--- deliantra/server/common/button.C 2006/12/25 11:25:49 1.19 +++ deliantra/server/common/button.C 2007/01/10 10:36:47 1.26 @@ -1,6 +1,7 @@ /* CrossFire, A Multiplayer game for X-windows + Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen @@ -69,8 +70,7 @@ case GATE: case HOLE: tmp->value = tmp->stats.maxsp ? !state : state; - tmp->speed = 0.5; - update_ob_speed (tmp); + tmp->set_speed (0.5); break; case CF_HANDLE: @@ -105,21 +105,19 @@ break; case TIMED_GATE: - tmp->speed = tmp->arch->clone.speed; - update_ob_speed (tmp); /* original values */ + tmp->set_speed (tmp->arch->clone.speed); tmp->value = tmp->arch->clone.value; tmp->stats.sp = 1; tmp->stats.hp = tmp->stats.maxhp; /* Handle multipart gates. We copy the value for the other parts * from the head - this ensures that the data will consistent */ - for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) + for (tmp = tmp->more; tmp; tmp = tmp->more) { - tmp->speed = tmp->head->speed; tmp->value = tmp->head->value; tmp->stats.sp = tmp->head->stats.sp; tmp->stats.hp = tmp->head->stats.hp; - update_ob_speed (tmp); + tmp->set_speed (tmp->head->speed); } break; @@ -278,38 +276,9 @@ } } -/* - * Updates every button on the map (by calling update_button() for them). - */ - -void -update_buttons (maptile *m) -{ - objectlink *ol; - oblinkpt *obp; - - for (obp = m->buttons; obp; obp = obp->next) - for (ol = obp->link; ol; ol = ol->next) - { - if (!ol->ob) - { - LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", - ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); - continue; - } - - if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) - { - update_button (ol->ob); - break; - } - } -} - void use_trigger (object *op) { - /* Toggle value */ op->value = !op->value; push_button (op); @@ -319,7 +288,6 @@ * Note: animate_object should be used instead of this, * but it can't handle animations in the 8 directions */ - void animate_turning (object *op) /* only one part objects */ { @@ -416,18 +384,13 @@ if (state) { use_trigger (op); - if (op->stats.exp > 0) /* check sanity */ - op->speed = 1.0 / op->stats.exp; - else - op->speed = 1.0; - update_ob_speed (op); + op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); op->speed_left = -1; } else { use_trigger (op); - op->speed = 0; - update_ob_speed (op); + op->set_speed (0); } } @@ -572,8 +535,7 @@ { op->stats.wc = 0; op->value = !op->value; - op->speed = 0; - update_ob_speed (op); + op->set_speed (0); } } return 0; @@ -583,13 +545,16 @@ { if (in_movement) return 0; + push = 1; } + if (NUM_ANIMATIONS (op) > 1) { SET_ANIMATION (op, push); update_object (op, UP_OBJ_FACE); } + trigger_move (op, push); return 1; @@ -805,7 +770,6 @@ SET_FLAG (tmp, FLAG_MONSTER); tmp->stats.exp = 0; - SET_FLAG (tmp, FLAG_FRIENDLY); add_friendly_object (tmp); tmp->attack_movement = PETMOVE; @@ -866,27 +830,40 @@ * away, and then leaves the inventory checker. That would've caused an always-enabled * state in the inventory checker. This won't happen anymore now. * + * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check + * whether op is on this mapspace or not, because the value (1|0) depends + * on this information. also make sure to only push_button if op has + * a matching item (because when we do a push_button with value=0 timed gates + * will still open)! (i hope i got the semantics right this time) + * */ void check_inv (object *op, object *trig) { trig->value = 0; // deactivate if none of the following conditions apply - if (object *pl = trig->ms ().player ()) - { - object *match = check_inv_recursive (pl, trig); + object *pl = trig->ms ().player (); + object *match = check_inv_recursive (op, trig); - if (match && trig->last_sp) // match == having - { - if (trig->last_heal) - decrease_ob (match); + // elmex: a note about (pl == op): + // if pl == 0 then the player has left this space + // if pl != 0 then a player is on this mapspace, but then + // we still have to check whether it's the player that triggered + // this inv-checker, because if not, then the op left this inv-checker + // and we have to set the value to 0 - trig->value = 1; - } - else if (!match && !trig->last_sp) // match == not having - trig->value = 1; - } + if (match && trig->last_sp) // match == having + { + if (trig->last_heal) + decrease_ob (match); - push_button (trig); + trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left + push_button (trig); + } + else if (!match && !trig->last_sp) // match == not having + { + trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left + push_button (trig); + } }