ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/button.C
(Generate patch)

Comparing deliantra/server/common/button.C (file contents):
Revision 1.19 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.36 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26 26
27/* 27/*
67 switch (tmp->type) 67 switch (tmp->type)
68 { 68 {
69 case GATE: 69 case GATE:
70 case HOLE: 70 case HOLE:
71 tmp->value = tmp->stats.maxsp ? !state : state; 71 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->speed = 0.5; 72 tmp->set_speed (0.5);
73 update_ob_speed (tmp);
74 break; 73 break;
75 74
76 case CF_HANDLE: 75 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 76 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 77 update_object (tmp, UP_OBJ_FACE);
103 case MOOD_FLOOR: 102 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 103 do_mood_floor (tmp, source);
105 break; 104 break;
106 105
107 case TIMED_GATE: 106 case TIMED_GATE:
108 tmp->speed = tmp->arch->clone.speed; 107 tmp->set_speed (tmp->arch->speed);
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value; 108 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 109 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 110 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 111 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent 112 * from the head - this ensures that the data will consistent
115 */ 113 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 114 for (object *part = tmp->more; part; part = part->more)
117 { 115 {
118 tmp->speed = tmp->head->speed; 116 part->value = tmp->value;
119 tmp->value = tmp->head->value; 117 part->stats.sp = tmp->stats.sp;
120 tmp->stats.sp = tmp->head->stats.sp; 118 part->stats.hp = tmp->stats.hp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp); 119 part->set_speed (tmp->speed);
123 } 120 }
124 break; 121 break;
125 122
126 case DIRECTOR: 123 case DIRECTOR:
127 case FIREWALL: 124 case FIREWALL:
129 move_firewall (tmp); 126 move_firewall (tmp);
130 else 127 else
131 { 128 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
131
134 animate_turning (tmp); 132 animate_turning (tmp);
135 } 133 }
136 break; 134 break;
137 135
138 case TELEPORTER: 136 case TELEPORTER:
252 else if (tmp->type == PEDESTAL) 250 else if (tmp->type == PEDESTAL)
253 { 251 {
254 tmp->value = 0; 252 tmp->value = 0;
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 253 for (ab = tmp->above; ab != NULL; ab = ab->above)
256 { 254 {
257 head = ab->head ? ab->head : ab; 255 head = ab->head_ ();
258 /* Same note regarding move_type for buttons above apply here. */ 256 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
260 (head->race == tmp->slaying || 258 (head->race == tmp->slaying ||
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
263 tmp->value = 1; 261 tmp->value = 1;
264 } 262 }
263
265 if (tmp->value) 264 if (tmp->value)
266 any_down = 1; 265 any_down = 1;
267 } 266 }
268 } 267 }
269 if (any_down) /* If any other buttons were down, force this to remain down */ 268 if (any_down) /* If any other buttons were down, force this to remain down */
276 update_object (op, UP_OBJ_FACE); 275 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 276 push_button (op); /* Make all other buttons the same */
278 } 277 }
279} 278}
280 279
281/*
282 * Updates every button on the map (by calling update_button() for them).
283 */
284
285void
286update_buttons (maptile *m)
287{
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 280void
310use_trigger (object *op) 281use_trigger (object *op)
311{ 282{
312
313 /* Toggle value */ 283 /* Toggle value */
314 op->value = !op->value; 284 op->value = !op->value;
315 push_button (op); 285 push_button (op);
316} 286}
317 287
318/* 288/*
319 * Note: animate_object should be used instead of this, 289 * Note: animate_object should be used instead of this,
320 * but it can't handle animations in the 8 directions 290 * but it can't handle animations in the 8 directions
321 */ 291 */
322
323void 292void
324animate_turning (object *op) /* only one part objects */ 293animate_turning (object *op) /* only one part objects */
325{ 294{
326 if (++op->state >= NUM_ANIMATIONS (op) / 8) 295 if (++op->state >= NUM_ANIMATIONS (op) / 8)
327 op->state = 0; 296 op->state = 0;
346int 315int
347check_altar_sacrifice (const object *altar, const object *sacrifice) 316check_altar_sacrifice (const object *altar, const object *sacrifice)
348{ 317{
349 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 318 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
350 { 319 {
351 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 320 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
352 ARCH_SACRIFICE (altar) == sacrifice->name || 321 || ARCH_SACRIFICE (altar) == sacrifice->name
353 ARCH_SACRIFICE (altar) == sacrifice->slaying || 322 || ARCH_SACRIFICE (altar) == sacrifice->slaying
354 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 323 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
355 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 324 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
356 return 1; 325 return 1;
357 326
358 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 327 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
359 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 328 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
414{ 383{
415 op->stats.wc = state; 384 op->stats.wc = state;
416 if (state) 385 if (state)
417 { 386 {
418 use_trigger (op); 387 use_trigger (op);
419 if (op->stats.exp > 0) /* check sanity */ 388 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; 389 op->speed_left = -1;
425 } 390 }
426 else 391 else
427 { 392 {
428 use_trigger (op); 393 use_trigger (op);
429 op->speed = 0; 394 op->set_speed (0);
430 update_ob_speed (op);
431 } 395 }
432} 396}
433 397
434 398
435/* 399/*
491 case TRIGGER_PEDESTAL: 455 case TRIGGER_PEDESTAL:
492 if (cause) 456 if (cause)
493 { 457 {
494 for (tmp = op->above; tmp; tmp = tmp->above) 458 for (tmp = op->above; tmp; tmp = tmp->above)
495 { 459 {
496 object *head = tmp->head ? tmp->head : tmp; 460 object *head = tmp->head_ ();
497 461
498 /* See comment in TRIGGER_BUTTON about move_types */ 462 /* See comment in TRIGGER_BUTTON about move_types */
499 if (((head->move_type & op->move_on) || head->move_type == 0) 463 if (((head->move_type & op->move_on) || head->move_type == 0)
500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 464 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 { 465 {
502 push = 1; 466 push = 1;
503 break; 467 break;
504 } 468 }
505 } 469 }
470
506 if (op->stats.ac == push) 471 if (op->stats.ac == push)
507 return 0; 472 return 0;
473
508 op->stats.ac = push; 474 op->stats.ac = push;
475
509 if (NUM_ANIMATIONS (op) > 1) 476 if (NUM_ANIMATIONS (op) > 1)
510 { 477 {
511 SET_ANIMATION (op, push); 478 SET_ANIMATION (op, push);
512 update_object (op, UP_OBJ_FACE); 479 update_object (op, UP_OBJ_FACE);
513 } 480 }
481
514 update_object (op, UP_OBJ_FACE); 482 update_object (op, UP_OBJ_FACE);
483
515 if (in_movement || !push) 484 if (in_movement || !push)
516 return 0; 485 return 0;
517 } 486 }
487
518 trigger_move (op, push); 488 trigger_move (op, push);
519 return 0; 489 return 0;
520 490
521 case TRIGGER_ALTAR: 491 case TRIGGER_ALTAR:
522 if (cause) 492 if (cause)
523 { 493 {
524 if (in_movement) 494 if (in_movement)
525 return 0; 495 return 0;
496
526 if (operate_altar (op, &cause)) 497 if (operate_altar (op, &cause))
527 { 498 {
528 if (NUM_ANIMATIONS (op) > 1) 499 if (NUM_ANIMATIONS (op) > 1)
529 { 500 {
530 SET_ANIMATION (op, 1); 501 SET_ANIMATION (op, 1);
531 update_object (op, UP_OBJ_FACE); 502 update_object (op, UP_OBJ_FACE);
532 } 503 }
504
533 if (op->last_sp >= 0) 505 if (op->last_sp >= 0)
534 { 506 {
535 trigger_move (op, 1); 507 trigger_move (op, 1);
536 if (op->last_sp > 0) 508 if (op->last_sp > 0)
537 op->last_sp = -op->last_sp; 509 op->last_sp = -op->last_sp;
544 op->value = !op->value; 516 op->value = !op->value;
545 trigger_move (op, 1); 517 trigger_move (op, 1);
546 op->last_sp = -op->last_sp; 518 op->last_sp = -op->last_sp;
547 op->value = !op->value; 519 op->value = !op->value;
548 } 520 }
521
549 return cause == NULL; 522 return cause == NULL;
550 } 523 }
551 else 524 else
552 {
553 return 0; 525 return 0;
554 }
555 } 526 }
556 else 527 else
557 { 528 {
558 if (NUM_ANIMATIONS (op) > 1) 529 if (NUM_ANIMATIONS (op) > 1)
559 { 530 {
570 trigger_move (op, 0); 541 trigger_move (op, 0);
571 else 542 else
572 { 543 {
573 op->stats.wc = 0; 544 op->stats.wc = 0;
574 op->value = !op->value; 545 op->value = !op->value;
575 op->speed = 0; 546 op->set_speed (0);
576 update_ob_speed (op);
577 } 547 }
578 } 548 }
579 return 0; 549 return 0;
580 550
581 case TRIGGER: 551 case TRIGGER:
582 if (cause) 552 if (cause)
583 { 553 {
584 if (in_movement) 554 if (in_movement)
585 return 0; 555 return 0;
556
586 push = 1; 557 push = 1;
587 } 558 }
559
588 if (NUM_ANIMATIONS (op) > 1) 560 if (NUM_ANIMATIONS (op) > 1)
589 { 561 {
590 SET_ANIMATION (op, push); 562 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 563 update_object (op, UP_OBJ_FACE);
592 } 564 }
565
593 trigger_move (op, push); 566 trigger_move (op, push);
594 return 1; 567 return 1;
595 568
596 default: 569 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 570 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
740 */ 713 */
741 714
742void 715void
743do_mood_floor (object *op, object *source) 716do_mood_floor (object *op, object *source)
744{ 717{
745 object *tmp;
746 object *tmp2;
747
748 if (!source) 718 if (!source)
749 source = op; 719 source = op;
750 720
751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 721 mapspace &ms = op->ms ();
722
723 if (!(ms.flags () & P_IS_ALIVE))
724 return;
725
726 object *tmp;
727
728 for (tmp = ms.top; tmp; tmp = tmp->below)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 729 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break; 730 break;
754 731
755 /* doesn't effect players, and if there is a player on this space, won't also 732 /* doesn't effect players, and if there is a player on this space, won't also
756 * be a monster here. 733 * be a monster here.
757 */ 734 */
735 //TODO: have players really FLAG_MONSTER? kept it for safety
758 if (!tmp || tmp->type == PLAYER) 736 if (!tmp || tmp->type == PLAYER)
759 return; 737 return;
760 738
761 switch (op->last_sp) 739 switch (op->last_sp)
762 { 740 {
763 case 0: /* furious--make all monsters mad */ 741 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 742 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 743 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
744
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 745 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 { 746 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0; 747 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't 748 /* lots of checks here, but want to make sure we don't
772 * dereference a null value 749 * dereference a null value
773 */ 750 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 751 if (tmp->type == GOLEM
752 && tmp->owner
753 && tmp->owner->type == PLAYER
754 && tmp->owner->contr->golem == tmp)
775 tmp->owner->contr->ranges[range_golem] = 0; 755 tmp->owner->contr->golem = 0;
776 756
777 tmp->owner = 0; 757 tmp->owner = 0;
758
759 remove_friendly_object (tmp);
778 } 760 }
779 break; 761 break;
762
780 case 1: /* angry -- get neutral monsters mad */ 763 case 1: /* angry -- get neutral monsters mad */
781 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
782 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
783 break; 766 break;
767
784 case 2: /* calm -- pacify unfriendly monsters */ 768 case 2: /* calm -- pacify unfriendly monsters */
785 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
786 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 769 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
787 break; 770 break;
771
788 case 3: /* make all monsters fall asleep */ 772 case 3: /* make all monsters fall asleep */
789 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
790 SET_FLAG (tmp, FLAG_SLEEP); 773 SET_FLAG (tmp, FLAG_SLEEP);
791 break; 774 break;
775
792 case 4: /* charm all monsters */ 776 case 4: /* charm all monsters */
793 if (op == source) 777 if (op == source)
794 break; /* only if 'connected' */ 778 break; /* only if 'connected' */
795 779
796 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 780 if (object *pl = source->ms ().player ())
797 tmp2->type != PLAYER; tmp2 = tmp2->above) 781 {
798 if (tmp2->above == NULL) 782 tmp->set_owner (pl);
783 SET_FLAG (tmp, FLAG_MONSTER);
784
785 tmp->stats.exp = 0;
786
787 add_friendly_object (tmp);
788 tmp->attack_movement = PETMOVE;
789 }
799 break; 790 break;
800 791
801 if (tmp2->type != PLAYER) 792 case 6: // kill monsters
793 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
802 break; 794 break;
803 795
804 tmp->set_owner (tmp2); 796 // FALL THROUGH
805 SET_FLAG (tmp, FLAG_MONSTER); 797 case 5: // kill all alives
806 798 if (!tmp->flag [FLAG_PRECIOUS])
807 tmp->stats.exp = 0; 799 {
808 SET_FLAG (tmp, FLAG_FRIENDLY); 800 get_archetype ("burnout")->insert_at (tmp, source);
809 801 tmp->destroy ();
810 add_friendly_object (tmp); 802 }
811 tmp->attack_movement = PETMOVE;
812 break; 803 break;
813 804
814 default: 805 default:
815 break; 806 break;
816 } 807 }
828 object *tmp, *ret = NULL; 819 object *tmp, *ret = NULL;
829 820
830 /* First check the object itself. */ 821 /* First check the object itself. */
831 if ((trig->stats.hp && (op->type == trig->stats.hp)) 822 if ((trig->stats.hp && (op->type == trig->stats.hp))
832 || (trig->slaying && (op->slaying == trig->slaying)) 823 || (trig->slaying && (op->slaying == trig->slaying))
833 || (trig->race && (op->arch->name == trig->race))) 824 || (trig->race && (op->arch->archname == trig->race)))
834 return op; 825 return op;
835 826
836 for (tmp = op->inv; tmp; tmp = tmp->below) 827 for (tmp = op->inv; tmp; tmp = tmp->below)
837 { 828 {
838 if (tmp->inv) 829 if (tmp->inv)
841 if (ret) 832 if (ret)
842 return ret; 833 return ret;
843 } 834 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 835 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying)) 836 || (trig->slaying && (tmp->slaying == trig->slaying))
846 || (trig->race && (tmp->arch->name == trig->race))) 837 || (trig->race && (tmp->arch->archname == trig->race)))
847 return tmp; 838 return tmp;
848 } 839 }
849 return NULL; 840 return NULL;
850} 841}
851 842
864 * and has a matching item. Imagine what happens if someone steps on the inventory 855 * 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 856 * 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 857 * 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. 858 * state in the inventory checker. This won't happen anymore now.
868 * 859 *
860 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
861 * whether op is on this mapspace or not, because the value (1|0) depends
862 * on this information. also make sure to only push_button if op has
863 * a matching item (because when we do a push_button with value=0 timed gates
864 * will still open)! (i hope i got the semantics right this time)
865 *
869 */ 866 */
870void 867void
871check_inv (object *op, object *trig) 868check_inv (object *op, object *trig)
872{ 869{
873 trig->value = 0; // deactivate if none of the following conditions apply 870 trig->value = 0; // deactivate if none of the following conditions apply
874 871
875 if (object *pl = trig->ms ().player ()) 872 object *pl = trig->ms ().player ();
876 {
877 object *match = check_inv_recursive (pl, trig); 873 object *match = check_inv_recursive (op, trig);
878 874
875 // elmex: a note about (pl == op):
876 // if pl == 0 then the player has left this space
877 // if pl != 0 then a player is on this mapspace, but then
878 // we still have to check whether it's the player that triggered
879 // this inv-checker, because if not, then the op left this inv-checker
880 // and we have to set the value to 0
881
879 if (match && trig->last_sp) // match == having 882 if (match && trig->last_sp) // match == having
880 { 883 {
881 if (trig->last_heal) 884 if (trig->last_heal)
882 decrease_ob (match); 885 decrease_ob (match);
883 886
884 trig->value = 1; 887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
885 } 888 push_button (trig);
889 }
886 else if (!match && !trig->last_sp) // match == not having 890 else if (!match && !trig->last_sp) // match == not having
887 trig->value = 1;
888 } 891 {
889 892 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 push_button (trig); 893 push_button (trig);
894 }
891} 895}
892 896

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines