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Comparing deliantra/server/common/button.C (file contents):
Revision 1.15 by elmex, Tue Dec 19 13:41:45 2006 UTC vs.
Revision 1.53 by root, Thu Jan 8 19:23:43 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 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* 26/*
28 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
29 */ 28 */
30 29
31/* 30/*
32 * elmex: 31 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated. 32 * 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. 33 * 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. 34 * The activator argument can be 0 or the source object for this activation.
35 * the originator is the player or monster who did something.
36 */ 36 */
37void 37static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39{ 39{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
43 { 41 {
44 if (!ol->ob) 42 if (!ol->ob)
45 { 43 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
55 * re-loaded. As such, just exit this function if that is the case. 53 * re-loaded. As such, just exit this function if that is the case.
56 */ 54 */
57 55
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return; 57 return;
58
60 tmp = ol->ob; 59 object *tmp = ol->ob;
61 60
62 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 63 continue;
64
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 66 continue;
67 67
68 switch (tmp->type) 68 switch (tmp->type)
69 { 69 {
70 case GATE: 70 case GATE:
71 case HOLE: 71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 77 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 78 break;
76 79
77 case CF_HANDLE: 80 case CF_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 82 update_object (tmp, UP_OBJ_FACE);
80 break; 83 break;
81 84
82 case SIGN: 85 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 90 if (tmp->stats.food)
87 tmp->last_eat++; 91 tmp->last_eat++;
88 } 92 }
89 break; 93 break;
90 94
91 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 97 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
95 break; 100 break;
96 101
97 case BUTTON: 102 case BUTTON:
98 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 105 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
102 break; 108 break;
103 109
104 case MOOD_FLOOR: 110 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, activator);
106 break; 112 break;
107 113
108 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
109 tmp->speed = tmp->arch->clone.speed; 118 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 119 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 123 * from the head - this ensures that the data will consistent
116 */ 124 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 125 for (object *part = tmp->more; part; part = part->more)
118 { 126 {
119 tmp->speed = tmp->head->speed; 127 part->value = tmp->value;
120 tmp->value = tmp->head->value; 128 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 129 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 130 part->set_speed (tmp->speed);
124 } 131 }
125 break; 132 break;
126 133
127 case DIRECTOR: 134 case DIRECTOR:
128 case FIREWALL: 135 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 137 move_firewall (tmp);
131 else 138 else
132 { 139 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
135 animate_turning (tmp); 141 animate_turning (tmp);
136 } 142 }
137 break; 143 break;
138 144
139 case TELEPORTER: 145 case TELEPORTER:
140 move_teleporter (tmp); 146 move_teleporter (tmp);
141 break; 147 break;
142 148
143 case CREATOR: 149 case CREATOR:
144 move_creator (tmp); 150 move_creator (tmp);
145 break; 151 break;
146 152
147 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
148 move_marker (tmp); 155 move_marker (tmp);
149 break; 156 break;
150 157
151 case DUPLICATOR: 158 case DUPLICATOR:
152 move_duplicator (tmp); 159 move_duplicator (tmp);
153 break; 160 break;
161
162 case MAPSCRIPT:
163 cfperl_mapscript_activate (tmp, state, activator, originator);
164 break;
154 } 165 }
155 } 166 }
156} 167}
157 168
158/* 169/*
166 * Changed the routine to loop through _all_ objects. 177 * Changed the routine to loop through _all_ objects.
167 * Better hurry with that linked list... 178 * Better hurry with that linked list...
168 * 179 *
169 */ 180 */
170void 181void
171push_button (object *op) 182push_button (object *op, object *originator)
172{ 183{
173 oblinkpt *obp = get_button_links (op); 184 if (oblinkpt *obp = op->find_link ())
174 185 {
175 if (!obp) 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
176 return; 187 return;
177 188
178 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
179 return;
180
181 activate_connection_link (obp->link, op->value, op); 189 activate_connection_link (obp->link, op->value, op, originator);
190 }
182} 191}
183 192
184/* 193/*
185 * elmex: 194 * elmex:
186 * This activates a connection, similar to push_button (object *op) but it takes 195 * This activates a connection, similar to push_button (object *op) but it takes
188 * the connection was 'state' or 'released'. So that you can activate objects 197 * the connection was 'state' or 'released'. So that you can activate objects
189 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 198 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
190 * 199 *
191 */ 200 */
192void 201void
193activate_connection (maptile *map, long connection, bool state) 202maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
194{ 203{
195 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 204 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
196 return; 205 return;
197 206
198 oblinkpt *obp = get_connection_links (map, connection); 207 if (oblinkpt *obp = find_link (id))
199
200 if (obp)
201 activate_connection_link (obp->link, state); 208 activate_connection_link (obp->link, state, activator, originator);
202} 209}
203 210
204/* 211/*
205 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 213 * After changing the state of a button, this function must be called
207 * to make sure that all gates and other buttons connected to the 214 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
209 */ 216 */
210
211void 217void
212update_button (object *op) 218update_button (object *op, object *originator)
213{ 219{
214 object *ab, *tmp, *head;
215 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0;
217 objectlink *ol;
218 221
219 obp = get_button_links (op); 222 if (oblinkpt *obp = op->find_link ())
220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp)
222 for (ol = obp->link; ol; ol = ol->next) 223 for (objectlink *ol = obp->link; ol; ol = ol->next)
223 { 224 {
224 if (!ol->ob) 225 if (!ol->ob)
225 { 226 {
226 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 227 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
227 continue; 228 continue;
228 } 229 }
229 230
230 tmp = ol->ob; 231 object *tmp = ol->ob;
232
231 if (tmp->type == BUTTON) 233 if (tmp->type == BUTTON)
232 { 234 {
235 sint32 total = 0;
236
233 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 237 for (object *ab = tmp->above; ab; ab = ab->above)
234 /* Bug? The pedestal code below looks for the head of
235 * the object, this bit doesn't. I'd think we should check
236 * for head here also. Maybe it also makese sense to
237 * make the for ab=tmp->above loop common, and alter
238 * behaviour based on object within that loop?
239 */
240
241 /* Basically, if the move_type matches that on what the 238 /* Basically, if the move_type matches that on what the
242 * button wants, we count it. The second check is so that 239 * button wants, we count it. The second check is so that
243 * objects don't move (swords, etc) will count. Note that 240 * objects who don't move (swords, etc) will count. Note that
244 * this means that more work is needed to make buttons 241 * this means that more work is needed to make buttons
245 * that are only triggered by flying objects. 242 * that are only triggered by flying objects.
246 */ 243 */
247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
248 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 245 total += ab->head_ ()->total_weight ();
249 246
250 tmp->value = (tot >= tmp->weight) ? 1 : 0; 247 tmp->value = total >= tmp->weight;
251 if (tmp->value) 248
252 any_down = 1; 249 any_down = any_down || tmp->value;
253 } 250 }
254 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
255 { 252 {
256 tmp->value = 0; 253 tmp->value = 0;
254
257 for (ab = tmp->above; ab != NULL; ab = ab->above) 255 for (object *ab = tmp->above; ab; ab = ab->above)
258 { 256 {
259 head = ab->head ? ab->head : ab; 257 object *head = ab->head_ ();
258
260 /* Same note regarding move_type for buttons above apply here. */ 259 /* Same note regarding move_type for buttons above apply here. */
261 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 260 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
262 (head->race == tmp->slaying || 261 && (head->race == tmp->slaying
263 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 262 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
264 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 263 || (tmp->slaying == shstr_player && head->type == PLAYER)))
265 tmp->value = 1; 264 tmp->value = 1;
266 } 265 }
267 if (tmp->value) 266
268 any_down = 1; 267 any_down = any_down || tmp->value;
269 } 268 }
270 } 269 }
270
271 if (any_down) /* If any other buttons were down, force this to remain down */ 271 if (any_down) /* If any other buttons were down, force this to remain down */
272 op->value = 1; 272 op->value = 1;
273 273
274 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
275
274 /* If this button hasn't changed, don't do anything */ 276 /* If this button hasn't changed, don't do anything */
275 if (op->value != old_value) 277 if (op->value != old_value)
276 { 278 {
277 SET_ANIMATION (op, op->value); 279 SET_ANIMATION (op, op->value);
278 update_object (op, UP_OBJ_FACE); 280 update_object (op, UP_OBJ_FACE);
279 push_button (op); /* Make all other buttons the same */ 281 push_button (op, originator); /* Make all other buttons the same */
280 }
281}
282
283/*
284 * Updates every button on the map (by calling update_button() for them).
285 */
286
287void
288update_buttons (maptile *m)
289{
290 objectlink *ol;
291 oblinkpt *obp;
292
293 for (obp = m->buttons; obp; obp = obp->next)
294 for (ol = obp->link; ol; ol = ol->next)
295 {
296 if (!ol->ob)
297 {
298 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
299 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
300 continue;
301 }
302
303 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
304 {
305 update_button (ol->ob);
306 break;
307 }
308 } 282 }
309} 283}
310 284
311void 285void
312use_trigger (object *op) 286use_trigger (object *op, object *originator)
313{ 287{
314
315 /* Toggle value */ 288 /* Toggle value */
316 op->value = !op->value; 289 op->value = !op->value;
290
317 push_button (op); 291 push_button (op, originator);
318} 292}
319 293
320/* 294/*
321 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
322 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
323 */ 297 */
324
325void 298void
326animate_turning (object *op) /* only one part objects */ 299animate_turning (object *op) /* only one part objects */
327{ 300{
328 if (++op->state >= NUM_ANIMATIONS (op) / 8) 301 if (++op->state >= NUM_ANIMATIONS (op) / 8)
329 op->state = 0; 302 op->state = 0;
346 */ 319 */
347 320
348int 321int
349check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (const object *altar, const object *sacrifice)
350{ 323{
351 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 324 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
325 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
326 && sacrifice->type != PLAYER)
352 { 327 {
353 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 328 if (ARCH_SACRIFICE (altar) == shstr_money
354 ARCH_SACRIFICE (altar) == sacrifice->name || 329 && sacrifice->type == MONEY
355 ARCH_SACRIFICE (altar) == sacrifice->slaying || 330 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
356 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
357 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
358 return 1; 331 return 1;
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 332
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 333 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
334 || ARCH_SACRIFICE (altar) == sacrifice->name
335 || ARCH_SACRIFICE (altar) == sacrifice->slaying
336 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
337 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
361 return 1; 338 return 1;
362 } 339 }
340
363 return 0; 341 return 0;
364} 342}
365 343
366/* 344/*
367 * operate_altar checks if sacrifice was accepted and removes sacrificed 345 * operate_altar checks if sacrifice was accepted and removes sacrificed
388 return 0; 366 return 0;
389 367
390 /* check_altar_sacrifice should have already verified that enough money 368 /* check_altar_sacrifice should have already verified that enough money
391 * has been dropped. 369 * has been dropped.
392 */ 370 */
393 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 371 if (ARCH_SACRIFICE (altar) == shstr_money)
394 { 372 {
395 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 373 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
396 374
397 /* Round up any sacrifices. Altars don't make change either */ 375 /* Round up any sacrifices. Altars don't make change either */
398 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 376 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
399 number++; 377 number++;
400 378
401 *sacrifice = decrease_ob_nr (*sacrifice, number); 379 if (!(*sacrifice)->decrease (number))
380 *sacrifice = 0;
402 } 381 }
403 else 382 else
404 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 383 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
384 *sacrifice = 0;
405 385
406 if (altar->msg) 386 if (altar->msg)
407 new_info_map (NDI_BLACK, altar->map, altar->msg); 387 new_info_map (NDI_BLACK, altar->map, altar->msg);
408 388
409 return 1; 389 return 1;
410} 390}
411 391
412void 392void
413trigger_move (object *op, int state) /* 1 down and 0 up */ 393trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
414{ 394{
415 op->stats.wc = state; 395 op->stats.wc = state;
396
416 if (state) 397 if (state)
417 { 398 {
418 use_trigger (op); 399 use_trigger (op, originator);
419 if (op->stats.exp > 0) /* check sanity */ 400 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
420 op->speed = 1.0 / op->stats.exp;
421 else
422 op->speed = 1.0;
423 update_ob_speed (op);
424 op->speed_left = -1; 401 op->speed_left = -1;
425 } 402 }
426 else 403 else
427 { 404 {
428 use_trigger (op); 405 use_trigger (op, originator);
429 op->speed = 0; 406 op->set_speed (0);
430 update_ob_speed (op);
431 } 407 }
432} 408}
433 409
434 410
435/* 411/*
451 int push = 0, tot = 0; 427 int push = 0, tot = 0;
452 int in_movement = op->stats.wc || op->speed; 428 int in_movement = op->stats.wc || op->speed;
453 429
454 switch (op->type) 430 switch (op->type)
455 { 431 {
456 case TRIGGER_BUTTON: 432 case TRIGGER_BUTTON:
457 if (op->weight > 0) 433 if (op->weight > 0)
458 { 434 {
459 if (cause) 435 if (cause)
460 { 436 {
461 for (tmp = op->above; tmp; tmp = tmp->above) 437 for (tmp = op->above; tmp; tmp = tmp->above)
462 /* Comment reproduced from update_buttons(): */ 438 /* Comment reproduced from update_buttons(): */
463 /* Basically, if the move_type matches that on what the 439 /* Basically, if the move_type matches that on what the
464 * button wants, we count it. The second check is so that 440 * button wants, we count it. The second check is so that
465 * objects that don't move (swords, etc) will count. Note that 441 * objects that don't move (swords, etc) will count. Note that
466 * this means that more work is needed to make buttons 442 * this means that more work is needed to make buttons
467 * that are only triggered by flying objects. 443 * that are only triggered by flying objects.
444 */
445 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
446 tot += tmp->head_ ()->total_weight ();
447
448 if (tot >= op->weight)
449 push = 1;
450
451 if (op->stats.ac == push)
452 return 0;
453
454 op->stats.ac = push;
455 if (NUM_ANIMATIONS (op) > 1)
456 {
457 SET_ANIMATION (op, push);
458 update_object (op, UP_OBJ_FACE);
459 }
460
461 if (in_movement || !push)
462 return 0;
463 }
464
465 trigger_move (op, push, cause);
466 }
467
468 return 0;
469
470 case TRIGGER_PEDESTAL:
471 if (cause)
472 {
473 for (tmp = op->above; tmp; tmp = tmp->above)
474 {
475 object *head = tmp->head_ ();
476
477 /* See comment in TRIGGER_BUTTON about move_types */
478 if (((head->move_type & op->move_on) || head->move_type == 0)
479 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
480 {
481 push = 1;
482 break;
483 }
484 }
485
486 if (op->stats.ac == push)
487 return 0;
488
489 op->stats.ac = push;
490
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 update_object (op, UP_OBJ_FACE);
498
499 if (in_movement || !push)
500 return 0;
501 }
502
503 trigger_move (op, push, cause);
504 return 0;
505
506 case TRIGGER_ALTAR:
507 if (cause)
508 {
509 if (in_movement)
510 return 0;
511
512 if (operate_altar (op, &cause))
513 {
514 if (NUM_ANIMATIONS (op) > 1)
515 {
516 SET_ANIMATION (op, 1);
517 update_object (op, UP_OBJ_FACE);
518 }
519
520 if (op->last_sp >= 0)
521 {
522 trigger_move (op, 1, cause);
523
524 if (op->last_sp > 0)
525 op->last_sp = -op->last_sp;
526 }
527 else
528 {
529 /* for trigger altar with last_sp, the ON/OFF
530 * status (-> +/- value) is "simulated":
468 */ 531 */
469 532 op->value = !op->value;
470 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 533 trigger_move (op, 1, cause);
471 { 534 op->last_sp = -op->last_sp;
472 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 535 op->value = !op->value;
473 }
474 if (tot >= op->weight)
475 push = 1;
476 if (op->stats.ac == push)
477 return 0;
478 op->stats.ac = push;
479 if (NUM_ANIMATIONS (op) > 1)
480 {
481 SET_ANIMATION (op, push);
482 update_object (op, UP_OBJ_FACE);
483 } 536 }
484 if (in_movement || !push) 537
485 return 0; 538 return cause == NULL;
486 } 539 }
487 trigger_move (op, push);
488 } 540 else
489 return 0;
490
491 case TRIGGER_PEDESTAL:
492 if (cause)
493 {
494 for (tmp = op->above; tmp; tmp = tmp->above)
495 {
496 object *head = tmp->head ? tmp->head : tmp;
497
498 /* See comment in TRIGGER_BUTTON about move_types */
499 if (((head->move_type & op->move_on) || head->move_type == 0)
500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 {
502 push = 1;
503 break;
504 }
505 }
506 if (op->stats.ac == push)
507 return 0; 541 return 0;
508 op->stats.ac = push; 542 }
543 else
544 {
509 if (NUM_ANIMATIONS (op) > 1) 545 if (NUM_ANIMATIONS (op) > 1)
510 { 546 {
511 SET_ANIMATION (op, push); 547 SET_ANIMATION (op, 0);
512 update_object (op, UP_OBJ_FACE); 548 update_object (op, UP_OBJ_FACE);
513 } 549 }
514 update_object (op, UP_OBJ_FACE);
515 if (in_movement || !push)
516 return 0;
517 }
518 trigger_move (op, push);
519 return 0;
520 550
521 case TRIGGER_ALTAR:
522 if (cause)
523 {
524 if (in_movement)
525 return 0;
526 if (operate_altar (op, &cause))
527 {
528 if (NUM_ANIMATIONS (op) > 1)
529 {
530 SET_ANIMATION (op, 1);
531 update_object (op, UP_OBJ_FACE);
532 }
533 if (op->last_sp >= 0)
534 {
535 trigger_move (op, 1);
536 if (op->last_sp > 0)
537 op->last_sp = -op->last_sp;
538 }
539 else
540 {
541 /* for trigger altar with last_sp, the ON/OFF
542 * status (-> +/- value) is "simulated":
543 */
544 op->value = !op->value;
545 trigger_move (op, 1);
546 op->last_sp = -op->last_sp;
547 op->value = !op->value;
548 }
549 return cause == NULL;
550 }
551 else
552 {
553 return 0;
554 }
555 }
556 else
557 {
558 if (NUM_ANIMATIONS (op) > 1)
559 {
560 SET_ANIMATION (op, 0);
561 update_object (op, UP_OBJ_FACE);
562 }
563
564 /* If trigger_altar has "last_sp > 0" set on the map, 551 /* If trigger_altar has "last_sp > 0" set on the map,
565 * it will push the connected value only once per sacrifice. 552 * it will push the connected value only once per sacrifice.
566 * Otherwise (default), the connected value will be 553 * Otherwise (default), the connected value will be
567 * pushed twice: First by sacrifice, second by reset! -AV 554 * pushed twice: First by sacrifice, second by reset! -AV
568 */ 555 */
569 if (!op->last_sp) 556 if (!op->last_sp)
570 trigger_move (op, 0); 557 trigger_move (op, 0, cause);
571 else 558 else
572 { 559 {
573 op->stats.wc = 0; 560 op->stats.wc = 0;
574 op->value = !op->value; 561 op->value = !op->value;
575 op->speed = 0; 562 op->set_speed (0);
576 update_ob_speed (op);
577 } 563 }
578 } 564 }
579 return 0; 565 return 0;
580 566
581 case TRIGGER: 567 case TRIGGER:
582 if (cause) 568 if (cause)
583 { 569 {
584 if (in_movement) 570 if (in_movement)
585 return 0; 571 return 0;
572
586 push = 1; 573 push = 1;
587 } 574 }
575
588 if (NUM_ANIMATIONS (op) > 1) 576 if (NUM_ANIMATIONS (op) > 1)
589 { 577 {
590 SET_ANIMATION (op, push); 578 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 579 update_object (op, UP_OBJ_FACE);
592 } 580 }
581
593 trigger_move (op, push); 582 trigger_move (op, push, cause);
594 return 1; 583 return 1;
595 584
596 default: 585 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 586 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
598 return 0; 587 return 0;
599 } 588 }
600} 589}
601 590
602void 591void
603add_button_link (object *button, maptile *map, int connected) 592object::add_link (maptile *map, shstr_tmp id)
604{ 593{
605 oblinkpt *obp;
606 objectlink *ol = get_objectlink ();
607
608 if (!map) 594 if (!map)
609 { 595 {
610 LOG (llevError, "Tried to add button-link without map.\n"); 596 LOG (llevError, "Tried to add button-link without map.\n");
611 return; 597 return;
612 } 598 }
613 if (!editor)
614 button->path_attuned = connected; /* peterm: I need this so I can rebuild
615 a connected map from a template map. */
616 599
617/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 600 flag [FLAG_IS_LINKED] = true;
618 601
619 SET_FLAG (button, FLAG_IS_LINKED); 602 objectlink *ol = get_objectlink ();
620
621 ol->ob = button; 603 ol->ob = this;
622 604
623 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 605 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
624 606 if (obp->id == id)
625 if (obp)
626 { 607 {
627 ol->next = obp->link; 608 ol->next = obp->link;
628 obp->link = ol; 609 obp->link = ol;
610 return;
629 } 611 }
630 else 612
631 {
632 obp = get_objectlinkpt (); 613 oblinkpt *obp = get_objectlinkpt ();
633 obp->value = connected; 614 obp->id = id;
634 615
635 obp->next = map->buttons; 616 obp->next = map->buttons;
636 map->buttons = obp; 617 map->buttons = obp;
637 obp->link = ol; 618 obp->link = ol;
638 }
639} 619}
640 620
641/* 621/*
642 * Remove the object from the linked lists of buttons in the map. 622 * Remove the object from the linked lists of buttons in the map.
643 * This is only needed by editors. 623 * This is only needed by editors.
644 */ 624 */
645
646void 625void
647remove_button_link (object *op) 626object::remove_link ()
648{ 627{
649 oblinkpt *obp; 628 if (!map)
650 objectlink **olp, *ol;
651
652 if (op->map == NULL)
653 { 629 {
654 LOG (llevError, "remove_button_link() in object without map.\n"); 630 LOG (llevError, "remove_button_link() in object without map.\n");
655 return; 631 return;
656 } 632 }
657 633
658 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 634 if (!flag [FLAG_IS_LINKED])
659 { 635 {
660 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 636 LOG (llevError, "remove_button_linked() in unlinked object.\n");
661 return; 637 return;
662 } 638 }
663 639
640 flag [FLAG_IS_LINKED] = false;
641
664 for (obp = op->map->buttons; obp; obp = obp->next) 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
665 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 643 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
666 if (ol->ob == op) 644 if ((*olp)->ob == this)
667 { 645 {
668 646 objectlink *ol = *olp;
669/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
670 obp->value, op->name, op->map->path);
671*/
672 *olp = ol->next; 647 *olp = ol->next;
673 delete ol; 648 delete ol;
674 return; 649 return;
675 } 650 }
676 651
677 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 652 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
678 CLEAR_FLAG (op, FLAG_IS_LINKED); 653}
654
655/*
656 * Updates every button on the map (by calling update_button() for them).
657 */
658void
659maptile::update_buttons ()
660{
661 for (oblinkpt *obp = buttons; obp; obp = obp->next)
662 for (objectlink *ol = obp->link; ol; ol = ol->next)
663 {
664 if (!ol->ob)
665 {
666 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
667 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
668 continue;
669 }
670
671 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
672 {
673 update_button (ol->ob, 0);
674 break;
675 }
676 }
679} 677}
680 678
681/* 679/*
682 * Gets the objectlink for this connection from the map. 680 * Gets the objectlink for this connection from the map.
683 */ 681 */
684oblinkpt * 682oblinkpt *
685get_connection_links (maptile *map, long connection) 683maptile::find_link (shstr_tmp id)
686{ 684{
687 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 685 for (oblinkpt *obp = buttons; obp; obp = obp->next)
688 if (obp->value == connection) 686 if (obp->id == id)
689 return obp; 687 return obp;
690 688
691 return 0; 689 return 0;
692} 690}
693 691
694/* 692/*
695 * Return the first objectlink in the objects linked to this one 693 * Return the first objectlink in the objects linked to this one
696 */ 694 */
697
698oblinkpt * 695oblinkpt *
699get_button_links (const object *button) 696object::find_link () const
700{ 697{
701 oblinkpt *obp; 698 if (map)
702 objectlink *ol;
703
704 if (!button->map)
705 return NULL;
706
707 for (obp = button->map->buttons; obp; obp = obp->next) 699 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
708 for (ol = obp->link; ol; ol = ol->next) 700 for (objectlink *ol = obp->link; ol; ol = ol->next)
709 if (ol->ob == button) 701 if (ol->ob == this)
710 return obp; 702 return obp;
711 703
712 return NULL;
713}
714
715/*
716 * Made as a separate function to increase efficiency
717 */
718
719int
720get_button_value (const object *button)
721{
722 oblinkpt *obp;
723 objectlink *ol;
724
725 if (!button->map)
726 return 0;
727 for (obp = button->map->buttons; obp; obp = obp->next)
728 for (ol = obp->link; ol; ol = ol->next)
729 if (ol->ob == button)
730 return obp->value;
731 return 0; 704 return 0;
732} 705}
733 706
734/* This routine makes monsters who are 707/* This routine makes monsters who are
735 * standing on the 'mood floor' change their 708 * standing on the 'mood floor' change their
737 * If floor is to be triggered must have 710 * If floor is to be triggered must have
738 * a speed of zero (default is 1 for all 711 * a speed of zero (default is 1 for all
739 * but the charm floor type). 712 * but the charm floor type).
740 * by b.t. thomas@nomad.astro.psu.edu 713 * by b.t. thomas@nomad.astro.psu.edu
741 */ 714 */
742
743void 715void
744do_mood_floor (object *op, object *source) 716do_mood_floor (object *op, object *source)
745{ 717{
746 object *tmp;
747 object *tmp2;
748
749 if (!source) 718 if (!source)
750 source = op; 719 source = op;
751 720
752 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 721 mapspace &ms = op->ms ();
722
723 if (!(ms.flags () & P_IS_ALIVE))
724 return;
725
726 object *tmp;
727
728 for (tmp = ms.top; tmp; tmp = tmp->below)
753 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 729 if (QUERY_FLAG (tmp, FLAG_MONSTER))
754 break; 730 break;
755 731
756 /* doesn't effect players, and if there is a player on this space, won't also 732 /* doesn't effect players, and if there is a player on this space, won't also
757 * be a monster here. 733 * be a monster here.
758 */ 734 */
735 //TODO: have players really FLAG_MONSTER? kept it for safety
759 if (!tmp || tmp->type == PLAYER) 736 if (!tmp || tmp->type == PLAYER)
760 return; 737 return;
761 738
762 switch (op->last_sp) 739 switch (op->last_sp)
763 { 740 {
764 case 0: /* furious--make all monsters mad */ 741 case 0: /* furious--make all monsters mad */
765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 742 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 743 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
744
767 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 745 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
768 { 746 {
769 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
770 remove_friendly_object (tmp);
771 tmp->attack_movement = 0; 747 tmp->attack_movement = 0;
772 /* lots of checks here, but want to make sure we don't 748 /* lots of checks here, but want to make sure we don't
773 * dereference a null value 749 * dereference a null value
774 */ 750 */
775 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 751 if (tmp->type == GOLEM
752 && tmp->owner
753 && tmp->owner->type == PLAYER
754 && tmp->owner->contr->golem == tmp)
776 tmp->owner->contr->ranges[range_golem] = 0; 755 tmp->owner->contr->golem = 0;
777 756
778 tmp->owner = 0; 757 tmp->owner = 0;
758
759 remove_friendly_object (tmp);
779 } 760 }
780 break; 761 break;
762
781 case 1: /* angry -- get neutral monsters mad */ 763 case 1: /* angry -- get neutral monsters mad */
782 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
783 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
784 break; 766 break;
767
785 case 2: /* calm -- pacify unfriendly monsters */ 768 case 2: /* calm -- pacify unfriendly monsters */
786 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
787 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 769 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
788 break; 770 break;
771
789 case 3: /* make all monsters fall asleep */ 772 case 3: /* make all monsters fall asleep */
790 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
791 SET_FLAG (tmp, FLAG_SLEEP); 773 SET_FLAG (tmp, FLAG_SLEEP);
792 break; 774 break;
775
793 case 4: /* charm all monsters */ 776 case 4: /* charm all monsters */
794 if (op == source) 777 if (op == source)
795 break; /* only if 'connected' */ 778 break; /* only if 'connected' */
796 779
797 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 780 if (object *pl = source->ms ().player ())
798 tmp2->type != PLAYER; tmp2 = tmp2->above) 781 {
799 if (tmp2->above == NULL) 782 tmp->set_owner (pl);
783 SET_FLAG (tmp, FLAG_MONSTER);
784
785 tmp->stats.exp = 0;
786
787 add_friendly_object (tmp);
788 tmp->attack_movement = PETMOVE;
789 }
800 break; 790 break;
801 791
802 if (tmp2->type != PLAYER) 792 case 6: // kill monsters
793 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
803 break; 794 break;
804 tmp->set_owner (tmp2); 795
805 SET_FLAG (tmp, FLAG_MONSTER); 796 // FALL THROUGH
806 tmp->stats.exp = 0; 797 case 5: // kill all alives
807 SET_FLAG (tmp, FLAG_FRIENDLY); 798 if (!tmp->flag [FLAG_PRECIOUS])
808 add_friendly_object (tmp); 799 {
809 tmp->attack_movement = PETMOVE; 800 archetype::get (shstr_burnout)->insert_at (tmp, source);
801 tmp->destroy ();
802 }
810 break; 803 break;
811 804
812 default: 805 default:
813 break; 806 break;
814 } 807 }
818 * It will descend through containers to find the object. 811 * It will descend through containers to find the object.
819 * slaying = match object slaying flag 812 * slaying = match object slaying flag
820 * race = match object archetype name flag 813 * race = match object archetype name flag
821 * hp = match object type (excpt type '0'== PLAYER) 814 * hp = match object type (excpt type '0'== PLAYER)
822 */ 815 */
823
824object * 816object *
825check_inv_recursive (object *op, const object *trig) 817check_inv_recursive (object *op, const object *trig)
826{ 818{
827 object *tmp, *ret = NULL; 819 object *tmp, *ret = NULL;
828 820
829 /* First check the object itself. */ 821 /* First check the object itself. */
830 if ((trig->stats.hp && (op->type == trig->stats.hp)) 822 if ((trig->stats.hp && (op->type == trig->stats.hp))
831 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 823 || (trig->slaying && (op->slaying == trig->slaying))
824 || (trig->race && (op->arch->archname == trig->race)))
832 return op; 825 return op;
833 826
834 for (tmp = op->inv; tmp; tmp = tmp->below) 827 for (tmp = op->inv; tmp; tmp = tmp->below)
835 { 828 {
836 if (tmp->inv) 829 if (tmp->inv)
838 ret = check_inv_recursive (tmp, trig); 831 ret = check_inv_recursive (tmp, trig);
839 if (ret) 832 if (ret)
840 return ret; 833 return ret;
841 } 834 }
842 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 835 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
843 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 836 || (trig->slaying && (tmp->slaying == trig->slaying))
837 || (trig->race && (tmp->arch->archname == trig->race)))
844 return tmp; 838 return tmp;
845 } 839 }
846 return NULL; 840 return NULL;
847} 841}
848 842
851 * the square will activate connected items. 845 * the square will activate connected items.
852 * Monsters can't trigger this square (for now) 846 * Monsters can't trigger this square (for now)
853 * Values are: last_sp = 1/0 obj/no obj triggers 847 * Values are: last_sp = 1/0 obj/no obj triggers
854 * last_heal = 1/0 remove/dont remove obj if triggered 848 * last_heal = 1/0 remove/dont remove obj if triggered
855 * -b.t. (thomas@nomad.astro.psu.edu 849 * -b.t. (thomas@nomad.astro.psu.edu
856 */ 850 *
857 851 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
852 * because the check-inventory semantic essentially only applies when
853 * something is above the inventory checker.
854 * The semantic prior this change was: trigger if something has moved on or off
855 * and has a matching item. Imagine what happens if someone steps on the inventory
856 * checker with a matching item, has it, activates the connection, throws the item
857 * away, and then leaves the inventory checker. That would've caused an always-enabled
858 * state in the inventory checker. This won't happen anymore now.
859 *
860 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
861 * whether op is on this mapspace or not, because the value (1|0) depends
862 * on this information. also make sure to only push_button if op has
863 * a matching item (because when we do a push_button with value=0 timed gates
864 * will still open)! (i hope i got the semantics right this time)
865 *
866 */
858void 867void
859check_inv (object *op, object *trig, bool move_on) 868check_inv (object *op, object *trig)
860{ 869{
861 object *match; 870 trig->value = 0; // deactivate if none of the following conditions apply
862 871
863 if (op->type != PLAYER) 872 object *pl = trig->ms ().player ();
864 return;
865 match = check_inv_recursive (op, trig); 873 object *match = check_inv_recursive (op, trig);
874
875 // elmex: a note about (pl == op):
876 // if pl == 0 then the player has left this space
877 // if pl != 0 then a player is on this mapspace, but then
878 // we still have to check whether it's the player that triggered
879 // this inv-checker, because if not, then the op left this inv-checker
880 // and we have to set the value to 0
881
866 if (match && trig->last_sp) 882 if (match && trig->last_sp) // match == having
867 { 883 {
868 if (trig->last_heal) 884 if (trig->last_heal)
869 decrease_ob (match); 885 match->decrease ();
870 886
871 trig->value = move_on ? 1 : 0; 887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
872
873 push_button (trig); 888 push_button (trig, op);
874 }
875 else if (!match && !trig->last_sp)
876 { 889 }
877 trig->value = move_on ? 1 : 0; 890 else if (!match && !trig->last_sp) // match == not having
891 {
892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
878 push_button (trig); 893 push_button (trig, op);
879 } 894 }
880} 895}
881 896

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