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Comparing deliantra/server/common/button.C (file contents):
Revision 1.19 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.62 by root, Sat Nov 7 18:30:05 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->speed = 0.5; 78 tmp->set_speed (0.5);
73 update_ob_speed (tmp);
74 break; 79 break;
75 80
76 case CF_HANDLE: 81 case T_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
79 break; 84 break;
80 85
81 case SIGN: 86 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 88 {
89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice"));
90
91 if (originator && originator->contr)
92 originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg));
93
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 94 new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
95
85 if (tmp->stats.food) 96 if (tmp->stats.food)
86 tmp->last_eat++; 97 tmp->last_eat++;
87 } 98 }
88 break; 99 break;
89 100
90 case ALTAR: 101 case ALTAR:
102 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 103 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 104 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 105 update_object (tmp, UP_OBJ_FACE);
94 break; 106 break;
95 107
96 case BUTTON: 108 case BUTTON:
97 case PEDESTAL: 109 case PEDESTAL:
110 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 111 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 112 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 113 update_object (tmp, UP_OBJ_FACE);
101 break; 114 break;
102 115
103 case MOOD_FLOOR: 116 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 117 do_mood_floor (tmp, activator);
105 break; 118 break;
106 119
107 case TIMED_GATE: 120 case TIMED_GATE:
121 if (!tmp->active)
122 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
123
108 tmp->speed = tmp->arch->clone.speed; 124 tmp->set_speed (tmp->arch->speed);
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value; 125 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 126 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 127 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 128 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent 129 * from the head - this ensures that the data will consistent
115 */ 130 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 131 for (object *part = tmp->more; part; part = part->more)
117 { 132 {
118 tmp->speed = tmp->head->speed; 133 part->value = tmp->value;
119 tmp->value = tmp->head->value; 134 part->stats.sp = tmp->stats.sp;
120 tmp->stats.sp = tmp->head->stats.sp; 135 part->stats.hp = tmp->stats.hp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp); 136 part->set_speed (tmp->speed);
123 } 137 }
124 break; 138 break;
125 139
126 case DIRECTOR: 140 case DIRECTOR:
127 case FIREWALL: 141 case FIREWALL:
128 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 142 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
129 move_firewall (tmp); 143 move_firewall (tmp);
130 else 144 else
131 { 145 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 146 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
134 animate_turning (tmp); 147 animate_turning (tmp);
135 } 148 }
136 break; 149 break;
137 150
138 case TELEPORTER: 151 case TELEPORTER:
142 case CREATOR: 155 case CREATOR:
143 move_creator (tmp); 156 move_creator (tmp);
144 break; 157 break;
145 158
146 case TRIGGER_MARKER: 159 case TRIGGER_MARKER:
160 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 161 move_marker (tmp);
148 break; 162 break;
149 163
150 case DUPLICATOR: 164 case DUPLICATOR:
151 move_duplicator (tmp); 165 move_duplicator (tmp);
166 break;
167
168 case MAPSCRIPT:
169 cfperl_mapscript_activate (tmp, state, activator, originator);
152 break; 170 break;
153 } 171 }
154 } 172 }
155} 173}
156 174
165 * Changed the routine to loop through _all_ objects. 183 * Changed the routine to loop through _all_ objects.
166 * Better hurry with that linked list... 184 * Better hurry with that linked list...
167 * 185 *
168 */ 186 */
169void 187void
170push_button (object *op) 188push_button (object *op, object *originator)
171{ 189{
172 oblinkpt *obp = get_button_links (op); 190 if (oblinkpt *obp = op->find_link ())
173 191 {
174 if (!obp) 192 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
175 return; 193 return;
176 194
177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
178 return;
179
180 activate_connection_link (obp->link, op->value, op); 195 activate_connection_link (obp->link, op->value, op, originator);
196 }
181} 197}
182 198
183/* 199/*
184 * elmex: 200 * elmex:
185 * This activates a connection, similar to push_button (object *op) but it takes 201 * This activates a connection, similar to push_button (object *op) but it takes
187 * the connection was 'state' or 'released'. So that you can activate objects 203 * the connection was 'state' or 'released'. So that you can activate objects
188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 204 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
189 * 205 *
190 */ 206 */
191void 207void
192activate_connection (maptile *map, long connection, bool state) 208maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
193{ 209{
194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 210 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
195 return; 211 return;
196 212
197 oblinkpt *obp = get_connection_links (map, connection); 213 if (oblinkpt *obp = find_link (id))
198
199 if (obp)
200 activate_connection_link (obp->link, state); 214 activate_connection_link (obp->link, state, activator, originator);
201} 215}
202 216
203/* 217/*
204 * Updates everything connected with the button op. 218 * Updates everything connected with the button op.
205 * After changing the state of a button, this function must be called 219 * After changing the state of a button, this function must be called
206 * to make sure that all gates and other buttons connected to the 220 * to make sure that all gates and other buttons connected to the
207 * button reacts to the (eventual) change of state. 221 * button reacts to the (eventual) change of state.
208 */ 222 */
209void 223void
210update_button (object *op) 224update_button (object *op, object *originator)
211{ 225{
212 object *ab, *tmp, *head;
213 int tot, any_down = 0, old_value = op->value; 226 int any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0;
215 objectlink *ol;
216 227
217 obp = get_button_links (op); 228 if (oblinkpt *obp = op->find_link ())
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) 229 for (objectlink *ol = obp->link; ol; ol = ol->next)
221 { 230 {
222 if (!ol->ob) 231 if (!ol->ob)
223 { 232 {
224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 234 continue;
226 } 235 }
227 236
228 tmp = ol->ob; 237 object *tmp = ol->ob;
238
229 if (tmp->type == BUTTON) 239 if (tmp->type == BUTTON)
230 { 240 {
241 sint32 total = 0;
242
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 243 for (object *ab = tmp->above; ab; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of
233 * the object, this bit doesn't. I'd think we should check
234 * for head here also. Maybe it also makese sense to
235 * make the for ab=tmp->above loop common, and alter
236 * behaviour based on object within that loop?
237 */
238
239 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
244 */ 249 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 total += ab->head_ ()->total_weight ();
247 252
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 253 tmp->value = total >= tmp->weight;
249 if (tmp->value) 254
250 any_down = 1; 255 any_down = any_down || tmp->value;
251 } 256 }
252 else if (tmp->type == PEDESTAL) 257 else if (tmp->type == PEDESTAL)
253 { 258 {
259 bool is_match = is_match_expr (tmp->slaying);
254 tmp->value = 0; 260 tmp->value = 0;
261
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 262 for (object *ab = tmp->above; ab; ab = ab->above)
256 { 263 {
257 head = ab->head ? ab->head : ab; 264 object *head = ab->head_ ();
265
258 /* Same note regarding move_type for buttons above apply here. */ 266 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 267 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
268 if (is_match
269 ? match (tmp->slaying, head, tmp, originator)
260 (head->race == tmp->slaying || 270 : (head->race == tmp->slaying
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 271 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 272 || (tmp->slaying == shstr_player && head->type == PLAYER)))
273 {
263 tmp->value = 1; 274 tmp->value = 1;
275 break;
276 }
277 }
278
279 any_down = any_down || tmp->value;
280 }
281 else if (tmp->type == T_MATCH)
282 {
283 tmp->value = 0;
284
285 for (object *ab = tmp->above; ab; ab = ab->above)
264 } 286 {
265 if (tmp->value) 287 object *head = ab->head_ ();
266 any_down = 1; 288
289 /* Same note regarding move_type for buttons above apply here. */
290 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
291 if (match (tmp->slaying, head, tmp, originator))
292 {
293 tmp->value = 1;
294 break;
295 }
296 }
297
298 any_down = any_down || tmp->value;
267 } 299 }
268 } 300 }
301
269 if (any_down) /* If any other buttons were down, force this to remain down */ 302 if (any_down) /* If any other buttons were down, force this to remain down */
270 op->value = 1; 303 op->value = 1;
271 304
305 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306
272 /* If this button hasn't changed, don't do anything */ 307 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 308 if (op->value != old_value)
274 { 309 {
275 SET_ANIMATION (op, op->value); 310 SET_ANIMATION (op, op->value);
276 update_object (op, UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 312 push_button (op, originator); /* Make all other buttons the same */
278 } 313 }
279} 314}
280
281/*
282 * Updates every button on the map (by calling update_button() for them).
283 */
284 315
285void 316void
286update_buttons (maptile *m) 317use_trigger (object *op, object *originator)
287{ 318{
288 objectlink *ol;
289 oblinkpt *obp;
290
291 for (obp = m->buttons; obp; obp = obp->next)
292 for (ol = obp->link; ol; ol = ol->next)
293 {
294 if (!ol->ob)
295 {
296 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
297 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
298 continue;
299 }
300
301 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
302 {
303 update_button (ol->ob);
304 break;
305 }
306 }
307}
308
309void
310use_trigger (object *op)
311{
312
313 /* Toggle value */ 319 /* Toggle value */
314 op->value = !op->value; 320 op->value = !op->value;
321
315 push_button (op); 322 push_button (op, originator);
316} 323}
317 324
318/* 325/*
319 * Note: animate_object should be used instead of this, 326 * Note: animate_object should be used instead of this,
320 * but it can't handle animations in the 8 directions 327 * but it can't handle animations in the 8 directions
321 */ 328 */
322
323void 329void
324animate_turning (object *op) /* only one part objects */ 330animate_turning (object *op) /* only one part objects */
325{ 331{
326 if (++op->state >= NUM_ANIMATIONS (op) / 8) 332 if (++op->state >= NUM_ANIMATIONS (op) / 8)
327 op->state = 0; 333 op->state = 0;
342 * sacrificed. This fixes a bug of trying to put multiple altars/related 348 * sacrificed. This fixes a bug of trying to put multiple altars/related
343 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
344 */ 350 */
345 351
346int 352int
347check_altar_sacrifice (const object *altar, const object *sacrifice) 353check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
348{ 354{
349 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 355 if (sacrifice->flag [FLAG_UNPAID])
356 return 0;
357
358 if (is_match_expr (ARCH_SACRIFICE (altar)))
359 return match (ARCH_SACRIFICE (altar), altar, originator);
360
361 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
362 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
363 && sacrifice->type != PLAYER)
350 { 364 {
351 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 365 if (ARCH_SACRIFICE (altar) == shstr_money
352 ARCH_SACRIFICE (altar) == sacrifice->name || 366 && sacrifice->type == MONEY
353 ARCH_SACRIFICE (altar) == sacrifice->slaying || 367 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
354 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
355 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
356 return 1; 368 return 1;
357 369
358 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 370 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
359 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 371 || ARCH_SACRIFICE (altar) == sacrifice->name
372 || ARCH_SACRIFICE (altar) == sacrifice->slaying
373 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
374 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
360 return 1; 375 return 1;
361 } 376 }
362 377
363 return 0; 378 return 0;
364} 379}
371 * 386 *
372 * If this function returns 1, '*sacrifice' is modified to point to the 387 * If this function returns 1, '*sacrifice' is modified to point to the
373 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 388 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
374 */ 389 */
375int 390int
376operate_altar (object *altar, object **sacrifice) 391operate_altar (object *altar, object **sacrifice, object *originator)
377{ 392{
378 if (!altar->map) 393 if (!altar->map)
379 { 394 {
380 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 395 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
381 return 0; 396 return 0;
382 } 397 }
383 398
384 if (!altar->slaying || altar->value) 399 if (!altar->slaying || altar->value)
385 return 0; 400 return 0;
386 401
387 if (!check_altar_sacrifice (altar, *sacrifice)) 402 if (!check_altar_sacrifice (altar, *sacrifice, originator))
388 return 0; 403 return 0;
389 404
390 /* check_altar_sacrifice should have already verified that enough money 405 /* check_altar_sacrifice should have already verified that enough money
391 * has been dropped. 406 * has been dropped.
392 */ 407 */
393 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 408 if (ARCH_SACRIFICE (altar) == shstr_money)
394 { 409 {
395 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 410 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
396 411
397 /* Round up any sacrifices. Altars don't make change either */ 412 /* Round up any sacrifices. Altars don't make change either */
398 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 413 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
399 number++; 414 number++;
400 415
401 *sacrifice = decrease_ob_nr (*sacrifice, number); 416 if (!(*sacrifice)->decrease (number))
417 *sacrifice = 0;
402 } 418 }
403 else 419 else
404 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 420 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
421 *sacrifice = 0;
405 422
406 if (altar->msg) 423 if (altar->msg)
407 new_info_map (NDI_BLACK, altar->map, altar->msg); 424 new_info_map (NDI_BLACK, altar->map, altar->msg);
408 425
409 return 1; 426 return 1;
410} 427}
411 428
412void 429static void
413trigger_move (object *op, int state) /* 1 down and 0 up */ 430trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
414{ 431{
415 op->stats.wc = state; 432 op->stats.wc = state;
433
416 if (state) 434 if (state)
417 { 435 {
418 use_trigger (op); 436 use_trigger (op, originator);
419 if (op->stats.exp > 0) /* check sanity */ 437 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; 438 op->speed_left = -1;
425 } 439 }
426 else 440 else
427 { 441 {
428 use_trigger (op); 442 use_trigger (op, originator);
429 op->speed = 0; 443 op->set_speed (0);
430 update_ob_speed (op);
431 } 444 }
432} 445}
433 446
434 447
435/* 448/*
443 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 456 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
444 * 457 *
445 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 458 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
446 */ 459 */
447int 460int
448check_trigger (object *op, object *cause) 461check_trigger (object *op, object *cause, object *originator)
449{ 462{
450 object *tmp; 463 object *tmp;
451 int push = 0, tot = 0; 464 int push = 0, tot = 0;
452 int in_movement = op->stats.wc || op->speed; 465 int in_movement = op->stats.wc || op->has_active_speed ();
453 466
454 switch (op->type) 467 switch (op->type)
455 { 468 {
456 case TRIGGER_BUTTON: 469 case TRIGGER_BUTTON:
457 if (op->weight > 0) 470 if (op->weight > 0)
458 { 471 {
459 if (cause) 472 if (cause)
460 { 473 {
461 for (tmp = op->above; tmp; tmp = tmp->above) 474 for (tmp = op->above; tmp; tmp = tmp->above)
462 /* Comment reproduced from update_buttons(): */ 475 /* Comment reproduced from update_buttons(): */
463 /* Basically, if the move_type matches that on what the 476 /* Basically, if the move_type matches that on what the
464 * button wants, we count it. The second check is so that 477 * button wants, we count it. The second check is so that
465 * objects that don't move (swords, etc) will count. Note that 478 * objects that don't move (swords, etc) will count. Note that
466 * this means that more work is needed to make buttons 479 * this means that more work is needed to make buttons
467 * that are only triggered by flying objects. 480 * that are only triggered by flying objects.
481 */
482 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
483 tot += tmp->head_ ()->total_weight ();
484
485 if (tot >= op->weight)
486 push = 1;
487
488 if (op->stats.ac == push)
489 return 0;
490
491 op->stats.ac = push;
492 if (NUM_ANIMATIONS (op) > 1)
493 {
494 SET_ANIMATION (op, push);
495 update_object (op, UP_OBJ_FACE);
496 }
497
498 if (in_movement || !push)
499 return 0;
500 }
501
502 trigger_move (op, push, cause);
503 }
504
505 return 0;
506
507 case TRIGGER_PEDESTAL:
508 if (cause)
509 {
510 for (tmp = op->above; tmp; tmp = tmp->above)
511 {
512 object *head = tmp->head_ ();
513
514 /* See comment in TRIGGER_BUTTON about move_types */
515 if (((head->move_type & op->move_on) || head->move_type == 0)
516 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
517 {
518 push = 1;
519 break;
520 }
521 }
522
523 if (op->stats.ac == push)
524 return 0;
525
526 op->stats.ac = push;
527
528 if (NUM_ANIMATIONS (op) > 1)
529 {
530 SET_ANIMATION (op, push);
531 update_object (op, UP_OBJ_FACE);
532 }
533
534 update_object (op, UP_OBJ_FACE);
535
536 if (in_movement || !push)
537 return 0;
538 }
539
540 trigger_move (op, push, cause);
541 return 0;
542
543 case TRIGGER_ALTAR:
544 if (cause)
545 {
546 if (in_movement)
547 return 0;
548
549 if (operate_altar (op, &cause)) /* TODO: originator? */
550 {
551 if (NUM_ANIMATIONS (op) > 1)
552 {
553 SET_ANIMATION (op, 1);
554 update_object (op, UP_OBJ_FACE);
555 }
556
557 if (op->last_sp >= 0)
558 {
559 trigger_move (op, 1, cause);
560
561 if (op->last_sp > 0)
562 op->last_sp = -op->last_sp;
563 }
564 else
565 {
566 /* for trigger altar with last_sp, the ON/OFF
567 * status (-> +/- value) is "simulated":
468 */ 568 */
469 569 op->value = !op->value;
470 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 570 trigger_move (op, 1, cause);
471 { 571 op->last_sp = -op->last_sp;
472 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 572 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 } 573 }
484 if (in_movement || !push) 574
485 return 0; 575 return cause == NULL;
486 } 576 }
487 trigger_move (op, push);
488 } 577 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; 578 return 0;
508 op->stats.ac = push; 579 }
580 else
581 {
509 if (NUM_ANIMATIONS (op) > 1) 582 if (NUM_ANIMATIONS (op) > 1)
510 { 583 {
511 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, 0);
512 update_object (op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
513 } 586 }
514 update_object (op, UP_OBJ_FACE);
515 if (in_movement || !push)
516 return 0;
517 }
518 trigger_move (op, push);
519 return 0;
520 587
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, 588 /* If trigger_altar has "last_sp > 0" set on the map,
565 * it will push the connected value only once per sacrifice. 589 * it will push the connected value only once per sacrifice.
566 * Otherwise (default), the connected value will be 590 * Otherwise (default), the connected value will be
567 * pushed twice: First by sacrifice, second by reset! -AV 591 * pushed twice: First by sacrifice, second by reset! -AV
568 */ 592 */
569 if (!op->last_sp) 593 if (!op->last_sp)
570 trigger_move (op, 0); 594 trigger_move (op, 0, cause);
571 else 595 else
572 { 596 {
573 op->stats.wc = 0; 597 op->stats.wc = 0;
574 op->value = !op->value; 598 op->value = !op->value;
575 op->speed = 0; 599 op->set_speed (0);
576 update_ob_speed (op);
577 } 600 }
578 } 601 }
579 return 0; 602 return 0;
580 603
581 case TRIGGER: 604 case TRIGGER:
582 if (cause) 605 if (cause)
583 { 606 {
584 if (in_movement) 607 if (in_movement)
585 return 0; 608 return 0;
609
586 push = 1; 610 push = 1;
587 } 611 }
612
588 if (NUM_ANIMATIONS (op) > 1) 613 if (NUM_ANIMATIONS (op) > 1)
589 { 614 {
590 SET_ANIMATION (op, push); 615 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_FACE);
592 } 617 }
618
593 trigger_move (op, push); 619 trigger_move (op, push, cause);
594 return 1; 620 return 1;
595 621
596 default: 622 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 623 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
598 return 0; 624 return 0;
599 } 625 }
600} 626}
601 627
602void 628void
603add_button_link (object *button, maptile *map, int connected) 629object::add_link (maptile *map, shstr_tmp id)
604{ 630{
605 oblinkpt *obp;
606 objectlink *ol = get_objectlink ();
607
608 if (!map) 631 if (!map)
609 { 632 {
610 LOG (llevError, "Tried to add button-link without map.\n"); 633 LOG (llevError, "Tried to add button-link without map.\n");
611 return; 634 return;
612 } 635 }
613 636
614 button->path_attuned = connected; /* peterm: I need this so I can rebuild 637 flag [FLAG_IS_LINKED] = true;
615 a connected map from a template map. */
616 638
617 SET_FLAG (button, FLAG_IS_LINKED); 639 objectlink *ol = get_objectlink ();
618
619 ol->ob = button; 640 ol->ob = this;
620 641
621 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
622 ; 643 if (obp->id == id)
623
624 if (obp)
625 { 644 {
626 ol->next = obp->link; 645 ol->next = obp->link;
627 obp->link = ol; 646 obp->link = ol;
647 return;
628 } 648 }
629 else 649
630 {
631 obp = get_objectlinkpt (); 650 oblinkpt *obp = get_objectlinkpt ();
632 obp->value = connected; 651 obp->id = id;
633 652
634 obp->next = map->buttons; 653 obp->next = map->buttons;
635 map->buttons = obp; 654 map->buttons = obp;
636 obp->link = ol; 655 obp->link = ol;
637 }
638} 656}
639 657
640/* 658/*
641 * Remove the object from the linked lists of buttons in the map. 659 * Remove the object from the linked lists of buttons in the map.
642 * This is only needed by editors. 660 * This is only needed by editors.
643 */ 661 */
644
645void 662void
646remove_button_link (object *op) 663object::remove_link ()
647{ 664{
648 oblinkpt *obp; 665 if (!map)
649 objectlink **olp, *ol;
650
651 if (op->map == NULL)
652 { 666 {
653 LOG (llevError, "remove_button_link() in object without map.\n"); 667 LOG (llevError, "remove_button_link() in object without map.\n");
654 return; 668 return;
655 } 669 }
656 670
657 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 671 if (!flag [FLAG_IS_LINKED])
658 { 672 {
659 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 673 LOG (llevError, "remove_button_linked() in unlinked object.\n");
660 return; 674 return;
661 } 675 }
662 676
677 flag [FLAG_IS_LINKED] = false;
678
663 for (obp = op->map->buttons; obp; obp = obp->next) 679 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
664 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 680 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
665 if (ol->ob == op) 681 if ((*olp)->ob == this)
666 { 682 {
667 683 objectlink *ol = *olp;
668/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
669 obp->value, op->name, op->map->path);
670*/
671 *olp = ol->next; 684 *olp = ol->next;
672 delete ol; 685 delete ol;
673 return; 686 return;
674 } 687 }
675 688
676 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 689 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
677 CLEAR_FLAG (op, FLAG_IS_LINKED); 690}
691
692/*
693 * Updates every button on the map (by calling update_button() for them).
694 */
695void
696maptile::update_buttons ()
697{
698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
699 for (objectlink *ol = obp->link; ol; ol = ol->next)
700 {
701 if (!ol->ob)
702 {
703 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
704 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
705 continue;
706 }
707
708 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
709 {
710 update_button (ol->ob, 0);
711 break;
712 }
713 }
678} 714}
679 715
680/* 716/*
681 * Gets the objectlink for this connection from the map. 717 * Gets the objectlink for this connection from the map.
682 */ 718 */
683oblinkpt * 719oblinkpt *
684get_connection_links (maptile *map, long connection) 720maptile::find_link (shstr_tmp id)
685{ 721{
686 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 722 for (oblinkpt *obp = buttons; obp; obp = obp->next)
687 if (obp->value == connection) 723 if (obp->id == id)
688 return obp; 724 return obp;
689 725
690 return 0; 726 return 0;
691} 727}
692 728
693/* 729/*
694 * Return the first objectlink in the objects linked to this one 730 * Return the first objectlink in the objects linked to this one
695 */ 731 */
696
697oblinkpt * 732oblinkpt *
698get_button_links (const object *button) 733object::find_link () const
699{ 734{
700 oblinkpt *obp; 735 if (map)
701 objectlink *ol;
702
703 if (!button->map)
704 return NULL;
705
706 for (obp = button->map->buttons; obp; obp = obp->next) 736 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
707 for (ol = obp->link; ol; ol = ol->next) 737 for (objectlink *ol = obp->link; ol; ol = ol->next)
708 if (ol->ob == button) 738 if (ol->ob == this)
709 return obp; 739 return obp;
710 740
711 return NULL;
712}
713
714/*
715 * Made as a separate function to increase efficiency
716 */
717
718int
719get_button_value (const object *button)
720{
721 oblinkpt *obp;
722 objectlink *ol;
723
724 if (!button->map)
725 return 0;
726 for (obp = button->map->buttons; obp; obp = obp->next)
727 for (ol = obp->link; ol; ol = ol->next)
728 if (ol->ob == button)
729 return obp->value;
730 return 0; 741 return 0;
731} 742}
732 743
733/* This routine makes monsters who are 744/* This routine makes monsters who are
734 * standing on the 'mood floor' change their 745 * standing on the 'mood floor' change their
736 * If floor is to be triggered must have 747 * If floor is to be triggered must have
737 * a speed of zero (default is 1 for all 748 * a speed of zero (default is 1 for all
738 * but the charm floor type). 749 * but the charm floor type).
739 * by b.t. thomas@nomad.astro.psu.edu 750 * by b.t. thomas@nomad.astro.psu.edu
740 */ 751 */
741
742void 752void
743do_mood_floor (object *op, object *source) 753do_mood_floor (object *op, object *source)
744{ 754{
745 object *tmp;
746 object *tmp2;
747
748 if (!source) 755 if (!source)
749 source = op; 756 source = op;
750 757
751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 758 mapspace &ms = op->ms ();
759
760 if (!(ms.flags () & P_IS_ALIVE))
761 return;
762
763 object *tmp;
764
765 for (tmp = ms.top; tmp; tmp = tmp->below)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 766 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break; 767 break;
754 768
755 /* doesn't effect players, and if there is a player on this space, won't also 769 /* doesn't effect players, and if there is a player on this space, won't also
756 * be a monster here. 770 * be a monster here.
757 */ 771 */
772 //TODO: have players really FLAG_MONSTER? kept it for safety
758 if (!tmp || tmp->type == PLAYER) 773 if (!tmp || tmp->type == PLAYER)
759 return; 774 return;
760 775
761 switch (op->last_sp) 776 switch (op->last_sp)
762 { 777 {
763 case 0: /* furious--make all monsters mad */ 778 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 779 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 780 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
781
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 782 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 { 783 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0; 784 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't 785 /* lots of checks here, but want to make sure we don't
772 * dereference a null value 786 * dereference a null value
773 */ 787 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 788 if (tmp->type == GOLEM
789 && tmp->owner
790 && tmp->owner->type == PLAYER
791 && tmp->owner->contr->golem == tmp)
775 tmp->owner->contr->ranges[range_golem] = 0; 792 tmp->owner->contr->golem = 0;
776 793
777 tmp->owner = 0; 794 tmp->owner = 0;
795
796 remove_friendly_object (tmp);
778 } 797 }
779 break; 798 break;
799
780 case 1: /* angry -- get neutral monsters mad */ 800 case 1: /* angry -- get neutral monsters mad */
781 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 801 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
782 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 802 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
783 break; 803 break;
804
784 case 2: /* calm -- pacify unfriendly monsters */ 805 case 2: /* calm -- pacify unfriendly monsters */
785 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
786 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 806 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
787 break; 807 break;
808
788 case 3: /* make all monsters fall asleep */ 809 case 3: /* make all monsters fall asleep */
789 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
790 SET_FLAG (tmp, FLAG_SLEEP); 810 SET_FLAG (tmp, FLAG_SLEEP);
791 break; 811 break;
812
792 case 4: /* charm all monsters */ 813 case 4: /* charm all monsters */
793 if (op == source) 814 if (op == source)
794 break; /* only if 'connected' */ 815 break; /* only if 'connected' */
795 816
796 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 817 if (object *pl = source->ms ().player ())
797 tmp2->type != PLAYER; tmp2 = tmp2->above) 818 {
798 if (tmp2->above == NULL) 819 tmp->set_owner (pl);
820 SET_FLAG (tmp, FLAG_MONSTER);
821
822 tmp->stats.exp = 0;
823
824 add_friendly_object (tmp);
825 tmp->attack_movement = PETMOVE;
826 }
799 break; 827 break;
800 828
801 if (tmp2->type != PLAYER) 829 case 6: // kill monsters
830 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
802 break; 831 break;
803 832
804 tmp->set_owner (tmp2); 833 // FALL THROUGH
805 SET_FLAG (tmp, FLAG_MONSTER); 834 case 5: // kill all alives
806 835 if (!tmp->flag [FLAG_PRECIOUS])
807 tmp->stats.exp = 0; 836 {
808 SET_FLAG (tmp, FLAG_FRIENDLY); 837 archetype::get (shstr_burnout)->insert_at (tmp, source);
809 838 tmp->destroy ();
810 add_friendly_object (tmp); 839 }
811 tmp->attack_movement = PETMOVE;
812 break; 840 break;
813 841
814 default: 842 default:
815 break; 843 break;
816 } 844 }
828 object *tmp, *ret = NULL; 856 object *tmp, *ret = NULL;
829 857
830 /* First check the object itself. */ 858 /* First check the object itself. */
831 if ((trig->stats.hp && (op->type == trig->stats.hp)) 859 if ((trig->stats.hp && (op->type == trig->stats.hp))
832 || (trig->slaying && (op->slaying == trig->slaying)) 860 || (trig->slaying && (op->slaying == trig->slaying))
833 || (trig->race && (op->arch->name == trig->race))) 861 || (trig->race && (op->arch->archname == trig->race)))
834 return op; 862 return op;
835 863
836 for (tmp = op->inv; tmp; tmp = tmp->below) 864 for (tmp = op->inv; tmp; tmp = tmp->below)
837 { 865 {
838 if (tmp->inv) 866 if (tmp->inv)
841 if (ret) 869 if (ret)
842 return ret; 870 return ret;
843 } 871 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 872 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying)) 873 || (trig->slaying && (tmp->slaying == trig->slaying))
846 || (trig->race && (tmp->arch->name == trig->race))) 874 || (trig->race && (tmp->arch->archname == trig->race)))
847 return tmp; 875 return tmp;
848 } 876 }
849 return NULL; 877 return NULL;
850} 878}
851 879
864 * and has a matching item. Imagine what happens if someone steps on the inventory 892 * and has a matching item. Imagine what happens if someone steps on the inventory
865 * checker with a matching item, has it, activates the connection, throws the item 893 * checker with a matching item, has it, activates the connection, throws the item
866 * away, and then leaves the inventory checker. That would've caused an always-enabled 894 * away, and then leaves the inventory checker. That would've caused an always-enabled
867 * state in the inventory checker. This won't happen anymore now. 895 * state in the inventory checker. This won't happen anymore now.
868 * 896 *
897 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
898 * whether op is on this mapspace or not, because the value (1|0) depends
899 * on this information. also make sure to only push_button if op has
900 * a matching item (because when we do a push_button with value=0 timed gates
901 * will still open)! (i hope i got the semantics right this time)
902 *
869 */ 903 */
870void 904void
871check_inv (object *op, object *trig) 905check_inv (object *op, object *trig)
872{ 906{
873 trig->value = 0; // deactivate if none of the following conditions apply 907 trig->value = 0; // deactivate if none of the following conditions apply
874 908
875 if (object *pl = trig->ms ().player ()) 909 object *pl = trig->ms ().player ();
876 {
877 object *match = check_inv_recursive (pl, trig); 910 object *match = check_inv_recursive (op, trig);
878 911
912 // elmex: a note about (pl == op):
913 // if pl == 0 then the player has left this space
914 // if pl != 0 then a player is on this mapspace, but then
915 // we still have to check whether it's the player that triggered
916 // this inv-checker, because if not, then the op left this inv-checker
917 // and we have to set the value to 0
918
879 if (match && trig->last_sp) // match == having 919 if (match && trig->last_sp) // match == having
880 { 920 {
881 if (trig->last_heal) 921 if (trig->last_heal)
882 decrease_ob (match); 922 match->decrease ();
883 923
884 trig->value = 1; 924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
885 } 925 push_button (trig, op);
926 }
886 else if (!match && !trig->last_sp) // match == not having 927 else if (!match && !trig->last_sp) // match == not having
887 trig->value = 1;
888 } 928 {
889 929 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 push_button (trig); 930 push_button (trig, op);
931 }
891} 932}
892 933

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