ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/button.c
Revision: 1.3
Committed: Sun Aug 13 17:16:00 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.2: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_button_c =
3 elmex 1.2 * "$Id$";
4 root 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #include <funcpoint.h>
31    
32     /*
33     * This code is no longer highly inefficient 8)
34     */
35    
36     /*
37     * Push the specified object. This can affect other buttons/gates/handles
38     * altars/pedestals/holes in the whole map.
39     * Changed the routine to loop through _all_ objects.
40     * Better hurry with that linked list...
41     */
42    
43     void 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     */
60    
61     if (QUERY_FLAG(ol->ob, FLAG_FREED)) return;
62     tmp = ol->ob;
63    
64     /* if the criteria isn't appropriate, don't do anything */
65     if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue;
66     if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue;
67    
68     switch(tmp->type) {
69    
70     case GATE:
71     case HOLE:
72     tmp->value=tmp->stats.maxsp?!op->value:op->value;
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?!op->value:op->value));
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     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     */
115     for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) {
116     tmp->speed = tmp->head->speed;
117     tmp->value = tmp->head->value;
118     tmp->stats.sp = tmp->head->stats.sp;
119     tmp->stats.hp = tmp->head->stats.hp;
120     update_ob_speed(tmp);
121     }
122     break;
123    
124     case DIRECTOR:
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    
134     case TELEPORTER:
135     move_teleporter(tmp);
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     }
152    
153     /*
154     * Updates everything connected with the button op.
155     * 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
157     * button reacts to the (eventual) change of state.
158     */
159    
160     void update_button(object *op) {
161     object *ab,*tmp,*head;
162     int tot,any_down=0, old_value=op->value;
163     objectlink *ol;
164    
165     /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
166     for (ol = get_button_links(op); ol; ol = ol->next) {
167     if (!ol->ob || ol->ob->count != ol->id) {
168     LOG(llevDebug, "Internal error in update_button (%s).\n", op->name);
169     continue;
170     }
171     tmp = ol->ob;
172     if (tmp->type==BUTTON) {
173     for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above)
174     /* Bug? The pedestal code below looks for the head of
175     * the object, this bit doesn't. I'd think we should check
176     * for head here also. Maybe it also makese sense to
177     * make the for ab=tmp->above loop common, and alter
178     * behaviour based on object within that loop?
179     */
180    
181     /* Basically, if the move_type matches that on what the
182     * button wants, we count it. The second check is so that
183     * objects don't move (swords, etc) will count. Note that
184     * this means that more work is needed to make buttons
185     * that are only triggered by flying objects.
186     */
187     if ((ab->move_type & tmp->move_on) || ab->move_type==0 )
188     tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying;
189    
190     tmp->value=(tot>=tmp->weight)?1:0;
191     if(tmp->value)
192     any_down=1;
193     } else if (tmp->type == PEDESTAL) {
194     tmp->value = 0;
195     for(ab=tmp->above; ab!=NULL; ab=ab->above) {
196     head = ab->head ? ab->head : ab;
197     /* Same note regarding move_type for buttons above apply here. */
198     if ( ((head->move_type & tmp->move_on) || ab->move_type==0) &&
199     (head->race==tmp->slaying ||
200     ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) ||
201     (!strcmp (tmp->slaying, "player") &&
202     head->type == PLAYER)))
203     tmp->value = 1;
204     }
205     if(tmp->value)
206     any_down=1;
207     }
208     }
209     if(any_down) /* If any other buttons were down, force this to remain down */
210     op->value=1;
211    
212     /* If this button hasn't changed, don't do anything */
213     if (op->value != old_value) {
214     SET_ANIMATION(op, op->value);
215     update_object(op, UP_OBJ_FACE);
216     push_button(op); /* Make all other buttons the same */
217     }
218     }
219    
220     /*
221     * Updates every button on the map (by calling update_button() for them).
222     */
223    
224     void update_buttons(mapstruct *m) {
225     objectlink *ol;
226     oblinkpt *obp;
227     for (obp = m->buttons; obp; obp = obp->next)
228     for (ol = obp->link; ol; ol = ol->next) {
229     if (!ol->ob || ol->ob->count != ol->id) {
230     LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
231     ol->ob?ol->ob->name:"null",
232     ol->ob?ol->ob->x:-1,
233     ol->ob?ol->ob->y:-1,
234     ol->id,
235     obp->value);
236     continue;
237     }
238     if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
239     {
240     update_button(ol->ob);
241     break;
242     }
243     }
244     }
245    
246     void use_trigger(object *op)
247     {
248    
249     /* Toggle value */
250     op->value = !op->value;
251     push_button(op);
252     }
253    
254     /*
255     * Note: animate_object should be used instead of this,
256     * but it can't handle animations in the 8 directions
257     */
258    
259     void animate_turning(object *op) /* only one part objects */
260     {
261     if (++op->state >= NUM_ANIMATIONS(op)/8)
262     op->state=0;
263     SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 +
264     op->state);
265     update_object(op,UP_OBJ_FACE);
266     }
267    
268     #define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
269     #define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
270    
271     /* Returns true if the sacrifice meets the needs of the altar.
272     *
273     * Function put in (0.92.1) so that identify altars won't grab money
274     * unnecessarily - we can see if there is sufficient money, see if something
275     * needs to be identified, and then remove money if needed.
276     *
277     * 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
279     * objects on the same space that take the same sacrifice.
280     */
281    
282 elmex 1.2 int check_altar_sacrifice (const object *altar, const object *sacrifice)
283 root 1.1 {
284     if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE)
285     && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
286     && sacrifice->type != PLAYER)
287     {
288     if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name ||
289     ARCH_SACRIFICE(altar) == sacrifice->name ||
290     ARCH_SACRIFICE(altar) == sacrifice->slaying ||
291     (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
292     && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
293     return 1;
294     if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
295     && sacrifice->type == MONEY
296     && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar))
297     return 1;
298     }
299     return 0;
300     }
301    
302    
303     /*
304     * operate_altar checks if sacrifice was accepted and removes sacrificed
305     * 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,
307     * since operate_altar will remove the sacrifice also.
308     *
309     * 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.
311     */
312    
313     int operate_altar (object *altar, object **sacrifice)
314     {
315    
316     if ( ! altar->map) {
317     LOG (llevError, "BUG: operate_altar(): altar has no map\n");
318     return 0;
319     }
320    
321     if (!altar->slaying || altar->value)
322     return 0;
323    
324     if ( ! check_altar_sacrifice (altar, *sacrifice))
325     return 0;
326    
327     /* check_altar_sacrifice should have already verified that enough money
328     * has been dropped.
329     */
330     if (!strcmp(ARCH_SACRIFICE(altar), "money")) {
331     int number=NROF_SACRIFICE(altar) / (*sacrifice)->value;
332    
333     /* Round up any sacrifices. Altars don't make change either */
334     if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++;
335     *sacrifice = decrease_ob_nr (*sacrifice, number);
336     }
337     else
338     *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar));
339    
340     if (altar->msg)
341     new_info_map(NDI_BLACK, altar->map, altar->msg);
342     return 1;
343     }
344    
345     void trigger_move (object *op, int state) /* 1 down and 0 up */
346     {
347     op->stats.wc = state;
348     if (state) {
349     use_trigger(op);
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);
358     op->speed = 0;
359     update_ob_speed(op);
360     }
361     }
362    
363    
364     /*
365     * cause != NULL: something has moved on top of op
366     *
367     * cause == NULL: nothing has moved, we have been called from
368     * animate_trigger().
369     *
370     * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
371     *
372     * TRIGGER: Returns 1 if handle could be moved, 0 if not.
373     *
374     * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
375     */
376     int check_trigger (object *op, object *cause)
377     {
378     object *tmp;
379     int push = 0, tot = 0;
380     int in_movement = op->stats.wc || op->speed;
381    
382     switch (op->type) {
383     case TRIGGER_BUTTON:
384     if (op->weight > 0) {
385     if (cause) {
386     for (tmp = op->above; tmp; tmp = tmp->above)
387     /* Comment reproduced from update_buttons(): */
388     /* Basically, if the move_type matches that on what the
389     * button wants, we count it. The second check is so that
390     * objects that don't move (swords, etc) will count. Note that
391     * this means that more work is needed to make buttons
392     * that are only triggered by flying objects.
393     */
394    
395     if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
396     tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
397     + tmp->carrying;
398     }
399     if (tot >= op->weight)
400     push = 1;
401     if (op->stats.ac == push)
402     return 0;
403     op->stats.ac = push;
404 elmex 1.2 if (NUM_ANIMATIONS(op) > 1) {
405     SET_ANIMATION (op, push);
406     update_object (op, UP_OBJ_FACE);
407     }
408 root 1.1 if (in_movement || ! push)
409     return 0;
410     }
411     trigger_move (op, push);
412     }
413     return 0;
414    
415     case TRIGGER_PEDESTAL:
416     if (cause) {
417     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 elmex 1.2 if (NUM_ANIMATIONS(op) > 1) {
432     SET_ANIMATION (op, push);
433     update_object (op, UP_OBJ_FACE);
434     }
435 root 1.1 update_object(op,UP_OBJ_FACE);
436     if (in_movement || ! push)
437     return 0;
438     }
439     trigger_move (op, push);
440     return 0;
441    
442     case TRIGGER_ALTAR:
443     if (cause) {
444     if (in_movement)
445     return 0;
446     if (operate_altar (op, &cause)) {
447 elmex 1.2 if (NUM_ANIMATIONS(op) > 1) {
448     SET_ANIMATION (op, 1);
449     update_object(op, UP_OBJ_FACE);
450     }
451 root 1.1 if (op->last_sp >= 0) {
452     trigger_move (op, 1);
453     if (op->last_sp > 0)
454     op->last_sp = -op->last_sp;
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 elmex 1.2 if (NUM_ANIMATIONS(op) > 1) {
471     SET_ANIMATION (op, 0);
472     update_object(op, UP_OBJ_FACE);
473     }
474 root 1.1
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 elmex 1.2 if (NUM_ANIMATIONS(op) > 1) {
498     SET_ANIMATION (op, push);
499     update_object(op, UP_OBJ_FACE);
500     }
501 root 1.1 trigger_move (op, push);
502     return 1;
503    
504     default:
505     LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type);
506     return 0;
507     }
508     }
509    
510     void add_button_link(object *button, mapstruct *map, int connected) {
511     oblinkpt *obp;
512     objectlink *ol = get_objectlink();
513    
514     if (!map) {
515     LOG(llevError, "Tried to add button-link without map.\n");
516     return;
517     }
518     if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild
519     a connected map from a template map. */
520     /* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
521    
522     SET_FLAG(button,FLAG_IS_LINKED);
523    
524     ol->ob = button;
525     ol->id = button->count;
526    
527     for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
528    
529     if (obp) {
530     ol->next = obp->link;
531     obp->link = ol;
532     } else {
533     obp = get_objectlinkpt();
534     obp->value = connected;
535    
536     obp->next = map->buttons;
537     map->buttons = obp;
538     obp->link = ol;
539     }
540     }
541    
542     /*
543     * Remove the object from the linked lists of buttons in the map.
544     * This is only needed by editors.
545     */
546    
547     void remove_button_link(object *op) {
548     oblinkpt *obp;
549     objectlink **olp, *ol;
550    
551     if (op->map == NULL) {
552     LOG(llevError, "remove_button_link() in object without map.\n");
553     return;
554     }
555     if (!QUERY_FLAG(op,FLAG_IS_LINKED)) {
556     LOG(llevError, "remove_button_linked() in unlinked object.\n");
557     return;
558     }
559     for (obp = op->map->buttons; obp; obp = obp->next)
560     for (olp = &obp->link; (ol = *olp); olp = &ol->next)
561     if (ol->ob == op) {
562     /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
563     obp->value, op->name, op->map->path);
564     */
565     *olp = ol->next;
566     free(ol);
567     return;
568     }
569     LOG(llevError, "remove_button_linked(): couldn't find object.\n");
570     CLEAR_FLAG(op,FLAG_IS_LINKED);
571     }
572    
573     /*
574     * Return the first objectlink in the objects linked to this one
575     */
576    
577 elmex 1.2 objectlink *get_button_links(const object *button) {
578 root 1.1 oblinkpt *obp;
579     objectlink *ol;
580    
581     if (!button->map)
582     return NULL;
583     for (obp = button->map->buttons; obp; obp = obp->next)
584     for (ol = obp->link; ol; ol = ol->next)
585     if (ol->ob == button && ol->id == button->count)
586     return obp->link;
587     return NULL;
588     }
589    
590     /*
591     * Made as a separate function to increase efficiency
592     */
593    
594 elmex 1.2 int get_button_value(const object *button) {
595 root 1.1 oblinkpt *obp;
596     objectlink *ol;
597    
598     if (!button->map)
599     return 0;
600     for (obp = button->map->buttons; obp; obp = obp->next)
601     for (ol = obp->link; ol; ol = ol->next)
602     if (ol->ob == button && ol->id == button->count)
603     return obp->value;
604     return 0;
605     }
606    
607     /* This routine makes monsters who are
608     * standing on the 'mood floor' change their
609     * disposition if it is different.
610     * If floor is to be triggered must have
611     * a speed of zero (default is 1 for all
612     * but the charm floor type).
613     * by b.t. thomas@nomad.astro.psu.edu
614     */
615    
616     void do_mood_floor(object *op, object *op2) {
617     object *tmp;
618     object *tmp2;
619    
620     for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above)
621     if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;
622    
623     /* doesn't effect players, and if there is a player on this space, won't also
624     * be a monster here.
625     */
626     if (!tmp || tmp->type == PLAYER) return;
627    
628     switch(op->last_sp) {
629     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)&&
649     !QUERY_FLAG(tmp, FLAG_FRIENDLY))
650     CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
651     break;
652     case 2: /* calm -- pacify unfriendly monsters */
653     if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
654     SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
655     break;
656     case 3: /* make all monsters fall asleep */
657     if(!QUERY_FLAG(tmp, FLAG_SLEEP))
658     SET_FLAG(tmp, FLAG_SLEEP);
659     break;
660     case 4: /* charm all monsters */
661    
662     if(op == op2) break; /* only if 'connected' */
663    
664     for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */
665     tmp2->type!=PLAYER;tmp2=tmp2->above)
666     if(tmp2->above==NULL) break;
667    
668     if (tmp2->type != PLAYER)
669     break;
670     set_owner(tmp,tmp2);
671     SET_FLAG(tmp,FLAG_MONSTER);
672     tmp->stats.exp = 0;
673     SET_FLAG(tmp, FLAG_FRIENDLY);
674     add_friendly_object (tmp);
675     tmp->attack_movement = PETMOVE;
676     break;
677    
678     default:
679     break;
680    
681     }
682     }
683    
684     /* this function returns the object it matches, or NULL if non.
685     * It will descend through containers to find the object.
686     * slaying = match object slaying flag
687     * race = match object archetype name flag
688     * hp = match object type (excpt type '0'== PLAYER)
689     */
690    
691 elmex 1.2 object * check_inv_recursive(object *op, const object *trig)
692 root 1.1 {
693     object *tmp,*ret=NULL;
694    
695     /* First check the object itself. */
696     if((trig->stats.hp && (op->type == trig->stats.hp))
697     || (trig->slaying && (op->slaying == trig->slaying))
698     || (trig->race && (op->arch->name == trig->race)))
699     return op;
700    
701     for(tmp=op->inv; tmp; tmp=tmp->below) {
702     if (tmp->inv) {
703     ret=check_inv_recursive(tmp, trig);
704     if (ret) return ret;
705     }
706     else if((trig->stats.hp && (tmp->type == trig->stats.hp))
707     || (trig->slaying && (tmp->slaying == trig->slaying))
708     || (trig->race && (tmp->arch->name == trig->race)))
709     return tmp;
710     }
711     return NULL;
712     }
713    
714     /* check_inv(), a function to search the inventory,
715     * of a player and then based on a set of conditions,
716     * the square will activate connected items.
717     * Monsters can't trigger this square (for now)
718     * Values are: last_sp = 1/0 obj/no obj triggers
719     * last_heal = 1/0 remove/dont remove obj if triggered
720     * -b.t. (thomas@nomad.astro.psu.edu
721     */
722    
723     void check_inv (object *op, object *trig) {
724     object *match;
725    
726     if(op->type != PLAYER) return;
727     match = check_inv_recursive(op,trig);
728     if (match && trig->last_sp) {
729     if(trig->last_heal)
730     decrease_ob(match);
731     use_trigger(trig);
732     }
733     else if (!match && !trig->last_sp)
734     use_trigger(trig);
735     }
736    
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     */
742 elmex 1.2 void verify_button_links(const mapstruct *map) {
743 root 1.1 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     }