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Comparing deliantra/server/common/button.C (file contents):
Revision 1.14 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.31 by root, Mon Apr 30 04:25:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* 28/*
35 * The source argument can be 0 or the source object for this activation. 36 * The source argument can be 0 or the source object for this activation.
36 */ 37 */
37void 38void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{ 40{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
43 { 42 {
44 if (!ol->ob) 43 if (!ol->ob)
45 { 44 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 45 LOG (llevError, "Internal error in activate_connection_link.\n");
55 * re-loaded. As such, just exit this function if that is the case. 54 * re-loaded. As such, just exit this function if that is the case.
56 */ 55 */
57 56
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return; 58 return;
59
60 tmp = ol->ob; 60 object *tmp = ol->ob;
61 61
62 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 64 continue;
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 tmp->value = tmp->stats.maxsp ? !state : state; 72 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 73 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 74 break;
76 75
77 case CF_HANDLE: 76 case CF_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 78 update_object (tmp, UP_OBJ_FACE);
80 break; 79 break;
81 80
82 case SIGN: 81 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 83 {
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 85 if (tmp->stats.food)
87 tmp->last_eat++; 86 tmp->last_eat++;
88 } 87 }
89 break; 88 break;
90 89
91 case ALTAR: 90 case ALTAR:
92 tmp->value = 1; 91 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 92 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 93 update_object (tmp, UP_OBJ_FACE);
95 break; 94 break;
96 95
97 case BUTTON: 96 case BUTTON:
98 case PEDESTAL: 97 case PEDESTAL:
99 tmp->value = state; 98 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
102 break; 101 break;
103 102
104 case MOOD_FLOOR: 103 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 104 do_mood_floor (tmp, source);
106 break; 105 break;
107 106
108 case TIMED_GATE: 107 case TIMED_GATE:
109 tmp->speed = tmp->arch->clone.speed; 108 tmp->set_speed (tmp->arch->clone.speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 109 tmp->value = tmp->arch->clone.value;
112 tmp->stats.sp = 1; 110 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 111 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 112 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 113 * from the head - this ensures that the data will consistent
116 */ 114 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 115 for (tmp = tmp->more; tmp; tmp = tmp->more)
118 { 116 {
119 tmp->speed = tmp->head->speed;
120 tmp->value = tmp->head->value; 117 tmp->value = tmp->head->value;
121 tmp->stats.sp = tmp->head->stats.sp; 118 tmp->stats.sp = tmp->head->stats.sp;
122 tmp->stats.hp = tmp->head->stats.hp; 119 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 120 tmp->set_speed (tmp->head->speed);
124 } 121 }
125 break; 122 break;
126 123
127 case DIRECTOR: 124 case DIRECTOR:
128 case FIREWALL: 125 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 127 move_firewall (tmp);
131 else 128 else
132 { 129 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
135 animate_turning (tmp); 132 animate_turning (tmp);
136 } 133 }
137 break; 134 break;
138 135
139 case TELEPORTER: 136 case TELEPORTER:
140 move_teleporter (tmp); 137 move_teleporter (tmp);
141 break; 138 break;
142 139
143 case CREATOR: 140 case CREATOR:
144 move_creator (tmp); 141 move_creator (tmp);
145 break; 142 break;
146 143
147 case TRIGGER_MARKER: 144 case TRIGGER_MARKER:
148 move_marker (tmp); 145 move_marker (tmp);
149 break; 146 break;
150 147
151 case DUPLICATOR: 148 case DUPLICATOR:
152 move_duplicator (tmp); 149 move_duplicator (tmp);
153 break; 150 break;
154 } 151 }
155 } 152 }
156} 153}
157 154
158/* 155/*
205 * Updates everything connected with the button op. 202 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 203 * 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 204 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 205 * button reacts to the (eventual) change of state.
209 */ 206 */
210
211void 207void
212update_button (object *op) 208update_button (object *op)
213{ 209{
214 object *ab, *tmp, *head; 210 object *ab, *tmp, *head;
215 int tot, any_down = 0, old_value = op->value; 211 int tot, any_down = 0, old_value = op->value;
278 update_object (op, UP_OBJ_FACE); 274 update_object (op, UP_OBJ_FACE);
279 push_button (op); /* Make all other buttons the same */ 275 push_button (op); /* Make all other buttons the same */
280 } 276 }
281} 277}
282 278
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 }
309}
310
311void 279void
312use_trigger (object *op) 280use_trigger (object *op)
313{ 281{
314
315 /* Toggle value */ 282 /* Toggle value */
316 op->value = !op->value; 283 op->value = !op->value;
317 push_button (op); 284 push_button (op);
318} 285}
319 286
320/* 287/*
321 * Note: animate_object should be used instead of this, 288 * Note: animate_object should be used instead of this,
322 * but it can't handle animations in the 8 directions 289 * but it can't handle animations in the 8 directions
323 */ 290 */
324
325void 291void
326animate_turning (object *op) /* only one part objects */ 292animate_turning (object *op) /* only one part objects */
327{ 293{
328 if (++op->state >= NUM_ANIMATIONS (op) / 8) 294 if (++op->state >= NUM_ANIMATIONS (op) / 8)
329 op->state = 0; 295 op->state = 0;
354 ARCH_SACRIFICE (altar) == sacrifice->name || 320 ARCH_SACRIFICE (altar) == sacrifice->name ||
355 ARCH_SACRIFICE (altar) == sacrifice->slaying || 321 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
356 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 322 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
357 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 323 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
358 return 1; 324 return 1;
325
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
361 return 1; 328 return 1;
362 } 329 }
330
363 return 0; 331 return 0;
364} 332}
365 333
366/* 334/*
367 * operate_altar checks if sacrifice was accepted and removes sacrificed 335 * operate_altar checks if sacrifice was accepted and removes sacrificed
414{ 382{
415 op->stats.wc = state; 383 op->stats.wc = state;
416 if (state) 384 if (state)
417 { 385 {
418 use_trigger (op); 386 use_trigger (op);
419 if (op->stats.exp > 0) /* check sanity */ 387 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; 388 op->speed_left = -1;
425 } 389 }
426 else 390 else
427 { 391 {
428 use_trigger (op); 392 use_trigger (op);
429 op->speed = 0; 393 op->set_speed (0);
430 update_ob_speed (op);
431 } 394 }
432} 395}
433 396
434 397
435/* 398/*
570 trigger_move (op, 0); 533 trigger_move (op, 0);
571 else 534 else
572 { 535 {
573 op->stats.wc = 0; 536 op->stats.wc = 0;
574 op->value = !op->value; 537 op->value = !op->value;
575 op->speed = 0; 538 op->set_speed (0);
576 update_ob_speed (op);
577 } 539 }
578 } 540 }
579 return 0; 541 return 0;
580 542
581 case TRIGGER: 543 case TRIGGER:
582 if (cause) 544 if (cause)
583 { 545 {
584 if (in_movement) 546 if (in_movement)
585 return 0; 547 return 0;
548
586 push = 1; 549 push = 1;
587 } 550 }
551
588 if (NUM_ANIMATIONS (op) > 1) 552 if (NUM_ANIMATIONS (op) > 1)
589 { 553 {
590 SET_ANIMATION (op, push); 554 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 555 update_object (op, UP_OBJ_FACE);
592 } 556 }
557
593 trigger_move (op, push); 558 trigger_move (op, push);
594 return 1; 559 return 1;
595 560
596 default: 561 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 562 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
608 if (!map) 573 if (!map)
609 { 574 {
610 LOG (llevError, "Tried to add button-link without map.\n"); 575 LOG (llevError, "Tried to add button-link without map.\n");
611 return; 576 return;
612 } 577 }
613 if (!editor) 578
614 button->path_attuned = connected; /* peterm: I need this so I can rebuild 579 button->path_attuned = connected; /* peterm: I need this so I can rebuild
615 a connected map from a template map. */ 580 a connected map from a template map. */
616
617/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
618 581
619 SET_FLAG (button, FLAG_IS_LINKED); 582 SET_FLAG (button, FLAG_IS_LINKED);
620 583
621 ol->ob = button; 584 ol->ob = button;
622 585
623 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 586 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
587 ;
624 588
625 if (obp) 589 if (obp)
626 { 590 {
627 ol->next = obp->link; 591 ol->next = obp->link;
628 obp->link = ol; 592 obp->link = ol;
741 */ 705 */
742 706
743void 707void
744do_mood_floor (object *op, object *source) 708do_mood_floor (object *op, object *source)
745{ 709{
746 object *tmp;
747 object *tmp2;
748
749 if (!source) 710 if (!source)
750 source = op; 711 source = op;
751 712
752 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 713 mapspace &ms = op->ms ();
714
715 if (!(ms.flags () & P_IS_ALIVE))
716 return;
717
718 object *tmp;
719
720 for (tmp = ms.top; tmp; tmp = tmp->below)
753 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 721 if (QUERY_FLAG (tmp, FLAG_MONSTER))
754 break; 722 break;
755 723
756 /* doesn't effect players, and if there is a player on this space, won't also 724 /* doesn't effect players, and if there is a player on this space, won't also
757 * be a monster here. 725 * be a monster here.
758 */ 726 */
727 //TODO: have players really FLAG_MONSTER? kept it for safety
759 if (!tmp || tmp->type == PLAYER) 728 if (!tmp || tmp->type == PLAYER)
760 return; 729 return;
761 730
762 switch (op->last_sp) 731 switch (op->last_sp)
763 { 732 {
764 case 0: /* furious--make all monsters mad */ 733 case 0: /* furious--make all monsters mad */
765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 734 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 735 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
736
767 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 737 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
768 { 738 {
769 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
770 remove_friendly_object (tmp);
771 tmp->attack_movement = 0; 739 tmp->attack_movement = 0;
772 /* lots of checks here, but want to make sure we don't 740 /* lots of checks here, but want to make sure we don't
773 * dereference a null value 741 * dereference a null value
774 */ 742 */
775 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 743 if (tmp->type == GOLEM
744 && tmp->owner
745 && tmp->owner->type == PLAYER
746 && tmp->owner->contr->golem == tmp)
776 tmp->owner->contr->ranges[range_golem] = 0; 747 tmp->owner->contr->golem = 0;
777 748
778 tmp->owner = 0; 749 tmp->owner = 0;
750
751 remove_friendly_object (tmp);
779 } 752 }
780 break; 753 break;
754
781 case 1: /* angry -- get neutral monsters mad */ 755 case 1: /* angry -- get neutral monsters mad */
782 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
783 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
784 break; 758 break;
759
785 case 2: /* calm -- pacify unfriendly monsters */ 760 case 2: /* calm -- pacify unfriendly monsters */
786 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
787 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 761 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
788 break; 762 break;
763
789 case 3: /* make all monsters fall asleep */ 764 case 3: /* make all monsters fall asleep */
790 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
791 SET_FLAG (tmp, FLAG_SLEEP); 765 SET_FLAG (tmp, FLAG_SLEEP);
792 break; 766 break;
767
793 case 4: /* charm all monsters */ 768 case 4: /* charm all monsters */
794 if (op == source) 769 if (op == source)
795 break; /* only if 'connected' */ 770 break; /* only if 'connected' */
796 771
797 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 772 if (object *pl = source->ms ().player ())
798 tmp2->type != PLAYER; tmp2 = tmp2->above) 773 {
799 if (tmp2->above == NULL) 774 tmp->set_owner (pl);
775 SET_FLAG (tmp, FLAG_MONSTER);
776
777 tmp->stats.exp = 0;
778
779 add_friendly_object (tmp);
780 tmp->attack_movement = PETMOVE;
781 }
800 break; 782 break;
801 783
802 if (tmp2->type != PLAYER) 784 case 6: // kill monsters
785 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
803 break; 786 break;
804 tmp->set_owner (tmp2); 787
805 SET_FLAG (tmp, FLAG_MONSTER); 788 // FALL THROUGH
806 tmp->stats.exp = 0; 789 case 5: // kill all alives
807 SET_FLAG (tmp, FLAG_FRIENDLY); 790 if (!tmp->flag [FLAG_PRECIOUS])
808 add_friendly_object (tmp); 791 {
809 tmp->attack_movement = PETMOVE; 792 get_archetype ("burnout")->insert_at (tmp, source);
793 tmp->destroy ();
794 }
810 break; 795 break;
811 796
812 default: 797 default:
813 break; 798 break;
814 } 799 }
818 * It will descend through containers to find the object. 803 * It will descend through containers to find the object.
819 * slaying = match object slaying flag 804 * slaying = match object slaying flag
820 * race = match object archetype name flag 805 * race = match object archetype name flag
821 * hp = match object type (excpt type '0'== PLAYER) 806 * hp = match object type (excpt type '0'== PLAYER)
822 */ 807 */
823
824object * 808object *
825check_inv_recursive (object *op, const object *trig) 809check_inv_recursive (object *op, const object *trig)
826{ 810{
827 object *tmp, *ret = NULL; 811 object *tmp, *ret = NULL;
828 812
829 /* First check the object itself. */ 813 /* First check the object itself. */
830 if ((trig->stats.hp && (op->type == trig->stats.hp)) 814 if ((trig->stats.hp && (op->type == trig->stats.hp))
831 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 815 || (trig->slaying && (op->slaying == trig->slaying))
816 || (trig->race && (op->arch->name == trig->race)))
832 return op; 817 return op;
833 818
834 for (tmp = op->inv; tmp; tmp = tmp->below) 819 for (tmp = op->inv; tmp; tmp = tmp->below)
835 { 820 {
836 if (tmp->inv) 821 if (tmp->inv)
838 ret = check_inv_recursive (tmp, trig); 823 ret = check_inv_recursive (tmp, trig);
839 if (ret) 824 if (ret)
840 return ret; 825 return ret;
841 } 826 }
842 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 827 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
843 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 828 || (trig->slaying && (tmp->slaying == trig->slaying))
829 || (trig->race && (tmp->arch->name == trig->race)))
844 return tmp; 830 return tmp;
845 } 831 }
846 return NULL; 832 return NULL;
847} 833}
848 834
851 * the square will activate connected items. 837 * the square will activate connected items.
852 * Monsters can't trigger this square (for now) 838 * Monsters can't trigger this square (for now)
853 * Values are: last_sp = 1/0 obj/no obj triggers 839 * Values are: last_sp = 1/0 obj/no obj triggers
854 * last_heal = 1/0 remove/dont remove obj if triggered 840 * last_heal = 1/0 remove/dont remove obj if triggered
855 * -b.t. (thomas@nomad.astro.psu.edu 841 * -b.t. (thomas@nomad.astro.psu.edu
856 */ 842 *
857 843 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
844 * because the check-inventory semantic essentially only applies when
845 * something is above the inventory checker.
846 * The semantic prior this change was: trigger if something has moved on or off
847 * and has a matching item. Imagine what happens if someone steps on the inventory
848 * checker with a matching item, has it, activates the connection, throws the item
849 * away, and then leaves the inventory checker. That would've caused an always-enabled
850 * state in the inventory checker. This won't happen anymore now.
851 *
852 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
853 * whether op is on this mapspace or not, because the value (1|0) depends
854 * on this information. also make sure to only push_button if op has
855 * a matching item (because when we do a push_button with value=0 timed gates
856 * will still open)! (i hope i got the semantics right this time)
857 *
858 */
858void 859void
859check_inv (object *op, object *trig) 860check_inv (object *op, object *trig)
860{ 861{
861 object *match; 862 trig->value = 0; // deactivate if none of the following conditions apply
862 863
863 if (op->type != PLAYER) 864 object *pl = trig->ms ().player ();
864 return;
865 match = check_inv_recursive (op, trig); 865 object *match = check_inv_recursive (op, trig);
866
867 // elmex: a note about (pl == op):
868 // if pl == 0 then the player has left this space
869 // if pl != 0 then a player is on this mapspace, but then
870 // we still have to check whether it's the player that triggered
871 // this inv-checker, because if not, then the op left this inv-checker
872 // and we have to set the value to 0
873
866 if (match && trig->last_sp) 874 if (match && trig->last_sp) // match == having
867 { 875 {
868 if (trig->last_heal) 876 if (trig->last_heal)
869 decrease_ob (match); 877 decrease_ob (match);
870 use_trigger (trig); 878
879 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
880 push_button (trig);
881 }
882 else if (!match && !trig->last_sp) // match == not having
871 } 883 {
872 else if (!match && !trig->last_sp) 884 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
873 use_trigger (trig); 885 push_button (trig);
886 }
874} 887}
875 888

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