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 1.20 by root, Tue Dec 26 08:54:58 2006 UTC vs.
Revision 1.58 by root, Thu Oct 15 21:40:42 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* 27/*
28 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
29 */ 29 */
30 30
31/* 31/*
32 * elmex: 32 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated. 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. 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. 35 * The activator argument can be 0 or the source object for this activation.
36 * the originator is the player or monster who did something.
36 */ 37 */
37void 38static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39{ 40{
40 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
41 { 42 {
42 if (!ol->ob) 43 if (!ol->ob)
43 { 44 {
59 object *tmp = ol->ob; 60 object *tmp = ol->ob;
60 61
61 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 64 continue;
65
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 67 continue;
66 68
67 switch (tmp->type) 69 switch (tmp->type)
68 { 70 {
69 case GATE: 71 case GATE:
70 case HOLE: 72 case HOLE:
73 if (!tmp->active)
74 tmp->play_sound (tmp->sound
75 ? tmp->sound
76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->set_speed (0.5); 78 tmp->set_speed (0.5);
73 break; 79 break;
74 80
75 case CF_HANDLE: 81 case T_HANDLE:
76 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
77 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
78 break; 84 break;
79 85
80 case SIGN: 86 case SIGN:
81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
82 { 88 {
89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
84 if (tmp->stats.food) 91 if (tmp->stats.food)
85 tmp->last_eat++; 92 tmp->last_eat++;
86 } 93 }
87 break; 94 break;
88 95
89 case ALTAR: 96 case ALTAR:
97 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
90 tmp->value = 1; 98 tmp->value = 1;
91 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
92 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
93 break; 101 break;
94 102
95 case BUTTON: 103 case BUTTON:
96 case PEDESTAL: 104 case PEDESTAL:
105 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
97 tmp->value = state; 106 tmp->value = state;
98 SET_ANIMATION (tmp, tmp->value); 107 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 108 update_object (tmp, UP_OBJ_FACE);
100 break; 109 break;
101 110
102 case MOOD_FLOOR: 111 case MOOD_FLOOR:
103 do_mood_floor (tmp, source); 112 do_mood_floor (tmp, activator);
104 break; 113 break;
105 114
106 case TIMED_GATE: 115 case TIMED_GATE:
116 if (!tmp->active)
117 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
118
107 tmp->set_speed (tmp->arch->clone.speed); 119 tmp->set_speed (tmp->arch->speed);
108 tmp->value = tmp->arch->clone.value; 120 tmp->value = tmp->arch->value;
109 tmp->stats.sp = 1; 121 tmp->stats.sp = 1;
110 tmp->stats.hp = tmp->stats.maxhp; 122 tmp->stats.hp = tmp->stats.maxhp;
111 /* Handle multipart gates. We copy the value for the other parts 123 /* Handle multipart gates. We copy the value for the other parts
112 * from the head - this ensures that the data will consistent 124 * from the head - this ensures that the data will consistent
113 */ 125 */
114 for (tmp = tmp->more; tmp; tmp = tmp->more) 126 for (object *part = tmp->more; part; part = part->more)
115 { 127 {
116 tmp->value = tmp->head->value; 128 part->value = tmp->value;
117 tmp->stats.sp = tmp->head->stats.sp; 129 part->stats.sp = tmp->stats.sp;
118 tmp->stats.hp = tmp->head->stats.hp; 130 part->stats.hp = tmp->stats.hp;
119 tmp->set_speed (tmp->head->speed); 131 part->set_speed (tmp->speed);
120 } 132 }
121 break; 133 break;
122 134
123 case DIRECTOR: 135 case DIRECTOR:
124 case FIREWALL: 136 case FIREWALL:
125 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 137 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
126 move_firewall (tmp); 138 move_firewall (tmp);
127 else 139 else
128 { 140 {
129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 141 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
131 animate_turning (tmp); 142 animate_turning (tmp);
132 } 143 }
133 break; 144 break;
134 145
135 case TELEPORTER: 146 case TELEPORTER:
139 case CREATOR: 150 case CREATOR:
140 move_creator (tmp); 151 move_creator (tmp);
141 break; 152 break;
142 153
143 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
144 move_marker (tmp); 156 move_marker (tmp);
145 break; 157 break;
146 158
147 case DUPLICATOR: 159 case DUPLICATOR:
148 move_duplicator (tmp); 160 move_duplicator (tmp);
161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, state, activator, originator);
149 break; 165 break;
150 } 166 }
151 } 167 }
152} 168}
153 169
162 * Changed the routine to loop through _all_ objects. 178 * Changed the routine to loop through _all_ objects.
163 * Better hurry with that linked list... 179 * Better hurry with that linked list...
164 * 180 *
165 */ 181 */
166void 182void
167push_button (object *op) 183push_button (object *op, object *originator)
168{ 184{
169 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
170 186 {
171 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
172 return; 188 return;
173 189
174 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
175 return;
176
177 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op, originator);
191 }
178} 192}
179 193
180/* 194/*
181 * elmex: 195 * elmex:
182 * This activates a connection, similar to push_button (object *op) but it takes 196 * This activates a connection, similar to push_button (object *op) but it takes
184 * the connection was 'state' or 'released'. So that you can activate objects 198 * the connection was 'state' or 'released'. So that you can activate objects
185 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
186 * 200 *
187 */ 201 */
188void 202void
189activate_connection (maptile *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
190{ 204{
191 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 205 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
192 return; 206 return;
193 207
194 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
195
196 if (obp)
197 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, activator, originator);
198} 210}
199 211
200/* 212/*
201 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
202 * After changing the state of a button, this function must be called 214 * After changing the state of a button, this function must be called
203 * to make sure that all gates and other buttons connected to the 215 * to make sure that all gates and other buttons connected to the
204 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
205 */ 217 */
206void 218void
207update_button (object *op) 219update_button (object *op, object *originator)
208{ 220{
209 object *ab, *tmp, *head;
210 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
211 oblinkpt *obp = 0;
212 objectlink *ol;
213 222
214 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
215 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
216 if (obp)
217 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
218 { 225 {
219 if (!ol->ob) 226 if (!ol->ob)
220 { 227 {
221 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
222 continue; 229 continue;
223 } 230 }
224 231
225 tmp = ol->ob; 232 object *tmp = ol->ob;
233
226 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
227 { 235 {
236 sint32 total = 0;
237
228 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
229 /* Bug? The pedestal code below looks for the head of
230 * the object, this bit doesn't. I'd think we should check
231 * for head here also. Maybe it also makese sense to
232 * make the for ab=tmp->above loop common, and alter
233 * behaviour based on object within that loop?
234 */
235
236 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
237 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
238 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
239 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
240 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
241 */ 244 */
242 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
243 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 246 total += ab->head_ ()->total_weight ();
244 247
245 tmp->value = (tot >= tmp->weight) ? 1 : 0; 248 tmp->value = total >= tmp->weight;
246 if (tmp->value) 249
247 any_down = 1; 250 any_down = any_down || tmp->value;
248 } 251 }
249 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
250 { 253 {
254 bool is_match = is_match_expr (tmp->slaying);
251 tmp->value = 0; 255 tmp->value = 0;
256
252 for (ab = tmp->above; ab != NULL; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
253 { 258 {
254 head = ab->head ? ab->head : ab; 259 object *head = ab->head_ ();
260
255 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
256 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
263 if (is_match
264 ? match (tmp->slaying, head, tmp, originator)
257 (head->race == tmp->slaying || 265 : (head->race == tmp->slaying
258 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 266 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
259 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 267 || (tmp->slaying == shstr_player && head->type == PLAYER)))
268 {
260 tmp->value = 1; 269 tmp->value = 1;
270 break;
271 }
261 } 272 }
262 if (tmp->value) 273
263 any_down = 1; 274 any_down = any_down || tmp->value;
264 } 275 }
265 } 276 }
277
266 if (any_down) /* If any other buttons were down, force this to remain down */ 278 if (any_down) /* If any other buttons were down, force this to remain down */
267 op->value = 1; 279 op->value = 1;
268 280
281 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
282
269 /* If this button hasn't changed, don't do anything */ 283 /* If this button hasn't changed, don't do anything */
270 if (op->value != old_value) 284 if (op->value != old_value)
271 { 285 {
272 SET_ANIMATION (op, op->value); 286 SET_ANIMATION (op, op->value);
273 update_object (op, UP_OBJ_FACE); 287 update_object (op, UP_OBJ_FACE);
274 push_button (op); /* Make all other buttons the same */ 288 push_button (op, originator); /* Make all other buttons the same */
275 }
276}
277
278/*
279 * Updates every button on the map (by calling update_button() for them).
280 */
281
282void
283update_buttons (maptile *m)
284{
285 objectlink *ol;
286 oblinkpt *obp;
287
288 for (obp = m->buttons; obp; obp = obp->next)
289 for (ol = obp->link; ol; ol = ol->next)
290 {
291 if (!ol->ob)
292 {
293 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
294 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
295 continue;
296 }
297
298 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
299 {
300 update_button (ol->ob);
301 break;
302 }
303 } 289 }
304} 290}
305 291
306void 292void
307use_trigger (object *op) 293use_trigger (object *op, object *originator)
308{ 294{
309
310 /* Toggle value */ 295 /* Toggle value */
311 op->value = !op->value; 296 op->value = !op->value;
297
312 push_button (op); 298 push_button (op, originator);
313} 299}
314 300
315/* 301/*
316 * Note: animate_object should be used instead of this, 302 * Note: animate_object should be used instead of this,
317 * but it can't handle animations in the 8 directions 303 * but it can't handle animations in the 8 directions
318 */ 304 */
319
320void 305void
321animate_turning (object *op) /* only one part objects */ 306animate_turning (object *op) /* only one part objects */
322{ 307{
323 if (++op->state >= NUM_ANIMATIONS (op) / 8) 308 if (++op->state >= NUM_ANIMATIONS (op) / 8)
324 op->state = 0; 309 op->state = 0;
339 * sacrificed. This fixes a bug of trying to put multiple altars/related 324 * sacrificed. This fixes a bug of trying to put multiple altars/related
340 * objects on the same space that take the same sacrifice. 325 * objects on the same space that take the same sacrifice.
341 */ 326 */
342 327
343int 328int
344check_altar_sacrifice (const object *altar, const object *sacrifice) 329check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
345{ 330{
346 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 331 if (sacrifice->flag [FLAG_UNPAID])
332 return 0;
333
334 if (is_match_expr (ARCH_SACRIFICE (altar)))
335 return match (ARCH_SACRIFICE (altar), altar, originator);
336
337 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
338 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
339 && sacrifice->type != PLAYER)
347 { 340 {
348 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 341 if (ARCH_SACRIFICE (altar) == shstr_money
349 ARCH_SACRIFICE (altar) == sacrifice->name || 342 && sacrifice->type == MONEY
350 ARCH_SACRIFICE (altar) == sacrifice->slaying || 343 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
351 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
352 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
353 return 1; 344 return 1;
354 345
355 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 346 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
356 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 347 || ARCH_SACRIFICE (altar) == sacrifice->name
348 || ARCH_SACRIFICE (altar) == sacrifice->slaying
349 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
350 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
357 return 1; 351 return 1;
358 } 352 }
359 353
360 return 0; 354 return 0;
361} 355}
368 * 362 *
369 * If this function returns 1, '*sacrifice' is modified to point to the 363 * If this function returns 1, '*sacrifice' is modified to point to the
370 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 364 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
371 */ 365 */
372int 366int
373operate_altar (object *altar, object **sacrifice) 367operate_altar (object *altar, object **sacrifice, object *originator)
374{ 368{
375 if (!altar->map) 369 if (!altar->map)
376 { 370 {
377 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 371 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
378 return 0; 372 return 0;
379 } 373 }
380 374
381 if (!altar->slaying || altar->value) 375 if (!altar->slaying || altar->value)
382 return 0; 376 return 0;
383 377
384 if (!check_altar_sacrifice (altar, *sacrifice)) 378 if (!check_altar_sacrifice (altar, *sacrifice, originator))
385 return 0; 379 return 0;
386 380
387 /* check_altar_sacrifice should have already verified that enough money 381 /* check_altar_sacrifice should have already verified that enough money
388 * has been dropped. 382 * has been dropped.
389 */ 383 */
390 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 384 if (ARCH_SACRIFICE (altar) == shstr_money)
391 { 385 {
392 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 386 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
393 387
394 /* Round up any sacrifices. Altars don't make change either */ 388 /* Round up any sacrifices. Altars don't make change either */
395 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 389 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
396 number++; 390 number++;
397 391
398 *sacrifice = decrease_ob_nr (*sacrifice, number); 392 if (!(*sacrifice)->decrease (number))
393 *sacrifice = 0;
399 } 394 }
400 else 395 else
401 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 396 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
397 *sacrifice = 0;
402 398
403 if (altar->msg) 399 if (altar->msg)
404 new_info_map (NDI_BLACK, altar->map, altar->msg); 400 new_info_map (NDI_BLACK, altar->map, altar->msg);
405 401
406 return 1; 402 return 1;
407} 403}
408 404
409void 405void
410trigger_move (object *op, int state) /* 1 down and 0 up */ 406trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
411{ 407{
412 op->stats.wc = state; 408 op->stats.wc = state;
409
413 if (state) 410 if (state)
414 { 411 {
415 use_trigger (op); 412 use_trigger (op, originator);
416 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 413 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
417 op->speed_left = -1; 414 op->speed_left = -1;
418 } 415 }
419 else 416 else
420 { 417 {
421 use_trigger (op); 418 use_trigger (op, originator);
422 op->set_speed (0); 419 op->set_speed (0);
423 } 420 }
424} 421}
425 422
426 423
435 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 432 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
436 * 433 *
437 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 434 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
438 */ 435 */
439int 436int
440check_trigger (object *op, object *cause) 437check_trigger (object *op, object *cause, object *originator)
441{ 438{
442 object *tmp; 439 object *tmp;
443 int push = 0, tot = 0; 440 int push = 0, tot = 0;
444 int in_movement = op->stats.wc || op->speed; 441 int in_movement = op->stats.wc || op->speed;
445 442
446 switch (op->type) 443 switch (op->type)
447 { 444 {
448 case TRIGGER_BUTTON: 445 case TRIGGER_BUTTON:
449 if (op->weight > 0) 446 if (op->weight > 0)
450 { 447 {
451 if (cause) 448 if (cause)
452 { 449 {
453 for (tmp = op->above; tmp; tmp = tmp->above) 450 for (tmp = op->above; tmp; tmp = tmp->above)
454 /* Comment reproduced from update_buttons(): */ 451 /* Comment reproduced from update_buttons(): */
455 /* Basically, if the move_type matches that on what the 452 /* Basically, if the move_type matches that on what the
456 * button wants, we count it. The second check is so that 453 * button wants, we count it. The second check is so that
457 * objects that don't move (swords, etc) will count. Note that 454 * objects that don't move (swords, etc) will count. Note that
458 * this means that more work is needed to make buttons 455 * this means that more work is needed to make buttons
459 * that are only triggered by flying objects. 456 * that are only triggered by flying objects.
457 */
458 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
459 tot += tmp->head_ ()->total_weight ();
460
461 if (tot >= op->weight)
462 push = 1;
463
464 if (op->stats.ac == push)
465 return 0;
466
467 op->stats.ac = push;
468 if (NUM_ANIMATIONS (op) > 1)
469 {
470 SET_ANIMATION (op, push);
471 update_object (op, UP_OBJ_FACE);
472 }
473
474 if (in_movement || !push)
475 return 0;
476 }
477
478 trigger_move (op, push, cause);
479 }
480
481 return 0;
482
483 case TRIGGER_PEDESTAL:
484 if (cause)
485 {
486 for (tmp = op->above; tmp; tmp = tmp->above)
487 {
488 object *head = tmp->head_ ();
489
490 /* See comment in TRIGGER_BUTTON about move_types */
491 if (((head->move_type & op->move_on) || head->move_type == 0)
492 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
493 {
494 push = 1;
495 break;
496 }
497 }
498
499 if (op->stats.ac == push)
500 return 0;
501
502 op->stats.ac = push;
503
504 if (NUM_ANIMATIONS (op) > 1)
505 {
506 SET_ANIMATION (op, push);
507 update_object (op, UP_OBJ_FACE);
508 }
509
510 update_object (op, UP_OBJ_FACE);
511
512 if (in_movement || !push)
513 return 0;
514 }
515
516 trigger_move (op, push, cause);
517 return 0;
518
519 case TRIGGER_ALTAR:
520 if (cause)
521 {
522 if (in_movement)
523 return 0;
524
525 if (operate_altar (op, &cause)) /* TODO: originator? */
526 {
527 if (NUM_ANIMATIONS (op) > 1)
528 {
529 SET_ANIMATION (op, 1);
530 update_object (op, UP_OBJ_FACE);
531 }
532
533 if (op->last_sp >= 0)
534 {
535 trigger_move (op, 1, cause);
536
537 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp;
539 }
540 else
541 {
542 /* for trigger altar with last_sp, the ON/OFF
543 * status (-> +/- value) is "simulated":
460 */ 544 */
461 545 op->value = !op->value;
462 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 546 trigger_move (op, 1, cause);
463 { 547 op->last_sp = -op->last_sp;
464 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 548 op->value = !op->value;
465 }
466 if (tot >= op->weight)
467 push = 1;
468 if (op->stats.ac == push)
469 return 0;
470 op->stats.ac = push;
471 if (NUM_ANIMATIONS (op) > 1)
472 {
473 SET_ANIMATION (op, push);
474 update_object (op, UP_OBJ_FACE);
475 } 549 }
476 if (in_movement || !push) 550
477 return 0; 551 return cause == NULL;
478 } 552 }
479 trigger_move (op, push);
480 } 553 else
481 return 0;
482
483 case TRIGGER_PEDESTAL:
484 if (cause)
485 {
486 for (tmp = op->above; tmp; tmp = tmp->above)
487 {
488 object *head = tmp->head ? tmp->head : tmp;
489
490 /* See comment in TRIGGER_BUTTON about move_types */
491 if (((head->move_type & op->move_on) || head->move_type == 0)
492 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
493 {
494 push = 1;
495 break;
496 }
497 }
498 if (op->stats.ac == push)
499 return 0; 554 return 0;
500 op->stats.ac = push; 555 }
556 else
557 {
501 if (NUM_ANIMATIONS (op) > 1) 558 if (NUM_ANIMATIONS (op) > 1)
502 { 559 {
503 SET_ANIMATION (op, push); 560 SET_ANIMATION (op, 0);
504 update_object (op, UP_OBJ_FACE); 561 update_object (op, UP_OBJ_FACE);
505 } 562 }
506 update_object (op, UP_OBJ_FACE);
507 if (in_movement || !push)
508 return 0;
509 }
510 trigger_move (op, push);
511 return 0;
512 563
513 case TRIGGER_ALTAR:
514 if (cause)
515 {
516 if (in_movement)
517 return 0;
518 if (operate_altar (op, &cause))
519 {
520 if (NUM_ANIMATIONS (op) > 1)
521 {
522 SET_ANIMATION (op, 1);
523 update_object (op, UP_OBJ_FACE);
524 }
525 if (op->last_sp >= 0)
526 {
527 trigger_move (op, 1);
528 if (op->last_sp > 0)
529 op->last_sp = -op->last_sp;
530 }
531 else
532 {
533 /* for trigger altar with last_sp, the ON/OFF
534 * status (-> +/- value) is "simulated":
535 */
536 op->value = !op->value;
537 trigger_move (op, 1);
538 op->last_sp = -op->last_sp;
539 op->value = !op->value;
540 }
541 return cause == NULL;
542 }
543 else
544 {
545 return 0;
546 }
547 }
548 else
549 {
550 if (NUM_ANIMATIONS (op) > 1)
551 {
552 SET_ANIMATION (op, 0);
553 update_object (op, UP_OBJ_FACE);
554 }
555
556 /* If trigger_altar has "last_sp > 0" set on the map, 564 /* If trigger_altar has "last_sp > 0" set on the map,
557 * it will push the connected value only once per sacrifice. 565 * it will push the connected value only once per sacrifice.
558 * Otherwise (default), the connected value will be 566 * Otherwise (default), the connected value will be
559 * pushed twice: First by sacrifice, second by reset! -AV 567 * pushed twice: First by sacrifice, second by reset! -AV
560 */ 568 */
561 if (!op->last_sp) 569 if (!op->last_sp)
562 trigger_move (op, 0); 570 trigger_move (op, 0, cause);
563 else 571 else
564 { 572 {
565 op->stats.wc = 0; 573 op->stats.wc = 0;
566 op->value = !op->value; 574 op->value = !op->value;
567 op->set_speed (0); 575 op->set_speed (0);
568 } 576 }
569 } 577 }
570 return 0; 578 return 0;
571 579
572 case TRIGGER: 580 case TRIGGER:
573 if (cause) 581 if (cause)
574 { 582 {
575 if (in_movement) 583 if (in_movement)
576 return 0; 584 return 0;
577 585
578 push = 1; 586 push = 1;
579 } 587 }
580 588
581 if (NUM_ANIMATIONS (op) > 1) 589 if (NUM_ANIMATIONS (op) > 1)
582 { 590 {
583 SET_ANIMATION (op, push); 591 SET_ANIMATION (op, push);
584 update_object (op, UP_OBJ_FACE); 592 update_object (op, UP_OBJ_FACE);
585 } 593 }
586 594
587 trigger_move (op, push); 595 trigger_move (op, push, cause);
588 return 1; 596 return 1;
589 597
590 default: 598 default:
591 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 599 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
592 return 0; 600 return 0;
593 } 601 }
594} 602}
595 603
596void 604void
597add_button_link (object *button, maptile *map, int connected) 605object::add_link (maptile *map, shstr_tmp id)
598{ 606{
599 oblinkpt *obp;
600 objectlink *ol = get_objectlink ();
601
602 if (!map) 607 if (!map)
603 { 608 {
604 LOG (llevError, "Tried to add button-link without map.\n"); 609 LOG (llevError, "Tried to add button-link without map.\n");
605 return; 610 return;
606 } 611 }
607 612
608 button->path_attuned = connected; /* peterm: I need this so I can rebuild 613 flag [FLAG_IS_LINKED] = true;
609 a connected map from a template map. */
610 614
611 SET_FLAG (button, FLAG_IS_LINKED); 615 objectlink *ol = get_objectlink ();
612
613 ol->ob = button; 616 ol->ob = this;
614 617
615 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 618 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
616 ; 619 if (obp->id == id)
617
618 if (obp)
619 { 620 {
620 ol->next = obp->link; 621 ol->next = obp->link;
621 obp->link = ol; 622 obp->link = ol;
623 return;
622 } 624 }
623 else 625
624 {
625 obp = get_objectlinkpt (); 626 oblinkpt *obp = get_objectlinkpt ();
626 obp->value = connected; 627 obp->id = id;
627 628
628 obp->next = map->buttons; 629 obp->next = map->buttons;
629 map->buttons = obp; 630 map->buttons = obp;
630 obp->link = ol; 631 obp->link = ol;
631 }
632} 632}
633 633
634/* 634/*
635 * Remove the object from the linked lists of buttons in the map. 635 * Remove the object from the linked lists of buttons in the map.
636 * This is only needed by editors. 636 * This is only needed by editors.
637 */ 637 */
638
639void 638void
640remove_button_link (object *op) 639object::remove_link ()
641{ 640{
642 oblinkpt *obp; 641 if (!map)
643 objectlink **olp, *ol;
644
645 if (op->map == NULL)
646 { 642 {
647 LOG (llevError, "remove_button_link() in object without map.\n"); 643 LOG (llevError, "remove_button_link() in object without map.\n");
648 return; 644 return;
649 } 645 }
650 646
651 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 647 if (!flag [FLAG_IS_LINKED])
652 { 648 {
653 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 649 LOG (llevError, "remove_button_linked() in unlinked object.\n");
654 return; 650 return;
655 } 651 }
656 652
653 flag [FLAG_IS_LINKED] = false;
654
657 for (obp = op->map->buttons; obp; obp = obp->next) 655 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
658 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 656 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
659 if (ol->ob == op) 657 if ((*olp)->ob == this)
660 { 658 {
661 659 objectlink *ol = *olp;
662/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
663 obp->value, op->name, op->map->path);
664*/
665 *olp = ol->next; 660 *olp = ol->next;
666 delete ol; 661 delete ol;
667 return; 662 return;
668 } 663 }
669 664
670 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 665 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
671 CLEAR_FLAG (op, FLAG_IS_LINKED); 666}
667
668/*
669 * Updates every button on the map (by calling update_button() for them).
670 */
671void
672maptile::update_buttons ()
673{
674 for (oblinkpt *obp = buttons; obp; obp = obp->next)
675 for (objectlink *ol = obp->link; ol; ol = ol->next)
676 {
677 if (!ol->ob)
678 {
679 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
680 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
681 continue;
682 }
683
684 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
685 {
686 update_button (ol->ob, 0);
687 break;
688 }
689 }
672} 690}
673 691
674/* 692/*
675 * Gets the objectlink for this connection from the map. 693 * Gets the objectlink for this connection from the map.
676 */ 694 */
677oblinkpt * 695oblinkpt *
678get_connection_links (maptile *map, long connection) 696maptile::find_link (shstr_tmp id)
679{ 697{
680 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
681 if (obp->value == connection) 699 if (obp->id == id)
682 return obp; 700 return obp;
683 701
684 return 0; 702 return 0;
685} 703}
686 704
687/* 705/*
688 * Return the first objectlink in the objects linked to this one 706 * Return the first objectlink in the objects linked to this one
689 */ 707 */
690
691oblinkpt * 708oblinkpt *
692get_button_links (const object *button) 709object::find_link () const
693{ 710{
694 oblinkpt *obp; 711 if (map)
695 objectlink *ol;
696
697 if (!button->map)
698 return NULL;
699
700 for (obp = button->map->buttons; obp; obp = obp->next) 712 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next) 713 for (objectlink *ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button) 714 if (ol->ob == this)
703 return obp; 715 return obp;
704 716
705 return NULL;
706}
707
708/*
709 * Made as a separate function to increase efficiency
710 */
711
712int
713get_button_value (const object *button)
714{
715 oblinkpt *obp;
716 objectlink *ol;
717
718 if (!button->map)
719 return 0;
720 for (obp = button->map->buttons; obp; obp = obp->next)
721 for (ol = obp->link; ol; ol = ol->next)
722 if (ol->ob == button)
723 return obp->value;
724 return 0; 717 return 0;
725} 718}
726 719
727/* This routine makes monsters who are 720/* This routine makes monsters who are
728 * standing on the 'mood floor' change their 721 * standing on the 'mood floor' change their
730 * If floor is to be triggered must have 723 * If floor is to be triggered must have
731 * a speed of zero (default is 1 for all 724 * a speed of zero (default is 1 for all
732 * but the charm floor type). 725 * but the charm floor type).
733 * by b.t. thomas@nomad.astro.psu.edu 726 * by b.t. thomas@nomad.astro.psu.edu
734 */ 727 */
735
736void 728void
737do_mood_floor (object *op, object *source) 729do_mood_floor (object *op, object *source)
738{ 730{
739 object *tmp;
740 object *tmp2;
741
742 if (!source) 731 if (!source)
743 source = op; 732 source = op;
744 733
745 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 734 mapspace &ms = op->ms ();
735
736 if (!(ms.flags () & P_IS_ALIVE))
737 return;
738
739 object *tmp;
740
741 for (tmp = ms.top; tmp; tmp = tmp->below)
746 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 742 if (QUERY_FLAG (tmp, FLAG_MONSTER))
747 break; 743 break;
748 744
749 /* doesn't effect players, and if there is a player on this space, won't also 745 /* doesn't effect players, and if there is a player on this space, won't also
750 * be a monster here. 746 * be a monster here.
751 */ 747 */
748 //TODO: have players really FLAG_MONSTER? kept it for safety
752 if (!tmp || tmp->type == PLAYER) 749 if (!tmp || tmp->type == PLAYER)
753 return; 750 return;
754 751
755 switch (op->last_sp) 752 switch (op->last_sp)
756 { 753 {
757 case 0: /* furious--make all monsters mad */ 754 case 0: /* furious--make all monsters mad */
758 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 755 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
759 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 756 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
757
760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 758 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
761 { 759 {
762 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
763 remove_friendly_object (tmp);
764 tmp->attack_movement = 0; 760 tmp->attack_movement = 0;
765 /* lots of checks here, but want to make sure we don't 761 /* lots of checks here, but want to make sure we don't
766 * dereference a null value 762 * dereference a null value
767 */ 763 */
768 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 764 if (tmp->type == GOLEM
765 && tmp->owner
766 && tmp->owner->type == PLAYER
767 && tmp->owner->contr->golem == tmp)
769 tmp->owner->contr->ranges[range_golem] = 0; 768 tmp->owner->contr->golem = 0;
770 769
771 tmp->owner = 0; 770 tmp->owner = 0;
771
772 remove_friendly_object (tmp);
772 } 773 }
773 break; 774 break;
775
774 case 1: /* angry -- get neutral monsters mad */ 776 case 1: /* angry -- get neutral monsters mad */
775 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 777 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
776 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 778 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
777 break; 779 break;
780
778 case 2: /* calm -- pacify unfriendly monsters */ 781 case 2: /* calm -- pacify unfriendly monsters */
779 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
780 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 782 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
781 break; 783 break;
784
782 case 3: /* make all monsters fall asleep */ 785 case 3: /* make all monsters fall asleep */
783 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
784 SET_FLAG (tmp, FLAG_SLEEP); 786 SET_FLAG (tmp, FLAG_SLEEP);
785 break; 787 break;
788
786 case 4: /* charm all monsters */ 789 case 4: /* charm all monsters */
787 if (op == source) 790 if (op == source)
788 break; /* only if 'connected' */ 791 break; /* only if 'connected' */
789 792
790 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 793 if (object *pl = source->ms ().player ())
791 tmp2->type != PLAYER; tmp2 = tmp2->above) 794 {
792 if (tmp2->above == NULL) 795 tmp->set_owner (pl);
796 SET_FLAG (tmp, FLAG_MONSTER);
797
798 tmp->stats.exp = 0;
799
800 add_friendly_object (tmp);
801 tmp->attack_movement = PETMOVE;
802 }
793 break; 803 break;
794 804
795 if (tmp2->type != PLAYER) 805 case 6: // kill monsters
806 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
796 break; 807 break;
797 808
798 tmp->set_owner (tmp2); 809 // FALL THROUGH
799 SET_FLAG (tmp, FLAG_MONSTER); 810 case 5: // kill all alives
800 811 if (!tmp->flag [FLAG_PRECIOUS])
801 tmp->stats.exp = 0; 812 {
802 SET_FLAG (tmp, FLAG_FRIENDLY); 813 archetype::get (shstr_burnout)->insert_at (tmp, source);
803 814 tmp->destroy ();
804 add_friendly_object (tmp); 815 }
805 tmp->attack_movement = PETMOVE;
806 break; 816 break;
807 817
808 default: 818 default:
809 break; 819 break;
810 } 820 }
822 object *tmp, *ret = NULL; 832 object *tmp, *ret = NULL;
823 833
824 /* First check the object itself. */ 834 /* First check the object itself. */
825 if ((trig->stats.hp && (op->type == trig->stats.hp)) 835 if ((trig->stats.hp && (op->type == trig->stats.hp))
826 || (trig->slaying && (op->slaying == trig->slaying)) 836 || (trig->slaying && (op->slaying == trig->slaying))
827 || (trig->race && (op->arch->name == trig->race))) 837 || (trig->race && (op->arch->archname == trig->race)))
828 return op; 838 return op;
829 839
830 for (tmp = op->inv; tmp; tmp = tmp->below) 840 for (tmp = op->inv; tmp; tmp = tmp->below)
831 { 841 {
832 if (tmp->inv) 842 if (tmp->inv)
835 if (ret) 845 if (ret)
836 return ret; 846 return ret;
837 } 847 }
838 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 848 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
839 || (trig->slaying && (tmp->slaying == trig->slaying)) 849 || (trig->slaying && (tmp->slaying == trig->slaying))
840 || (trig->race && (tmp->arch->name == trig->race))) 850 || (trig->race && (tmp->arch->archname == trig->race)))
841 return tmp; 851 return tmp;
842 } 852 }
843 return NULL; 853 return NULL;
844} 854}
845 855
858 * and has a matching item. Imagine what happens if someone steps on the inventory 868 * and has a matching item. Imagine what happens if someone steps on the inventory
859 * checker with a matching item, has it, activates the connection, throws the item 869 * checker with a matching item, has it, activates the connection, throws the item
860 * away, and then leaves the inventory checker. That would've caused an always-enabled 870 * away, and then leaves the inventory checker. That would've caused an always-enabled
861 * state in the inventory checker. This won't happen anymore now. 871 * state in the inventory checker. This won't happen anymore now.
862 * 872 *
873 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
874 * whether op is on this mapspace or not, because the value (1|0) depends
875 * on this information. also make sure to only push_button if op has
876 * a matching item (because when we do a push_button with value=0 timed gates
877 * will still open)! (i hope i got the semantics right this time)
878 *
863 */ 879 */
864void 880void
865check_inv (object *op, object *trig) 881check_inv (object *op, object *trig)
866{ 882{
867 trig->value = 0; // deactivate if none of the following conditions apply 883 trig->value = 0; // deactivate if none of the following conditions apply
868 884
869 if (object *pl = trig->ms ().player ()) 885 object *pl = trig->ms ().player ();
870 {
871 object *match = check_inv_recursive (pl, trig); 886 object *match = check_inv_recursive (op, trig);
872 887
888 // elmex: a note about (pl == op):
889 // if pl == 0 then the player has left this space
890 // if pl != 0 then a player is on this mapspace, but then
891 // we still have to check whether it's the player that triggered
892 // this inv-checker, because if not, then the op left this inv-checker
893 // and we have to set the value to 0
894
873 if (match && trig->last_sp) // match == having 895 if (match && trig->last_sp) // match == having
874 { 896 {
875 if (trig->last_heal) 897 if (trig->last_heal)
876 decrease_ob (match); 898 match->decrease ();
877 899
878 trig->value = 1; 900 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
879 } 901 push_button (trig, op);
902 }
880 else if (!match && !trig->last_sp) // match == not having 903 else if (!match && !trig->last_sp) // match == not having
881 trig->value = 1;
882 } 904 {
883 905 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
884 push_button (trig); 906 push_button (trig, op);
907 }
885} 908}
886 909

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines