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Comparing deliantra/server/common/button.C (file contents):
Revision 1.46 by root, Sun May 4 18:24:11 2008 UTC vs.
Revision 1.54 by root, Sun Oct 11 18:18:03 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
29 29
30/* 30/*
31 * elmex: 31 * elmex:
32 * 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.
33 * 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.
34 * 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.
35 */ 36 */
36void 37static void
37activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
38{ 39{
39 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
40 { 41 {
41 if (!ol->ob) 42 if (!ol->ob)
42 { 43 {
105 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
107 break; 108 break;
108 109
109 case MOOD_FLOOR: 110 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, activator);
111 break; 112 break;
112 113
113 case TIMED_GATE: 114 case TIMED_GATE:
114 if (!tmp->active) 115 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate")); 116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
116 tmp->set_speed (tmp->arch->speed); 118 tmp->set_speed (tmp->arch->speed);
117 tmp->value = tmp->arch->value; 119 tmp->value = tmp->arch->value;
118 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
119 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
120 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
133 case FIREWALL: 135 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 137 move_firewall (tmp);
136 else 138 else
137 { 139 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140
141 animate_turning (tmp); 141 animate_turning (tmp);
142 } 142 }
143 break; 143 break;
144 144
145 case TELEPORTER: 145 case TELEPORTER:
155 move_marker (tmp); 155 move_marker (tmp);
156 break; 156 break;
157 157
158 case DUPLICATOR: 158 case DUPLICATOR:
159 move_duplicator (tmp); 159 move_duplicator (tmp);
160 break;
161
162 case MAPSCRIPT:
163 cfperl_mapscript_activate (tmp, state, activator, originator);
160 break; 164 break;
161 } 165 }
162 } 166 }
163} 167}
164 168
173 * Changed the routine to loop through _all_ objects. 177 * Changed the routine to loop through _all_ objects.
174 * Better hurry with that linked list... 178 * Better hurry with that linked list...
175 * 179 *
176 */ 180 */
177void 181void
178push_button (object *op) 182push_button (object *op, object *originator)
179{ 183{
180 oblinkpt *obp = get_button_links (op); 184 if (oblinkpt *obp = op->find_link ())
181 185 {
182 if (!obp) 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
183 return; 187 return;
184 188
185 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
186 return;
187
188 activate_connection_link (obp->link, op->value, op); 189 activate_connection_link (obp->link, op->value, op, originator);
190 }
189} 191}
190 192
191/* 193/*
192 * elmex: 194 * elmex:
193 * 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
195 * 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
196 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 198 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
197 * 199 *
198 */ 200 */
199void 201void
200activate_connection (maptile *map, long connection, bool state) 202maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
201{ 203{
202 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)))
203 return; 205 return;
204 206
205 oblinkpt *obp = get_connection_links (map, connection); 207 if (oblinkpt *obp = find_link (id))
206
207 if (obp)
208 activate_connection_link (obp->link, state); 208 activate_connection_link (obp->link, state, activator, originator);
209} 209}
210 210
211/* 211/*
212 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
213 * 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
214 * 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
215 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
216 */ 216 */
217void 217void
218update_button (object *op) 218update_button (object *op, object *originator)
219{ 219{
220 int any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
221 oblinkpt *obp = 0;
222 objectlink *ol;
223 221
224 obp = get_button_links (op); 222 if (oblinkpt *obp = op->find_link ())
225 if (obp)
226 for (ol = obp->link; ol; ol = ol->next) 223 for (objectlink *ol = obp->link; ol; ol = ol->next)
227 { 224 {
228 if (!ol->ob) 225 if (!ol->ob)
229 { 226 {
230 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 227 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
231 continue; 228 continue;
279 /* If this button hasn't changed, don't do anything */ 276 /* If this button hasn't changed, don't do anything */
280 if (op->value != old_value) 277 if (op->value != old_value)
281 { 278 {
282 SET_ANIMATION (op, op->value); 279 SET_ANIMATION (op, op->value);
283 update_object (op, UP_OBJ_FACE); 280 update_object (op, UP_OBJ_FACE);
284 push_button (op); /* Make all other buttons the same */ 281 push_button (op, originator); /* Make all other buttons the same */
285 } 282 }
286} 283}
287 284
288void 285void
289use_trigger (object *op) 286use_trigger (object *op, object *originator)
290{ 287{
291 /* Toggle value */ 288 /* Toggle value */
292 op->value = !op->value; 289 op->value = !op->value;
290
293 push_button (op); 291 push_button (op, originator);
294} 292}
295 293
296/* 294/*
297 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
298 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
319 * sacrificed. This fixes a bug of trying to put multiple altars/related 317 * sacrificed. This fixes a bug of trying to put multiple altars/related
320 * objects on the same space that take the same sacrifice. 318 * objects on the same space that take the same sacrifice.
321 */ 319 */
322 320
323int 321int
324check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
325{ 323{
324 if (sacrifice->flag [FLAG_UNPAID])
325 return 0;
326
327 if (is_match_expr (ARCH_SACRIFICE (altar)))
328 return match (ARCH_SACRIFICE (altar), altar, originator);
329
326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 330 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 331 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
328 && sacrifice->type != PLAYER) 332 && sacrifice->type != PLAYER)
329 { 333 {
330 if (ARCH_SACRIFICE (altar) == shstr_money 334 if (ARCH_SACRIFICE (altar) == shstr_money
351 * 355 *
352 * If this function returns 1, '*sacrifice' is modified to point to the 356 * If this function returns 1, '*sacrifice' is modified to point to the
353 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 357 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
354 */ 358 */
355int 359int
356operate_altar (object *altar, object **sacrifice) 360operate_altar (object *altar, object **sacrifice, object *originator)
357{ 361{
358 if (!altar->map) 362 if (!altar->map)
359 { 363 {
360 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 364 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
361 return 0; 365 return 0;
362 } 366 }
363 367
364 if (!altar->slaying || altar->value) 368 if (!altar->slaying || altar->value)
365 return 0; 369 return 0;
366 370
367 if (!check_altar_sacrifice (altar, *sacrifice)) 371 if (!check_altar_sacrifice (altar, *sacrifice, originator))
368 return 0; 372 return 0;
369 373
370 /* check_altar_sacrifice should have already verified that enough money 374 /* check_altar_sacrifice should have already verified that enough money
371 * has been dropped. 375 * has been dropped.
372 */ 376 */
390 394
391 return 1; 395 return 1;
392} 396}
393 397
394void 398void
395trigger_move (object *op, int state) /* 1 down and 0 up */ 399trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
396{ 400{
397 op->stats.wc = state; 401 op->stats.wc = state;
402
398 if (state) 403 if (state)
399 { 404 {
400 use_trigger (op); 405 use_trigger (op, originator);
401 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 406 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
402 op->speed_left = -1; 407 op->speed_left = -1;
403 } 408 }
404 else 409 else
405 { 410 {
406 use_trigger (op); 411 use_trigger (op, originator);
407 op->set_speed (0); 412 op->set_speed (0);
408 } 413 }
409} 414}
410 415
411 416
420 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 425 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
421 * 426 *
422 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 427 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
423 */ 428 */
424int 429int
425check_trigger (object *op, object *cause) 430check_trigger (object *op, object *cause, object *originator)
426{ 431{
427 object *tmp; 432 object *tmp;
428 int push = 0, tot = 0; 433 int push = 0, tot = 0;
429 int in_movement = op->stats.wc || op->speed; 434 int in_movement = op->stats.wc || op->speed;
430 435
460 } 465 }
461 466
462 if (in_movement || !push) 467 if (in_movement || !push)
463 return 0; 468 return 0;
464 } 469 }
470
465 trigger_move (op, push); 471 trigger_move (op, push, cause);
466 } 472 }
467 473
468 return 0; 474 return 0;
469 475
470 case TRIGGER_PEDESTAL: 476 case TRIGGER_PEDESTAL:
474 { 480 {
475 object *head = tmp->head_ (); 481 object *head = tmp->head_ ();
476 482
477 /* See comment in TRIGGER_BUTTON about move_types */ 483 /* See comment in TRIGGER_BUTTON about move_types */
478 if (((head->move_type & op->move_on) || head->move_type == 0) 484 if (((head->move_type & op->move_on) || head->move_type == 0)
479 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 485 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
480 { 486 {
481 push = 1; 487 push = 1;
482 break; 488 break;
483 } 489 }
484 } 490 }
498 504
499 if (in_movement || !push) 505 if (in_movement || !push)
500 return 0; 506 return 0;
501 } 507 }
502 508
503 trigger_move (op, push); 509 trigger_move (op, push, cause);
504 return 0; 510 return 0;
505 511
506 case TRIGGER_ALTAR: 512 case TRIGGER_ALTAR:
507 if (cause) 513 if (cause)
508 { 514 {
509 if (in_movement) 515 if (in_movement)
510 return 0; 516 return 0;
511 517
512 if (operate_altar (op, &cause)) 518 if (operate_altar (op, &cause)) /* TODO: originator? */
513 { 519 {
514 if (NUM_ANIMATIONS (op) > 1) 520 if (NUM_ANIMATIONS (op) > 1)
515 { 521 {
516 SET_ANIMATION (op, 1); 522 SET_ANIMATION (op, 1);
517 update_object (op, UP_OBJ_FACE); 523 update_object (op, UP_OBJ_FACE);
518 } 524 }
519 525
520 if (op->last_sp >= 0) 526 if (op->last_sp >= 0)
521 { 527 {
522 trigger_move (op, 1); 528 trigger_move (op, 1, cause);
529
523 if (op->last_sp > 0) 530 if (op->last_sp > 0)
524 op->last_sp = -op->last_sp; 531 op->last_sp = -op->last_sp;
525 } 532 }
526 else 533 else
527 { 534 {
528 /* for trigger altar with last_sp, the ON/OFF 535 /* for trigger altar with last_sp, the ON/OFF
529 * status (-> +/- value) is "simulated": 536 * status (-> +/- value) is "simulated":
530 */ 537 */
531 op->value = !op->value; 538 op->value = !op->value;
532 trigger_move (op, 1); 539 trigger_move (op, 1, cause);
533 op->last_sp = -op->last_sp; 540 op->last_sp = -op->last_sp;
534 op->value = !op->value; 541 op->value = !op->value;
535 } 542 }
536 543
537 return cause == NULL; 544 return cause == NULL;
551 * it will push the connected value only once per sacrifice. 558 * it will push the connected value only once per sacrifice.
552 * Otherwise (default), the connected value will be 559 * Otherwise (default), the connected value will be
553 * pushed twice: First by sacrifice, second by reset! -AV 560 * pushed twice: First by sacrifice, second by reset! -AV
554 */ 561 */
555 if (!op->last_sp) 562 if (!op->last_sp)
556 trigger_move (op, 0); 563 trigger_move (op, 0, cause);
557 else 564 else
558 { 565 {
559 op->stats.wc = 0; 566 op->stats.wc = 0;
560 op->value = !op->value; 567 op->value = !op->value;
561 op->set_speed (0); 568 op->set_speed (0);
576 { 583 {
577 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, push);
578 update_object (op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
579 } 586 }
580 587
581 trigger_move (op, push); 588 trigger_move (op, push, cause);
582 return 1; 589 return 1;
583 590
584 default: 591 default:
585 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 592 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
586 return 0; 593 return 0;
587 } 594 }
588} 595}
589 596
590void 597void
591add_button_link (object *button, maptile *map, int connected) 598object::add_link (maptile *map, shstr_tmp id)
592{ 599{
593 oblinkpt *obp;
594 objectlink *ol = get_objectlink ();
595
596 if (!map) 600 if (!map)
597 { 601 {
598 LOG (llevError, "Tried to add button-link without map.\n"); 602 LOG (llevError, "Tried to add button-link without map.\n");
599 return; 603 return;
600 } 604 }
601 605
602 button->path_attuned = connected; /* peterm: I need this so I can rebuild 606 flag [FLAG_IS_LINKED] = true;
603 a connected map from a template map. */
604 607
605 SET_FLAG (button, FLAG_IS_LINKED); 608 objectlink *ol = get_objectlink ();
606
607 ol->ob = button; 609 ol->ob = this;
608 610
609 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 611 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
610 ; 612 if (obp->id == id)
611
612 if (obp)
613 { 613 {
614 ol->next = obp->link; 614 ol->next = obp->link;
615 obp->link = ol; 615 obp->link = ol;
616 return;
616 } 617 }
617 else 618
618 {
619 obp = get_objectlinkpt (); 619 oblinkpt *obp = get_objectlinkpt ();
620 obp->value = connected; 620 obp->id = id;
621 621
622 obp->next = map->buttons; 622 obp->next = map->buttons;
623 map->buttons = obp; 623 map->buttons = obp;
624 obp->link = ol; 624 obp->link = ol;
625 }
626} 625}
627 626
628/* 627/*
629 * Remove the object from the linked lists of buttons in the map. 628 * Remove the object from the linked lists of buttons in the map.
630 * This is only needed by editors. 629 * This is only needed by editors.
631 */ 630 */
632
633void 631void
634remove_button_link (object *op) 632object::remove_link ()
635{ 633{
636 oblinkpt *obp; 634 if (!map)
637 objectlink **olp, *ol;
638
639 if (op->map == NULL)
640 { 635 {
641 LOG (llevError, "remove_button_link() in object without map.\n"); 636 LOG (llevError, "remove_button_link() in object without map.\n");
642 return; 637 return;
643 } 638 }
644 639
645 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 640 if (!flag [FLAG_IS_LINKED])
646 { 641 {
647 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 642 LOG (llevError, "remove_button_linked() in unlinked object.\n");
648 return; 643 return;
649 } 644 }
650 645
646 flag [FLAG_IS_LINKED] = false;
647
651 for (obp = op->map->buttons; obp; obp = obp->next) 648 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
652 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 649 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
653 if (ol->ob == op) 650 if ((*olp)->ob == this)
654 { 651 {
655 652 objectlink *ol = *olp;
656/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
657 obp->value, op->name, op->map->path);
658*/
659 *olp = ol->next; 653 *olp = ol->next;
660 delete ol; 654 delete ol;
661 return; 655 return;
662 } 656 }
663 657
664 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 658 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
665 CLEAR_FLAG (op, FLAG_IS_LINKED); 659}
660
661/*
662 * Updates every button on the map (by calling update_button() for them).
663 */
664void
665maptile::update_buttons ()
666{
667 for (oblinkpt *obp = buttons; obp; obp = obp->next)
668 for (objectlink *ol = obp->link; ol; ol = ol->next)
669 {
670 if (!ol->ob)
671 {
672 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
673 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
674 continue;
675 }
676
677 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
678 {
679 update_button (ol->ob, 0);
680 break;
681 }
682 }
666} 683}
667 684
668/* 685/*
669 * Gets the objectlink for this connection from the map. 686 * Gets the objectlink for this connection from the map.
670 */ 687 */
671oblinkpt * 688oblinkpt *
672get_connection_links (maptile *map, long connection) 689maptile::find_link (shstr_tmp id)
673{ 690{
674 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 691 for (oblinkpt *obp = buttons; obp; obp = obp->next)
675 if (obp->value == connection) 692 if (obp->id == id)
676 return obp; 693 return obp;
677 694
678 return 0; 695 return 0;
679} 696}
680 697
681/* 698/*
682 * Return the first objectlink in the objects linked to this one 699 * Return the first objectlink in the objects linked to this one
683 */ 700 */
684
685oblinkpt * 701oblinkpt *
686get_button_links (const object *button) 702object::find_link () const
687{ 703{
688 oblinkpt *obp; 704 if (map)
689 objectlink *ol;
690
691 if (!button->map)
692 return NULL;
693
694 for (obp = button->map->buttons; obp; obp = obp->next) 705 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
695 for (ol = obp->link; ol; ol = ol->next) 706 for (objectlink *ol = obp->link; ol; ol = ol->next)
696 if (ol->ob == button) 707 if (ol->ob == this)
697 return obp; 708 return obp;
698 709
699 return NULL;
700}
701
702/*
703 * Made as a separate function to increase efficiency
704 */
705
706int
707get_button_value (const object *button)
708{
709 oblinkpt *obp;
710 objectlink *ol;
711
712 if (!button->map)
713 return 0;
714 for (obp = button->map->buttons; obp; obp = obp->next)
715 for (ol = obp->link; ol; ol = ol->next)
716 if (ol->ob == button)
717 return obp->value;
718 return 0; 710 return 0;
719} 711}
720 712
721/* This routine makes monsters who are 713/* This routine makes monsters who are
722 * standing on the 'mood floor' change their 714 * standing on the 'mood floor' change their
724 * If floor is to be triggered must have 716 * If floor is to be triggered must have
725 * a speed of zero (default is 1 for all 717 * a speed of zero (default is 1 for all
726 * but the charm floor type). 718 * but the charm floor type).
727 * by b.t. thomas@nomad.astro.psu.edu 719 * by b.t. thomas@nomad.astro.psu.edu
728 */ 720 */
729
730void 721void
731do_mood_floor (object *op, object *source) 722do_mood_floor (object *op, object *source)
732{ 723{
733 if (!source) 724 if (!source)
734 source = op; 725 source = op;
898 { 889 {
899 if (trig->last_heal) 890 if (trig->last_heal)
900 match->decrease (); 891 match->decrease ();
901 892
902 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
903 push_button (trig); 894 push_button (trig, op);
904 } 895 }
905 else if (!match && !trig->last_sp) // match == not having 896 else if (!match && !trig->last_sp) // match == not having
906 { 897 {
907 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 898 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
908 push_button (trig); 899 push_button (trig, op);
909 } 900 }
910} 901}
911 902

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