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/*
* static char *rcsid_button_c =
* "$Id: button.c 4961 2006-09-21 05:14:18Z mwedel $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2006,2002 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
#include <global.h>
#include <funcpoint.h>
/*
* This code is no longer highly inefficient 8)
*/
/*
* Push the specified object. This can affect other buttons/gates/handles
* altars/pedestals/holes in the whole map.
* Changed the routine to loop through _all_ objects.
* Better hurry with that linked list...
*/
void push_button(object *op) {
object *tmp;
objectlink *ol;
/* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */
for (ol = get_button_links(op); ol; ol = ol->next) {
if (!ol->ob || ol->ob->count != ol->id) {
LOG(llevError, "Internal error in push_button (%s).\n", op->name);
continue;
}
/* a button link object can become freed when the map is saving. As
* a map is saved, objects are removed and freed, and if an object is
* on top of a button, this function is eventually called. If a map
* is getting moved out of memory, the status of buttons and levers
* probably isn't important - it will get sorted out when the map is
* re-loaded. As such, just exit this function if that is the case.
*/
if (QUERY_FLAG(ol->ob, FLAG_FREED)) return;
tmp = ol->ob;
/* if the criteria isn't appropriate, don't do anything */
if (op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue;
if (!op->value && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue;
switch(tmp->type) {
case GATE:
case HOLE:
tmp->value=tmp->stats.maxsp?!op->value:op->value;
tmp->speed=0.5;
update_ob_speed(tmp);
break;
case CF_HANDLE:
SET_ANIMATION(tmp, (tmp->value=tmp->stats.maxsp?!op->value:op->value));
update_object(tmp,UP_OBJ_FACE);
break;
case SIGN:
if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) {
new_info_map(NDI_UNIQUE | NDI_NAVY,tmp->map,tmp->msg);
if (tmp->stats.food) tmp->last_eat++;
}
break;
case ALTAR:
tmp->value = 1;
SET_ANIMATION(tmp, tmp->value);
update_object(tmp,UP_OBJ_FACE);
break;
case BUTTON:
case PEDESTAL:
tmp->value=op->value;
SET_ANIMATION(tmp, tmp->value);
update_object(tmp,UP_OBJ_FACE);
break;
case MOOD_FLOOR:
do_mood_floor(tmp, op);
break;
case TIMED_GATE:
tmp->speed = tmp->arch->clone.speed;
update_ob_speed(tmp); /* original values */
tmp->value = tmp->arch->clone.value;
tmp->stats.sp = 1;
tmp->stats.hp = tmp->stats.maxhp;
/* Handle multipart gates. We copy the value for the other parts
* from the head - this ensures that the data will consistent
*/
for (tmp=tmp->more; tmp!=NULL; tmp=tmp->more) {
tmp->speed = tmp->head->speed;
tmp->value = tmp->head->value;
tmp->stats.sp = tmp->head->stats.sp;
tmp->stats.hp = tmp->head->stats.hp;
update_ob_speed(tmp);
}
break;
case DIRECTOR:
case FIREWALL:
if(!QUERY_FLAG(tmp,FLAG_ANIMATE)&&tmp->type==FIREWALL) move_firewall(tmp);
else {
if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
tmp->stats.sp = ((tmp->stats.sp-1)%8)+1;
animate_turning(tmp);
}
break;
case TELEPORTER:
move_teleporter(tmp);
break;
case CREATOR:
move_creator(tmp);
break;
case TRIGGER_MARKER:
move_marker(tmp);
break;
case DUPLICATOR:
move_duplicator(tmp);
break;
}
}
}
/*
* Updates everything connected with the button op.
* After changing the state of a button, this function must be called
* to make sure that all gates and other buttons connected to the
* button reacts to the (eventual) change of state.
*/
void update_button(object *op) {
object *ab,*tmp,*head;
int tot,any_down=0, old_value=op->value;
objectlink *ol;
/* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
for (ol = get_button_links(op); ol; ol = ol->next) {
if (!ol->ob || ol->ob->count != ol->id) {
LOG(llevDebug, "Internal error in update_button (%s).\n", op->name);
continue;
}
tmp = ol->ob;
if (tmp->type==BUTTON) {
for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above)
/* Bug? The pedestal code below looks for the head of
* the object, this bit doesn't. I'd think we should check
* for head here also. Maybe it also makese sense to
* make the for ab=tmp->above loop common, and alter
* behaviour based on object within that loop?
*/
/* Basically, if the move_type matches that on what the
* button wants, we count it. The second check is so that
* objects don't move (swords, etc) will count. Note that
* this means that more work is needed to make buttons
* that are only triggered by flying objects.
*/
if ((ab->move_type & tmp->move_on) || ab->move_type==0 )
tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying;
tmp->value=(tot>=tmp->weight)?1:0;
if(tmp->value)
any_down=1;
} else if (tmp->type == PEDESTAL) {
tmp->value = 0;
for(ab=tmp->above; ab!=NULL; ab=ab->above) {
head = ab->head ? ab->head : ab;
/* Same note regarding move_type for buttons above apply here. */
if ( ((head->move_type & tmp->move_on) || ab->move_type==0) &&
(head->race==tmp->slaying ||
((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) ||
(!strcmp (tmp->slaying, "player") &&
head->type == PLAYER)))
tmp->value = 1;
}
if(tmp->value)
any_down=1;
}
}
if(any_down) /* If any other buttons were down, force this to remain down */
op->value=1;
/* If this button hasn't changed, don't do anything */
if (op->value != old_value) {
SET_ANIMATION(op, op->value);
update_object(op, UP_OBJ_FACE);
push_button(op); /* Make all other buttons the same */
}
}
/*
* Updates every button on the map (by calling update_button() for them).
*/
void update_buttons(mapstruct *m) {
objectlink *ol;
oblinkpt *obp;
for (obp = m->buttons; obp; obp = obp->next)
for (ol = obp->link; ol; ol = ol->next) {
if (!ol->ob || ol->ob->count != ol->id) {
LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
ol->ob?ol->ob->name:"null",
ol->ob?ol->ob->x:-1,
ol->ob?ol->ob->y:-1,
ol->id,
obp->value);
continue;
}
if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
{
update_button(ol->ob);
break;
}
}
}
void use_trigger(object *op)
{
/* Toggle value */
op->value = !op->value;
push_button(op);
}
/*
* Note: animate_object should be used instead of this,
* but it can't handle animations in the 8 directions
*/
void animate_turning(object *op) /* only one part objects */
{
if (++op->state >= NUM_ANIMATIONS(op)/8)
op->state=0;
SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 +
op->state);
update_object(op,UP_OBJ_FACE);
}
#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
/* Returns true if the sacrifice meets the needs of the altar.
*
* Function put in (0.92.1) so that identify altars won't grab money
* unnecessarily - we can see if there is sufficient money, see if something
* needs to be identified, and then remove money if needed.
*
* 0.93.4: Linked objects (ie, objects that are connected) can not be
* sacrificed. This fixes a bug of trying to put multiple altars/related
* objects on the same space that take the same sacrifice.
*/
int check_altar_sacrifice (const object *altar, const object *sacrifice)
{
if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE)
&& ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
&& sacrifice->type != PLAYER)
{
if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name ||
ARCH_SACRIFICE(altar) == sacrifice->name ||
ARCH_SACRIFICE(altar) == sacrifice->slaying ||
(!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0))))
&& NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1))
return 1;
if (strcmp (ARCH_SACRIFICE(altar), "money") == 0
&& sacrifice->type == MONEY
&& sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar))
return 1;
}
return 0;
}
/*
* operate_altar checks if sacrifice was accepted and removes sacrificed
* objects. If sacrifice was succeed return 1 else 0. Might be better to
* call check_altar_sacrifice (above) than depend on the return value,
* since operate_altar will remove the sacrifice also.
*
* If this function returns 1, '*sacrifice' is modified to point to the
* remaining sacrifice, or is set to NULL if the sacrifice was used up.
*/
int operate_altar (object *altar, object **sacrifice)
{
if ( ! altar->map) {
LOG (llevError, "BUG: operate_altar(): altar has no map\n");
return 0;
}
if (!altar->slaying || altar->value)
return 0;
if ( ! check_altar_sacrifice (altar, *sacrifice))
return 0;
/* check_altar_sacrifice should have already verified that enough money
* has been dropped.
*/
if (!strcmp(ARCH_SACRIFICE(altar), "money")) {
int number=NROF_SACRIFICE(altar) / (*sacrifice)->value;
/* Round up any sacrifices. Altars don't make change either */
if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++;
*sacrifice = decrease_ob_nr (*sacrifice, number);
}
else
*sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar));
if (altar->msg)
new_info_map(NDI_BLACK, altar->map, altar->msg);
return 1;
}
void trigger_move (object *op, int state) /* 1 down and 0 up */
{
op->stats.wc = state;
if (state) {
use_trigger(op);
if (op->stats.exp > 0) /* check sanity */
op->speed = 1.0 / op->stats.exp;
else
op->speed = 1.0;
update_ob_speed(op);
op->speed_left = -1;
} else {
use_trigger(op);
op->speed = 0;
update_ob_speed(op);
}
}
/*
* cause != NULL: something has moved on top of op
*
* cause == NULL: nothing has moved, we have been called from
* animate_trigger().
*
* TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not.
*
* TRIGGER: Returns 1 if handle could be moved, 0 if not.
*
* TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
*/
int check_trigger (object *op, object *cause)
{
object *tmp;
int push = 0, tot = 0;
int in_movement = op->stats.wc || op->speed;
switch (op->type) {
case TRIGGER_BUTTON:
if (op->weight > 0) {
if (cause) {
for (tmp = op->above; tmp; tmp = tmp->above)
/* Comment reproduced from update_buttons(): */
/* Basically, if the move_type matches that on what the
* button wants, we count it. The second check is so that
* objects that don't move (swords, etc) will count. Note that
* this means that more work is needed to make buttons
* that are only triggered by flying objects.
*/
if ((tmp->move_type & op->move_on) || tmp->move_type==0) {
tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1)
+ tmp->carrying;
}
if (tot >= op->weight)
push = 1;
if (op->stats.ac == push)
return 0;
op->stats.ac = push;
if (NUM_ANIMATIONS(op)>1) {
SET_ANIMATION (op, push);
update_object (op, UP_OBJ_FACE);
}
if (in_movement || ! push)
return 0;
}
trigger_move (op, push);
}
return 0;
case TRIGGER_PEDESTAL:
if (cause) {
for (tmp = op->above; tmp; tmp = tmp->above) {
object *head = tmp->head ? tmp->head : tmp;
/* See comment in TRIGGER_BUTTON about move_types */
if (((head->move_type & op->move_on) || head->move_type==0)
&& (head->race==op->slaying ||
(!strcmp (op->slaying, "player") && head->type == PLAYER))) {
push = 1;
break;
}
}
if (op->stats.ac == push)
return 0;
op->stats.ac = push;
if (NUM_ANIMATIONS(op)>1) {
SET_ANIMATION (op, push);
update_object(op,UP_OBJ_FACE);
}
if (in_movement || ! push)
return 0;
}
trigger_move (op, push);
return 0;
case TRIGGER_ALTAR:
if (cause) {
if (in_movement)
return 0;
if (operate_altar (op, &cause)) {
if (NUM_ANIMATIONS(op)>1) {
SET_ANIMATION (op, 1);
update_object(op,UP_OBJ_FACE);
}
if (op->last_sp >= 0) {
trigger_move (op, 1);
if (op->last_sp > 0)
op->last_sp = -op->last_sp;
}
else {
/* for trigger altar with last_sp, the ON/OFF
* status (-> +/- value) is "simulated":
*/
op->value = !op->value;
trigger_move (op, 1);
op->last_sp = -op->last_sp;
op->value = !op->value;
}
return cause == NULL;
} else {
return 0;
}
} else {
if (NUM_ANIMATIONS(op)>1) {
SET_ANIMATION (op, 0);
update_object(op,UP_OBJ_FACE);
}
/* If trigger_altar has "last_sp > 0" set on the map,
* it will push the connected value only once per sacrifice.
* Otherwise (default), the connected value will be
* pushed twice: First by sacrifice, second by reset! -AV
*/
if (!op->last_sp)
trigger_move (op, 0);
else {
op->stats.wc = 0;
op->value = !op->value;
op->speed = 0;
update_ob_speed(op);
}
}
return 0;
case TRIGGER:
if (cause) {
if (in_movement)
return 0;
push = 1;
}
if (NUM_ANIMATIONS(op)>1) {
SET_ANIMATION (op, push);
update_object(op,UP_OBJ_FACE);
}
trigger_move (op, push);
return 1;
default:
LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type);
return 0;
}
}
void add_button_link(object *button, mapstruct *map, int connected) {
oblinkpt *obp;
objectlink *ol = get_objectlink();
if (!map) {
LOG(llevError, "Tried to add button-link without map.\n");
return;
}
if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild
a connected map from a template map. */
/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
SET_FLAG(button,FLAG_IS_LINKED);
ol->ob = button;
ol->id = button->count;
for (obp = map->buttons; obp && obp->value != connected; obp = obp->next);
if (obp) {
ol->next = obp->link;
obp->link = ol;
} else {
obp = get_objectlinkpt();
obp->value = connected;
obp->next = map->buttons;
map->buttons = obp;
obp->link = ol;
}
}
/*
* Remove the object from the linked lists of buttons in the map.
* This is only needed by editors.
*/
void remove_button_link(object *op) {
oblinkpt *obp;
objectlink **olp, *ol;
if (op->map == NULL) {
LOG(llevError, "remove_button_link() in object without map.\n");
return;
}
if (!QUERY_FLAG(op,FLAG_IS_LINKED)) {
LOG(llevError, "remove_button_linked() in unlinked object.\n");
return;
}
for (obp = op->map->buttons; obp; obp = obp->next)
for (olp = &obp->link; (ol = *olp); olp = &ol->next)
if (ol->ob == op) {
/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
obp->value, op->name, op->map->path);
*/
*olp = ol->next;
free(ol);
return;
}
LOG(llevError, "remove_button_linked(): couldn't find object.\n");
CLEAR_FLAG(op,FLAG_IS_LINKED);
}
/*
* Return the first objectlink in the objects linked to this one
*/
objectlink *get_button_links(const object *button) {
oblinkpt *obp;
objectlink *ol;
if (!button->map)
return NULL;
for (obp = button->map->buttons; obp; obp = obp->next)
for (ol = obp->link; ol; ol = ol->next)
if (ol->ob == button && ol->id == button->count)
return obp->link;
return NULL;
}
/*
* Made as a separate function to increase efficiency
*/
int get_button_value(const object *button) {
oblinkpt *obp;
objectlink *ol;
if (!button->map)
return 0;
for (obp = button->map->buttons; obp; obp = obp->next)
for (ol = obp->link; ol; ol = ol->next)
if (ol->ob == button && ol->id == button->count)
return obp->value;
return 0;
}
/* This routine makes monsters who are
* standing on the 'mood floor' change their
* disposition if it is different.
* If floor is to be triggered must have
* a speed of zero (default is 1 for all
* but the charm floor type).
* by b.t. thomas@nomad.astro.psu.edu
*/
void do_mood_floor(object *op, object *op2) {
object *tmp;
object *tmp2;
for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above)
if (QUERY_FLAG(tmp, FLAG_MONSTER)) break;
/* doesn't effect players, and if there is a player on this space, won't also
* be a monster here.
*/
if (!tmp || tmp->type == PLAYER) return;
switch(op->last_sp) {
case 0: /* furious--make all monsters mad */
if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
CLEAR_FLAG(tmp, FLAG_FRIENDLY);
remove_friendly_object(tmp);
tmp->attack_movement = 0;
/* lots of checks here, but want to make sure we don't
* dereference a null value
*/
if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
tmp->owner->contr->ranges[range_golem]==tmp) {
tmp->owner->contr->ranges[range_golem]=NULL;
tmp->owner->contr->golem_count = 0;
}
tmp->owner = 0;
}
break;
case 1: /* angry -- get neutral monsters mad */
if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
!QUERY_FLAG(tmp, FLAG_FRIENDLY))
CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
break;
case 2: /* calm -- pacify unfriendly monsters */
if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
SET_FLAG(tmp, FLAG_UNAGGRESSIVE);
break;
case 3: /* make all monsters fall asleep */
if(!QUERY_FLAG(tmp, FLAG_SLEEP))
SET_FLAG(tmp, FLAG_SLEEP);
break;
case 4: /* charm all monsters */
if(op == op2) break; /* only if 'connected' */
for(tmp2=get_map_ob(op2->map,op2->x,op2->y); /* finding an owner */
tmp2->type!=PLAYER;tmp2=tmp2->above)
if(tmp2->above==NULL) break;
if (tmp2->type != PLAYER)
break;
set_owner(tmp,tmp2);
SET_FLAG(tmp,FLAG_MONSTER);
tmp->stats.exp = 0;
SET_FLAG(tmp, FLAG_FRIENDLY);
add_friendly_object (tmp);
tmp->attack_movement = PETMOVE;
break;
default:
break;
}
}
/* this function returns the object it matches, or NULL if non.
* It will descend through containers to find the object.
* slaying = match object slaying flag
* race = match object archetype name flag
* hp = match object type (excpt type '0'== PLAYER)
*/
object * check_inv_recursive(object *op, const object *trig)
{
object *tmp,*ret=NULL;
/* First check the object itself. */
if((trig->stats.hp && (op->type == trig->stats.hp))
|| (trig->slaying && (op->slaying == trig->slaying))
|| (trig->race && (op->arch->name == trig->race)))
return op;
for(tmp=op->inv; tmp; tmp=tmp->below) {
if (tmp->inv) {
ret=check_inv_recursive(tmp, trig);
if (ret) return ret;
}
else if((trig->stats.hp && (tmp->type == trig->stats.hp))
|| (trig->slaying && (tmp->slaying == trig->slaying))
|| (trig->race && (tmp->arch->name == trig->race)))
return tmp;
}
return NULL;
}
/* check_inv(), a function to search the inventory,
* of a player and then based on a set of conditions,
* the square will activate connected items.
* Monsters can't trigger this square (for now)
* Values are: last_sp = 1/0 obj/no obj triggers
* last_heal = 1/0 remove/dont remove obj if triggered
* -b.t. (thomas@nomad.astro.psu.edu
*/
void check_inv (object *op, object *trig) {
object *match;
if(op->type != PLAYER) return;
match = check_inv_recursive(op,trig);
if (match && trig->last_sp) {
if(trig->last_heal)
decrease_ob(match);
use_trigger(trig);
}
else if (!match && !trig->last_sp)
use_trigger(trig);
}
/* This does a minimal check of the button link consistency for object
* map. All it really does it much sure the object id link that is set
* matches what the object has.
*/
void verify_button_links(const mapstruct *map) {
oblinkpt *obp;
objectlink *ol;
if (!map) return;
for (obp = map->buttons; obp; obp = obp->next) {
for (ol=obp->link; ol; ol=ol->next) {
if (ol->id!=ol->ob->count)
LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
}
}
}
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