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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 1.35 by root, Mon Jun 4 13:04:00 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
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 it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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/*
67 switch (tmp->type) 68 switch (tmp->type)
68 { 69 {
69 case GATE: 70 case GATE:
70 case HOLE: 71 case HOLE:
71 tmp->value = tmp->stats.maxsp ? !state : state; 72 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->speed = 0.5; 73 tmp->set_speed (0.5);
73 update_ob_speed (tmp);
74 break; 74 break;
75 75
76 case CF_HANDLE: 76 case CF_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 78 update_object (tmp, UP_OBJ_FACE);
103 case MOOD_FLOOR: 103 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 104 do_mood_floor (tmp, source);
105 break; 105 break;
106 106
107 case TIMED_GATE: 107 case TIMED_GATE:
108 tmp->speed = tmp->arch->clone.speed; 108 tmp->set_speed (tmp->arch->speed);
109 update_ob_speed (tmp); /* original values */
110 tmp->value = tmp->arch->clone.value; 109 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 110 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 111 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 112 /* Handle multipart gates. We copy the value for the other parts
114 * from the head - this ensures that the data will consistent 113 * from the head - this ensures that the data will consistent
115 */ 114 */
116 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 115 for (object *part = tmp->more; part; part = part->more)
117 { 116 {
118 tmp->speed = tmp->head->speed; 117 part->value = tmp->value;
119 tmp->value = tmp->head->value; 118 part->stats.sp = tmp->stats.sp;
120 tmp->stats.sp = tmp->head->stats.sp; 119 part->stats.hp = tmp->stats.hp;
121 tmp->stats.hp = tmp->head->stats.hp;
122 update_ob_speed (tmp); 120 part->set_speed (tmp->speed);
123 } 121 }
124 break; 122 break;
125 123
126 case DIRECTOR: 124 case DIRECTOR:
127 case FIREWALL: 125 case FIREWALL:
129 move_firewall (tmp); 127 move_firewall (tmp);
130 else 128 else
131 { 129 {
132 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
133 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132
134 animate_turning (tmp); 133 animate_turning (tmp);
135 } 134 }
136 break; 135 break;
137 136
138 case TELEPORTER: 137 case TELEPORTER:
252 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
253 { 252 {
254 tmp->value = 0; 253 tmp->value = 0;
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 254 for (ab = tmp->above; ab != NULL; ab = ab->above)
256 { 255 {
257 head = ab->head ? ab->head : ab; 256 head = ab->head_ ();
258 /* Same note regarding move_type for buttons above apply here. */ 257 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
260 (head->race == tmp->slaying || 259 (head->race == tmp->slaying ||
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
263 tmp->value = 1; 262 tmp->value = 1;
264 } 263 }
264
265 if (tmp->value) 265 if (tmp->value)
266 any_down = 1; 266 any_down = 1;
267 } 267 }
268 } 268 }
269 if (any_down) /* If any other buttons were down, force this to remain down */ 269 if (any_down) /* If any other buttons were down, force this to remain down */
276 update_object (op, UP_OBJ_FACE); 276 update_object (op, UP_OBJ_FACE);
277 push_button (op); /* Make all other buttons the same */ 277 push_button (op); /* Make all other buttons the same */
278 } 278 }
279} 279}
280 280
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 281void
310use_trigger (object *op) 282use_trigger (object *op)
311{ 283{
312
313 /* Toggle value */ 284 /* Toggle value */
314 op->value = !op->value; 285 op->value = !op->value;
315 push_button (op); 286 push_button (op);
316} 287}
317 288
318/* 289/*
319 * Note: animate_object should be used instead of this, 290 * Note: animate_object should be used instead of this,
320 * but it can't handle animations in the 8 directions 291 * but it can't handle animations in the 8 directions
321 */ 292 */
322
323void 293void
324animate_turning (object *op) /* only one part objects */ 294animate_turning (object *op) /* only one part objects */
325{ 295{
326 if (++op->state >= NUM_ANIMATIONS (op) / 8) 296 if (++op->state >= NUM_ANIMATIONS (op) / 8)
327 op->state = 0; 297 op->state = 0;
346int 316int
347check_altar_sacrifice (const object *altar, const object *sacrifice) 317check_altar_sacrifice (const object *altar, const object *sacrifice)
348{ 318{
349 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 319 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
350 { 320 {
351 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 321 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
352 ARCH_SACRIFICE (altar) == sacrifice->name || 322 || ARCH_SACRIFICE (altar) == sacrifice->name
353 ARCH_SACRIFICE (altar) == sacrifice->slaying || 323 || ARCH_SACRIFICE (altar) == sacrifice->slaying
354 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 324 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
355 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 325 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
356 return 1; 326 return 1;
357 327
358 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
359 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 329 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
414{ 384{
415 op->stats.wc = state; 385 op->stats.wc = state;
416 if (state) 386 if (state)
417 { 387 {
418 use_trigger (op); 388 use_trigger (op);
419 if (op->stats.exp > 0) /* check sanity */ 389 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; 390 op->speed_left = -1;
425 } 391 }
426 else 392 else
427 { 393 {
428 use_trigger (op); 394 use_trigger (op);
429 op->speed = 0; 395 op->set_speed (0);
430 update_ob_speed (op);
431 } 396 }
432} 397}
433 398
434 399
435/* 400/*
491 case TRIGGER_PEDESTAL: 456 case TRIGGER_PEDESTAL:
492 if (cause) 457 if (cause)
493 { 458 {
494 for (tmp = op->above; tmp; tmp = tmp->above) 459 for (tmp = op->above; tmp; tmp = tmp->above)
495 { 460 {
496 object *head = tmp->head ? tmp->head : tmp; 461 object *head = tmp->head_ ();
497 462
498 /* See comment in TRIGGER_BUTTON about move_types */ 463 /* See comment in TRIGGER_BUTTON about move_types */
499 if (((head->move_type & op->move_on) || head->move_type == 0) 464 if (((head->move_type & op->move_on) || head->move_type == 0)
500 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 465 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
501 { 466 {
502 push = 1; 467 push = 1;
503 break; 468 break;
504 } 469 }
505 } 470 }
471
506 if (op->stats.ac == push) 472 if (op->stats.ac == push)
507 return 0; 473 return 0;
474
508 op->stats.ac = push; 475 op->stats.ac = push;
476
509 if (NUM_ANIMATIONS (op) > 1) 477 if (NUM_ANIMATIONS (op) > 1)
510 { 478 {
511 SET_ANIMATION (op, push); 479 SET_ANIMATION (op, push);
512 update_object (op, UP_OBJ_FACE); 480 update_object (op, UP_OBJ_FACE);
513 } 481 }
482
514 update_object (op, UP_OBJ_FACE); 483 update_object (op, UP_OBJ_FACE);
484
515 if (in_movement || !push) 485 if (in_movement || !push)
516 return 0; 486 return 0;
517 } 487 }
488
518 trigger_move (op, push); 489 trigger_move (op, push);
519 return 0; 490 return 0;
520 491
521 case TRIGGER_ALTAR: 492 case TRIGGER_ALTAR:
522 if (cause) 493 if (cause)
523 { 494 {
524 if (in_movement) 495 if (in_movement)
525 return 0; 496 return 0;
497
526 if (operate_altar (op, &cause)) 498 if (operate_altar (op, &cause))
527 { 499 {
528 if (NUM_ANIMATIONS (op) > 1) 500 if (NUM_ANIMATIONS (op) > 1)
529 { 501 {
530 SET_ANIMATION (op, 1); 502 SET_ANIMATION (op, 1);
531 update_object (op, UP_OBJ_FACE); 503 update_object (op, UP_OBJ_FACE);
532 } 504 }
505
533 if (op->last_sp >= 0) 506 if (op->last_sp >= 0)
534 { 507 {
535 trigger_move (op, 1); 508 trigger_move (op, 1);
536 if (op->last_sp > 0) 509 if (op->last_sp > 0)
537 op->last_sp = -op->last_sp; 510 op->last_sp = -op->last_sp;
544 op->value = !op->value; 517 op->value = !op->value;
545 trigger_move (op, 1); 518 trigger_move (op, 1);
546 op->last_sp = -op->last_sp; 519 op->last_sp = -op->last_sp;
547 op->value = !op->value; 520 op->value = !op->value;
548 } 521 }
522
549 return cause == NULL; 523 return cause == NULL;
550 } 524 }
551 else 525 else
552 {
553 return 0; 526 return 0;
554 }
555 } 527 }
556 else 528 else
557 { 529 {
558 if (NUM_ANIMATIONS (op) > 1) 530 if (NUM_ANIMATIONS (op) > 1)
559 { 531 {
570 trigger_move (op, 0); 542 trigger_move (op, 0);
571 else 543 else
572 { 544 {
573 op->stats.wc = 0; 545 op->stats.wc = 0;
574 op->value = !op->value; 546 op->value = !op->value;
575 op->speed = 0; 547 op->set_speed (0);
576 update_ob_speed (op);
577 } 548 }
578 } 549 }
579 return 0; 550 return 0;
580 551
581 case TRIGGER: 552 case TRIGGER:
582 if (cause) 553 if (cause)
583 { 554 {
584 if (in_movement) 555 if (in_movement)
585 return 0; 556 return 0;
557
586 push = 1; 558 push = 1;
587 } 559 }
560
588 if (NUM_ANIMATIONS (op) > 1) 561 if (NUM_ANIMATIONS (op) > 1)
589 { 562 {
590 SET_ANIMATION (op, push); 563 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 564 update_object (op, UP_OBJ_FACE);
592 } 565 }
566
593 trigger_move (op, push); 567 trigger_move (op, push);
594 return 1; 568 return 1;
595 569
596 default: 570 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 571 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
740 */ 714 */
741 715
742void 716void
743do_mood_floor (object *op, object *source) 717do_mood_floor (object *op, object *source)
744{ 718{
745 object *tmp;
746 object *tmp2;
747
748 if (!source) 719 if (!source)
749 source = op; 720 source = op;
750 721
751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 722 mapspace &ms = op->ms ();
723
724 if (!(ms.flags () & P_IS_ALIVE))
725 return;
726
727 object *tmp;
728
729 for (tmp = ms.top; tmp; tmp = tmp->below)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 730 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break; 731 break;
754 732
755 /* doesn't effect players, and if there is a player on this space, won't also 733 /* doesn't effect players, and if there is a player on this space, won't also
756 * be a monster here. 734 * be a monster here.
757 */ 735 */
736 //TODO: have players really FLAG_MONSTER? kept it for safety
758 if (!tmp || tmp->type == PLAYER) 737 if (!tmp || tmp->type == PLAYER)
759 return; 738 return;
760 739
761 switch (op->last_sp) 740 switch (op->last_sp)
762 { 741 {
763 case 0: /* furious--make all monsters mad */ 742 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 743 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 744 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
745
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 746 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 { 747 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0; 748 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't 749 /* lots of checks here, but want to make sure we don't
772 * dereference a null value 750 * dereference a null value
773 */ 751 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 752 if (tmp->type == GOLEM
753 && tmp->owner
754 && tmp->owner->type == PLAYER
755 && tmp->owner->contr->golem == tmp)
775 tmp->owner->contr->ranges[range_golem] = 0; 756 tmp->owner->contr->golem = 0;
776 757
777 tmp->owner = 0; 758 tmp->owner = 0;
759
760 remove_friendly_object (tmp);
778 } 761 }
779 break; 762 break;
763
780 case 1: /* angry -- get neutral monsters mad */ 764 case 1: /* angry -- get neutral monsters mad */
781 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 765 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
782 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 766 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
783 break; 767 break;
768
784 case 2: /* calm -- pacify unfriendly monsters */ 769 case 2: /* calm -- pacify unfriendly monsters */
785 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
786 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 770 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
787 break; 771 break;
772
788 case 3: /* make all monsters fall asleep */ 773 case 3: /* make all monsters fall asleep */
789 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
790 SET_FLAG (tmp, FLAG_SLEEP); 774 SET_FLAG (tmp, FLAG_SLEEP);
791 break; 775 break;
776
792 case 4: /* charm all monsters */ 777 case 4: /* charm all monsters */
793 if (op == source) 778 if (op == source)
794 break; /* only if 'connected' */ 779 break; /* only if 'connected' */
795 780
796 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 781 if (object *pl = source->ms ().player ())
797 tmp2->type != PLAYER; tmp2 = tmp2->above) 782 {
798 if (tmp2->above == NULL) 783 tmp->set_owner (pl);
784 SET_FLAG (tmp, FLAG_MONSTER);
785
786 tmp->stats.exp = 0;
787
788 add_friendly_object (tmp);
789 tmp->attack_movement = PETMOVE;
790 }
799 break; 791 break;
800 792
801 if (tmp2->type != PLAYER) 793 case 6: // kill monsters
794 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
802 break; 795 break;
803 796
804 tmp->set_owner (tmp2); 797 // FALL THROUGH
805 SET_FLAG (tmp, FLAG_MONSTER); 798 case 5: // kill all alives
806 799 if (!tmp->flag [FLAG_PRECIOUS])
807 tmp->stats.exp = 0; 800 {
808 SET_FLAG (tmp, FLAG_FRIENDLY); 801 get_archetype ("burnout")->insert_at (tmp, source);
809 802 tmp->destroy ();
810 add_friendly_object (tmp); 803 }
811 tmp->attack_movement = PETMOVE;
812 break; 804 break;
813 805
814 default: 806 default:
815 break; 807 break;
816 } 808 }
828 object *tmp, *ret = NULL; 820 object *tmp, *ret = NULL;
829 821
830 /* First check the object itself. */ 822 /* First check the object itself. */
831 if ((trig->stats.hp && (op->type == trig->stats.hp)) 823 if ((trig->stats.hp && (op->type == trig->stats.hp))
832 || (trig->slaying && (op->slaying == trig->slaying)) 824 || (trig->slaying && (op->slaying == trig->slaying))
833 || (trig->race && (op->arch->name == trig->race))) 825 || (trig->race && (op->arch->archname == trig->race)))
834 return op; 826 return op;
835 827
836 for (tmp = op->inv; tmp; tmp = tmp->below) 828 for (tmp = op->inv; tmp; tmp = tmp->below)
837 { 829 {
838 if (tmp->inv) 830 if (tmp->inv)
841 if (ret) 833 if (ret)
842 return ret; 834 return ret;
843 } 835 }
844 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
845 || (trig->slaying && (tmp->slaying == trig->slaying)) 837 || (trig->slaying && (tmp->slaying == trig->slaying))
846 || (trig->race && (tmp->arch->name == trig->race))) 838 || (trig->race && (tmp->arch->archname == trig->race)))
847 return tmp; 839 return tmp;
848 } 840 }
849 return NULL; 841 return NULL;
850} 842}
851 843
864 * and has a matching item. Imagine what happens if someone steps on the inventory 856 * 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 857 * 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 858 * 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. 859 * state in the inventory checker. This won't happen anymore now.
868 * 860 *
861 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
862 * whether op is on this mapspace or not, because the value (1|0) depends
863 * on this information. also make sure to only push_button if op has
864 * a matching item (because when we do a push_button with value=0 timed gates
865 * will still open)! (i hope i got the semantics right this time)
866 *
869 */ 867 */
870void 868void
871check_inv (object *op, object *trig) 869check_inv (object *op, object *trig)
872{ 870{
873 trig->value = 0; // deactivate if none of the following conditions apply 871 trig->value = 0; // deactivate if none of the following conditions apply
874 872
875 if (object *pl = trig->ms ().player ()) 873 object *pl = trig->ms ().player ();
876 {
877 object *match = check_inv_recursive (pl, trig); 874 object *match = check_inv_recursive (op, trig);
878 875
876 // elmex: a note about (pl == op):
877 // if pl == 0 then the player has left this space
878 // if pl != 0 then a player is on this mapspace, but then
879 // we still have to check whether it's the player that triggered
880 // this inv-checker, because if not, then the op left this inv-checker
881 // and we have to set the value to 0
882
879 if (match && trig->last_sp) // match == having 883 if (match && trig->last_sp) // match == having
880 { 884 {
881 if (trig->last_heal) 885 if (trig->last_heal)
882 decrease_ob (match); 886 decrease_ob (match);
883 887
884 trig->value = 1; 888 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
885 } 889 push_button (trig);
890 }
886 else if (!match && !trig->last_sp) // match == not having 891 else if (!match && !trig->last_sp) // match == not having
887 trig->value = 1;
888 } 892 {
889 893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 push_button (trig); 894 push_button (trig);
895 }
891} 896}
892 897

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