
499 {
474 object *head = tmp->head ? tmp->head : tmp; 500 object *head = tmp->head ? tmp->head : tmp;
475 501
476 /* See comment in TRIGGER_BUTTON about move_types */ 502 /* See comment in TRIGGER_BUTTON about move_types */
477 if (((head->move_type & op->move_on) || head->move_type==0) 503 if (((head->move_type & op->move_on) || head->move_type == 0)
478 && (head->race==op->slaying ||
479 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 504 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
505 {
480 push = 1; 506 push = 1;
481 break; 507 break;
482 } 508 }
483 } 509 }
484 if (op->stats.ac == push) 510 if (op->stats.ac == push)
485 return 0; 511 return 0;
486 op->stats.ac = push; 512 op->stats.ac = push;
487 if (NUM_ANIMATIONS(op) > 1) { 513 if (NUM_ANIMATIONS (op) > 1)
514 {
488 SET_ANIMATION (op, push); 515 SET_ANIMATION (op, push);
489 update_object (op, UP_OBJ_FACE); 516 update_object (op, UP_OBJ_FACE);
490 } 517 }
491 update_object(op,UP_OBJ_FACE); 518 update_object (op, UP_OBJ_FACE);
492 if (in_movement || ! push) 519 if (in_movement || !push)
493 return 0; 520 return 0;
494 } 521 }
495 trigger_move (op, push); 522 trigger_move (op, push);
496 return 0; 523 return 0;
497 524
498 case TRIGGER_ALTAR: 525 case TRIGGER_ALTAR:
499 if (cause) { 526 if (cause)
527 {
500 if (in_movement) 528 if (in_movement)
501 return 0; 529 return 0;
502 if (operate_altar (op, &cause)) { 530 if (operate_altar (op, &cause))
531 {
503 if (NUM_ANIMATIONS(op) > 1) { 532 if (NUM_ANIMATIONS (op) > 1)
533 {
504 SET_ANIMATION (op, 1); 534 SET_ANIMATION (op, 1);
505 update_object(op, UP_OBJ_FACE); 535 update_object (op, UP_OBJ_FACE);
506 } 536 }
507 if (op->last_sp >= 0) { 537 if (op->last_sp >= 0)
538 {
508 trigger_move (op, 1); 539 trigger_move (op, 1);
509 if (op->last_sp > 0) 540 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp; 541 op->last_sp = -op->last_sp;
511 } 542 }
512 else { 543 else
544 {
513 /* for trigger altar with last_sp, the ON/OFF 545 /* for trigger altar with last_sp, the ON/OFF
514 * status (-> +/- value) is "simulated": 546 * status (-> +/- value) is "simulated":
515 */ 547 */
516 op->value = !op->value; 548 op->value = !op->value;
517 trigger_move (op, 1); 549 trigger_move (op, 1);
518 op->last_sp = -op->last_sp; 550 op->last_sp = -op->last_sp;
519 op->value = !op->value; 551 op->value = !op->value;
520 } 552 }
521 return cause == NULL; 553 return cause == NULL;
554 }
522 } else { 555 else
556 {
523 return 0; 557 return 0;
524 }
525 } else {
526 if (NUM_ANIMATIONS(op) > 1) {
527 SET_ANIMATION (op, 0);
528 update_object(op, UP_OBJ_FACE);
529 }
530
531 /* If trigger_altar has "last_sp > 0" set on the map,
532 * it will push the connected value only once per sacrifice.
533 * Otherwise (default), the connected value will be
534 * pushed twice: First by sacrifice, second by reset! -AV
535 */
536 if (!op->last_sp)
537 trigger_move (op, 0);
538 else {
539 op->stats.wc = 0;
540 op->value = !op->value;
541 op->speed = 0;
542 update_ob_speed(op);
543 } 558 }
544 } 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 }
545 return 0; 583 return 0;
546 584
547 case TRIGGER: 585 case TRIGGER:
548 if (cause) { 586 if (cause)
587 {
549 if (in_movement) 588 if (in_movement)
550 return 0; 589 return 0;
551 push = 1; 590 push = 1;
552 } 591 }
553 if (NUM_ANIMATIONS(op) > 1) { 592 if (NUM_ANIMATIONS (op) > 1)
593 {
554 SET_ANIMATION (op, push); 594 SET_ANIMATION (op, push);
555 update_object(op, UP_OBJ_FACE); 595 update_object (op, UP_OBJ_FACE);
556 } 596 }
557 trigger_move (op, push); 597 trigger_move (op, push);
558 return 1; 598 return 1;
559 599
560 default: 600 default:
561 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);
562 return 0; 602 return 0;
563 } 603 }
564} 604}
565 605
606void
566void add_button_link(object *button, mapstruct *map, int connected) { 607add_button_link (object *button, mapstruct *map, int connected)
608{
567 oblinkpt *obp; 609 oblinkpt *obp;
568 objectlink *ol = get_objectlink(); 610 objectlink *ol = get_objectlink ();
569 611
570 if (!map) { 612 if (!map)
613 {
571 LOG(llevError, "Tried to add button-link without map.\n"); 614 LOG (llevError, "Tried to add button-link without map.\n");
572 return; 615 return;
573 } 616 }
617 if (!editor)
574 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
575 a connected map from a template map. */ 619 a connected map from a template map. */
620
576/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 621/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
577 622
578 SET_FLAG(button,FLAG_IS_LINKED); 623 SET_FLAG (button, FLAG_IS_LINKED);
579 624
580 ol->ob = button; 625 ol->ob = button;
581 ol->id = button->count; 626 ol->id = button->count;
582 627
583 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 628 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
584 629
585 if (obp) { 630 if (obp)
631 {
586 ol->next = obp->link; 632 ol->next = obp->link;
587 obp->link = ol; 633 obp->link = ol;
634 }
588 } else { 635 else
636 {
589 obp = get_objectlinkpt(); 637 obp = get_objectlinkpt ();
590 obp->value = connected; 638 obp->value = connected;
591 639
592 obp->next = map->buttons; 640 obp->next = map->buttons;
593 map->buttons = obp; 641 map->buttons = obp;
594 obp->link = ol; 642 obp->link = ol;
595 } 643 }
596} 644}
597 645
598/* 646/*
599 * 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.
600 * This is only needed by editors. 648 * This is only needed by editors.
601 */ 649 */
602 650
651void
603void remove_button_link(object *op) { 652remove_button_link (object *op)
653{
604 oblinkpt *obp; 654 oblinkpt *obp;
605 objectlink **olp, *ol; 655 objectlink **olp, *ol;
606 656
607 if (op->map == NULL) { 657 if (op->map == NULL)
658 {
608 LOG(llevError, "remove_button_link() in object without map.\n"); 659 LOG (llevError, "remove_button_link() in object without map.\n");
609 return; 660 return;
610 } 661 }
611 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 662 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
663 {
612 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 664 LOG (llevError, "remove_button_linked() in unlinked object.\n");
613 return; 665 return;
614 } 666 }
615 for (obp = op->map->buttons; obp; obp = obp->next) 667 for (obp = op->map->buttons; obp; obp = obp->next)
616 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 668 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
617 if (ol->ob == op) { 669 if (ol->ob == op)
670 {
671
618/* 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",
619 obp->value, op->name, op->map->path); 673 obp->value, op->name, op->map->path);
620*/ 674*/
621 *olp = ol->next; 675 *olp = ol->next;
622 free(ol); 676 free (ol);
623 return; 677 return;
624 } 678 }
625 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 679 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
626 CLEAR_FLAG(op,FLAG_IS_LINKED); 680 CLEAR_FLAG (op, FLAG_IS_LINKED);
627} 681}
628 682
629/* 683/*
630 * Gets the objectlink for this connection from the map. 684 * Gets the objectlink for this connection from the map.
631 */ 685 */
686oblinkpt *
632oblinkpt *get_connection_links (mapstruct *map, long connection) 687get_connection_links (mapstruct *map, long connection)
633{ 688{
634 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 689 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
635 if (obp->value == connection) 690 if (obp->value == connection)
636 return obp; 691 return obp;
637 return 0; 692 return 0;
638} 693}
639 694
640/* 695/*
641 * Return the first objectlink in the objects linked to this one 696 * Return the first objectlink in the objects linked to this one
642 */ 697 */
643 698
699oblinkpt *
644oblinkpt *get_button_links(const object *button) { 700get_button_links (const object *button)
701{
645 oblinkpt *obp; 702 oblinkpt *obp;
646 objectlink *ol; 703 objectlink *ol;
647 704
648 if (!button->map) 705 if (!button->map)
649 return NULL; 706 return NULL;
656 713
657/* 714/*
658 * Made as a separate function to increase efficiency 715 * Made as a separate function to increase efficiency
659 */ 716 */
660 717
718int
661int get_button_value(const object *button) { 719get_button_value (const object *button)
720{
662 oblinkpt *obp; 721 oblinkpt *obp;
663 objectlink *ol; 722 objectlink *ol;
664 723
665 if (!button->map) 724 if (!button->map)
666 return 0; 725 return 0;
677 * If floor is to be triggered must have 736 * If floor is to be triggered must have
678 * a speed of zero (default is 1 for all 737 * a speed of zero (default is 1 for all
679 * but the charm floor type). 738 * but the charm floor type).
680 * by b.t. thomas@nomad.astro.psu.edu 739 * by b.t. thomas@nomad.astro.psu.edu
681 */ 740 */
682 741
742void
683void do_mood_floor(object *op, object *source) { 743do_mood_floor (object *op, object *source)
744{
684 object *tmp; 745 object *tmp;
685 object *tmp2; 746 object *tmp2;
686 747
687 if (!source) 748 if (!source)
688 source = op; 749 source = op;
689 750
690 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)
691 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 752 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break;
692 754
693 /* 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
694 * be a monster here. 756 * be a monster here.
695 */ 757 */
696 if (!tmp || tmp->type == PLAYER) return; 758 if (!tmp || tmp->type == PLAYER)
759 return;
697 760
698 switch(op->last_sp) { 761 switch (op->last_sp)
762 {
699 case 0: /* furious--make all monsters mad */ 763 case 0: /* furious--make all monsters mad */
700 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
701 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
702 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
703 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
704 remove_friendly_object(tmp);
705 tmp->attack_movement = 0;
706 /* lots of checks here, but want to make sure we don't
707 * dereference a null value
708 */
709 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
710 tmp->owner->contr->ranges[range_golem]==tmp) {
711 tmp->owner->contr->ranges[range_golem]=NULL;
712 tmp->owner->contr->golem_count = 0;
713 }
714 tmp->owner = 0;
715 }
716 break;
717 case 1: /* angry -- get neutral monsters mad */
718 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
719 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
720 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 }
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;
786 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break;
790 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP);
793 break;
794 case 4: /* charm all monsters */
795 if (op == source)
796 break; /* only if 'connected' */
797
798 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */
799 tmp2->type != PLAYER; tmp2 = tmp2->above)
800 if (tmp2->above == NULL)
721 break; 801 break;
722 case 2: /* calm -- pacify unfriendly monsters */
723 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
724 SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
725 break;
726 case 3: /* make all monsters fall asleep */
727 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
728 SET_FLAG(tmp, FLAG_SLEEP);
729 break;
730 case 4: /* charm all monsters */
731 if (op == source) break; /* only if 'connected' */
732 802
733 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */
734 tmp2->type!=PLAYER;tmp2=tmp2->above)
735 if(tmp2->above==NULL) break;
736
737 if (tmp2->type != PLAYER) 803 if (tmp2->type != PLAYER)
738 break; 804 break;
739 set_owner(tmp,tmp2); 805 set_owner (tmp, tmp2);
740 SET_FLAG(tmp,FLAG_MONSTER); 806 SET_FLAG (tmp, FLAG_MONSTER);
741 tmp->stats.exp = 0; 807 tmp->stats.exp = 0;
742 SET_FLAG(tmp, FLAG_FRIENDLY); 808 SET_FLAG (tmp, FLAG_FRIENDLY);
743 add_friendly_object (tmp); 809 add_friendly_object (tmp);
744 tmp->attack_movement = PETMOVE; 810 tmp->attack_movement = PETMOVE;
745 break; 811 break;
746 812
747 default: 813 default:
748 break; 814 break;
749 815
750 } 816 }
751} 817}
752 818
753/* this function returns the object it matches, or NULL if non. 819/* this function returns the object it matches, or NULL if non.
755 * slaying = match object slaying flag 821 * slaying = match object slaying flag
756 * race = match object archetype name flag 822 * race = match object archetype name flag
757 * hp = match object type (excpt type '0'== PLAYER) 823 * hp = match object type (excpt type '0'== PLAYER)
758 */ 824 */
759 825
826object *
760object * check_inv_recursive(object *op, const object *trig) 827check_inv_recursive (object *op, const object *trig)
761{ 828{
762 object *tmp,*ret=NULL; 829 object *tmp, *ret = NULL;
763 830
764 /* First check the object itself. */ 831 /* First check the object itself. */
765 if((trig->stats.hp && (op->type == trig->stats.hp)) 832 if ((trig->stats.hp && (op->type == trig->stats.hp))
766 || (trig->slaying && (op->slaying == trig->slaying)) 833 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race)))
767 || (trig->race && (op->arch->name == trig->race)))
768 return op; 834 return op;
769 835
770 for(tmp=op->inv; tmp; tmp=tmp->below) { 836 for (tmp = op->inv; tmp; tmp = tmp->below)
837 {
771 if (tmp->inv) { 838 if (tmp->inv)
839 {
772 ret=check_inv_recursive(tmp, trig); 840 ret = check_inv_recursive (tmp, trig);
841 if (ret)
773 if (ret) return ret; 842 return ret;
774 } 843 }
775 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
776 || (trig->slaying && (tmp->slaying == trig->slaying)) 845 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race)))
777 || (trig->race && (tmp->arch->name == trig->race)))
778 return tmp; 846 return tmp;
779 } 847 }
780 return NULL; 848 return NULL;
781} 849}
782 850
783/* check_inv(), a function to search the inventory, 851/* check_inv(), a function to search the inventory,
784 * of a player and then based on a set of conditions, 852 * of a player and then based on a set of conditions,
785 * the square will activate connected items. 853 * the square will activate connected items.
787 * Values are: last_sp = 1/0 obj/no obj triggers 855 * Values are: last_sp = 1/0 obj/no obj triggers
788 * last_heal = 1/0 remove/dont remove obj if triggered 856 * last_heal = 1/0 remove/dont remove obj if triggered
789 * -b.t. (thomas@nomad.astro.psu.edu 857 * -b.t. (thomas@nomad.astro.psu.edu
790 */ 858 */
791 859
860void
792void check_inv (object *op, object *trig) { 861check_inv (object *op, object *trig)
862{
793object *match; 863 object *match;
794 864
795 if(op->type != PLAYER) return; 865 if (op->type != PLAYER)
866 return;
796 match = check_inv_recursive(op,trig); 867 match = check_inv_recursive (op, trig);
797 if (match && trig->last_sp) { 868 if (match && trig->last_sp)
869 {
798 if(trig->last_heal) 870 if (trig->last_heal)
799 decrease_ob(match); 871 decrease_ob (match);
800 use_trigger(trig); 872 use_trigger (trig);
801 } 873 }
802 else if (!match && !trig->last_sp) 874 else if (!match && !trig->last_sp)
803 use_trigger(trig); 875 use_trigger (trig);
804} 876}
805 877
806 878
807/* This does a minimal check of the button link consistency for object 879/* This does a minimal check of the button link consistency for object
808 * map. All it really does it much sure the object id link that is set 880 * map. All it really does it much sure the object id link that is set
809 * matches what the object has. 881 * matches what the object has.
810 */ 882 */
883void
811void verify_button_links(const mapstruct *map) { 884verify_button_links (const mapstruct *map)
885{
812 oblinkpt *obp; 886 oblinkpt *obp;
813 objectlink *ol; 887 objectlink *ol;
814 888
815 if (!map) return; 889 if (!map)
890 return;
816 891
817 for (obp = map->buttons; obp; obp = obp->next) { 892 for (obp = map->buttons; obp; obp = obp->next)
893 {
818 for (ol=obp->link; ol; ol=ol->next) { 894 for (ol = obp->link; ol; ol = ol->next)
895 {
819 if (ol->id!=ol->ob->count) 896 if (ol->id != ol->ob->count)
820 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count); 897 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
821 } 898 }
822 } 899 }
823} 900}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines