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Comparing deliantra/server/common/button.C (file contents):
Revision 1.20 by root, Tue Dec 26 08:54:58 2006 UTC vs.
Revision 1.63 by root, Tue Nov 10 20:57:56 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->set_speed (0.5); 78 tmp->set_speed (0.5);
73 break; 79 break;
74 80
75 case CF_HANDLE: 81 case T_HANDLE:
76 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
77 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
78 break; 84 break;
79 85
80 case SIGN: 86 case SIGN:
81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
82 { 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
83 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
84 if (tmp->stats.food) 96 if (tmp->stats.food)
85 tmp->last_eat++; 97 tmp->last_eat++;
86 } 98 }
87 break; 99 break;
88 100
89 case ALTAR: 101 case ALTAR:
102 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
90 tmp->value = 1; 103 tmp->value = 1;
91 SET_ANIMATION (tmp, tmp->value); 104 SET_ANIMATION (tmp, tmp->value);
92 update_object (tmp, UP_OBJ_FACE); 105 update_object (tmp, UP_OBJ_FACE);
93 break; 106 break;
94 107
95 case BUTTON: 108 case BUTTON:
96 case PEDESTAL: 109 case PEDESTAL:
110 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
97 tmp->value = state; 111 tmp->value = state;
98 SET_ANIMATION (tmp, tmp->value); 112 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 113 update_object (tmp, UP_OBJ_FACE);
100 break; 114 break;
101 115
102 case MOOD_FLOOR: 116 case MOOD_FLOOR:
103 do_mood_floor (tmp, source); 117 do_mood_floor (tmp, activator);
104 break; 118 break;
105 119
106 case TIMED_GATE: 120 case TIMED_GATE:
121 if (!tmp->active)
122 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
123
107 tmp->set_speed (tmp->arch->clone.speed); 124 tmp->set_speed (tmp->arch->speed);
108 tmp->value = tmp->arch->clone.value; 125 tmp->value = tmp->arch->value;
109 tmp->stats.sp = 1; 126 tmp->stats.sp = 1;
110 tmp->stats.hp = tmp->stats.maxhp; 127 tmp->stats.hp = tmp->stats.maxhp;
111 /* Handle multipart gates. We copy the value for the other parts 128 /* Handle multipart gates. We copy the value for the other parts
112 * from the head - this ensures that the data will consistent 129 * from the head - this ensures that the data will consistent
113 */ 130 */
114 for (tmp = tmp->more; tmp; tmp = tmp->more) 131 for (object *part = tmp->more; part; part = part->more)
115 { 132 {
116 tmp->value = tmp->head->value; 133 part->value = tmp->value;
117 tmp->stats.sp = tmp->head->stats.sp; 134 part->stats.sp = tmp->stats.sp;
118 tmp->stats.hp = tmp->head->stats.hp; 135 part->stats.hp = tmp->stats.hp;
119 tmp->set_speed (tmp->head->speed); 136 part->set_speed (tmp->speed);
120 } 137 }
121 break; 138 break;
122 139
123 case DIRECTOR: 140 case DIRECTOR:
124 case FIREWALL: 141 case FIREWALL:
125 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 142 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
126 move_firewall (tmp); 143 move_firewall (tmp);
127 else 144 else
128 { 145 {
129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 146 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
131 animate_turning (tmp); 147 animate_turning (tmp);
132 } 148 }
133 break; 149 break;
134 150
135 case TELEPORTER: 151 case TELEPORTER:
139 case CREATOR: 155 case CREATOR:
140 move_creator (tmp); 156 move_creator (tmp);
141 break; 157 break;
142 158
143 case TRIGGER_MARKER: 159 case TRIGGER_MARKER:
160 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
144 move_marker (tmp); 161 move_marker (tmp);
145 break; 162 break;
146 163
147 case DUPLICATOR: 164 case DUPLICATOR:
148 move_duplicator (tmp); 165 move_duplicator (tmp);
166 break;
167
168 case MAPSCRIPT:
169 cfperl_mapscript_activate (tmp, state, activator, originator);
149 break; 170 break;
150 } 171 }
151 } 172 }
152} 173}
153 174
162 * Changed the routine to loop through _all_ objects. 183 * Changed the routine to loop through _all_ objects.
163 * Better hurry with that linked list... 184 * Better hurry with that linked list...
164 * 185 *
165 */ 186 */
166void 187void
167push_button (object *op) 188push_button (object *op, object *originator)
168{ 189{
169 oblinkpt *obp = get_button_links (op); 190 if (oblinkpt *obp = op->find_link ())
170 191 {
171 if (!obp) 192 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
172 return; 193 return;
173 194
174 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
175 return;
176
177 activate_connection_link (obp->link, op->value, op); 195 activate_connection_link (obp->link, op->value, op, originator);
196 }
178} 197}
179 198
180/* 199/*
181 * elmex: 200 * elmex:
182 * 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
184 * 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
185 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 204 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
186 * 205 *
187 */ 206 */
188void 207void
189activate_connection (maptile *map, long connection, bool state) 208maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
190{ 209{
191 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)))
192 return; 211 return;
193 212
194 oblinkpt *obp = get_connection_links (map, connection); 213 if (oblinkpt *obp = find_link (id))
195
196 if (obp)
197 activate_connection_link (obp->link, state); 214 activate_connection_link (obp->link, state, activator, originator);
198} 215}
199 216
200/* 217/*
201 * Updates everything connected with the button op. 218 * Updates everything connected with the button op.
202 * 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
203 * 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
204 * button reacts to the (eventual) change of state. 221 * button reacts to the (eventual) change of state.
205 */ 222 */
206void 223void
207update_button (object *op) 224update_button (object *op, object *originator)
208{ 225{
209 object *ab, *tmp, *head;
210 int tot, any_down = 0, old_value = op->value; 226 int any_down = 0, old_value = op->value;
211 oblinkpt *obp = 0;
212 objectlink *ol;
213 227
214 obp = get_button_links (op); 228 if (oblinkpt *obp = op->find_link ())
215 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
216 if (obp)
217 for (ol = obp->link; ol; ol = ol->next) 229 for (objectlink *ol = obp->link; ol; ol = ol->next)
218 { 230 {
219 if (!ol->ob) 231 if (!ol->ob)
220 { 232 {
221 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
222 continue; 234 continue;
223 } 235 }
224 236
225 tmp = ol->ob; 237 object *tmp = ol->ob;
238
226 if (tmp->type == BUTTON) 239 if (tmp->type == BUTTON)
227 { 240 {
241 sint32 total = 0;
242
228 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 243 for (object *ab = tmp->above; ab; ab = ab->above)
229 /* Bug? The pedestal code below looks for the head of
230 * the object, this bit doesn't. I'd think we should check
231 * for head here also. Maybe it also makese sense to
232 * make the for ab=tmp->above loop common, and alter
233 * behaviour based on object within that loop?
234 */
235
236 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
237 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
238 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
239 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
240 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
241 */ 249 */
242 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
243 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 total += ab->head_ ()->total_weight ();
244 252
245 tmp->value = (tot >= tmp->weight) ? 1 : 0; 253 tmp->value = total >= tmp->weight;
246 if (tmp->value) 254
247 any_down = 1; 255 any_down = any_down || tmp->value;
248 } 256 }
249 else if (tmp->type == PEDESTAL) 257 else if (tmp->type == PEDESTAL)
250 { 258 {
259 bool is_match = is_match_expr (tmp->slaying);
251 tmp->value = 0; 260 tmp->value = 0;
261
252 for (ab = tmp->above; ab != NULL; ab = ab->above) 262 for (object *ab = tmp->above; ab; ab = ab->above)
253 { 263 {
254 head = ab->head ? ab->head : ab; 264 object *head = ab->head_ ();
265
255 /* Same note regarding move_type for buttons above apply here. */ 266 /* Same note regarding move_type for buttons above apply here. */
256 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)
257 (head->race == tmp->slaying || 270 : (head->race == tmp->slaying
258 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 271 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
259 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 272 || (tmp->slaying == shstr_player && head->type == PLAYER)))
273 {
260 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)
261 } 286 {
262 if (tmp->value) 287 object *head = ab->head_ ();
263 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;
264 } 299 }
265 } 300 }
301
266 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 */
267 op->value = 1; 303 op->value = 1;
268 304
305 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306
269 /* If this button hasn't changed, don't do anything */ 307 /* If this button hasn't changed, don't do anything */
270 if (op->value != old_value) 308 if (op->value != old_value)
271 { 309 {
272 SET_ANIMATION (op, op->value); 310 SET_ANIMATION (op, op->value);
273 update_object (op, UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
274 push_button (op); /* Make all other buttons the same */ 312 push_button (op, originator); /* Make all other buttons the same */
275 } 313 }
276} 314}
277
278/*
279 * Updates every button on the map (by calling update_button() for them).
280 */
281 315
282void 316void
283update_buttons (maptile *m) 317use_trigger (object *op, object *originator)
284{ 318{
285 objectlink *ol;
286 oblinkpt *obp;
287
288 for (obp = m->buttons; obp; obp = obp->next)
289 for (ol = obp->link; ol; ol = ol->next)
290 {
291 if (!ol->ob)
292 {
293 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
294 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
295 continue;
296 }
297
298 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
299 {
300 update_button (ol->ob);
301 break;
302 }
303 }
304}
305
306void
307use_trigger (object *op)
308{
309
310 /* Toggle value */ 319 /* Toggle value */
311 op->value = !op->value; 320 op->value = !op->value;
321
312 push_button (op); 322 push_button (op, originator);
313} 323}
314 324
315/* 325/*
316 * Note: animate_object should be used instead of this, 326 * Note: animate_object should be used instead of this,
317 * but it can't handle animations in the 8 directions 327 * but it can't handle animations in the 8 directions
318 */ 328 */
319
320void 329void
321animate_turning (object *op) /* only one part objects */ 330animate_turning (object *op) /* only one part objects */
322{ 331{
323 if (++op->state >= NUM_ANIMATIONS (op) / 8) 332 if (++op->state >= NUM_ANIMATIONS (op) / 8)
324 op->state = 0; 333 op->state = 0;
337 * 346 *
338 * 0.93.4: Linked objects (ie, objects that are connected) can not be 347 * 0.93.4: Linked objects (ie, objects that are connected) can not be
339 * 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
340 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
341 */ 350 */
342
343int 351int
344check_altar_sacrifice (const object *altar, const object *sacrifice) 352check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
345{ 353{
346 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 354 if (sacrifice->flag [FLAG_UNPAID])
355 return 0;
356
357 if (is_match_expr (ARCH_SACRIFICE (altar)))
358 return match (ARCH_SACRIFICE (altar), altar, originator);
359
360 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
361 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
362 && sacrifice->type != PLAYER)
347 { 363 {
348 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 364 if (ARCH_SACRIFICE (altar) == shstr_money
349 ARCH_SACRIFICE (altar) == sacrifice->name || 365 && sacrifice->type == MONEY
350 ARCH_SACRIFICE (altar) == sacrifice->slaying || 366 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
351 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
352 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
353 return 1; 367 return 1;
354 368
355 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 369 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
356 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 370 || ARCH_SACRIFICE (altar) == sacrifice->name
371 || ARCH_SACRIFICE (altar) == sacrifice->slaying
372 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
373 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
357 return 1; 374 return 1;
358 } 375 }
359 376
360 return 0; 377 return 0;
361} 378}
368 * 385 *
369 * If this function returns 1, '*sacrifice' is modified to point to the 386 * If this function returns 1, '*sacrifice' is modified to point to the
370 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 387 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
371 */ 388 */
372int 389int
373operate_altar (object *altar, object **sacrifice) 390operate_altar (object *altar, object **sacrifice, object *originator)
374{ 391{
375 if (!altar->map) 392 if (!altar->map)
376 { 393 {
377 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 394 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
378 return 0; 395 return 0;
379 } 396 }
380 397
381 if (!altar->slaying || altar->value) 398 if (!altar->slaying || altar->value)
382 return 0; 399 return 0;
383 400
384 if (!check_altar_sacrifice (altar, *sacrifice)) 401 if (!check_altar_sacrifice (altar, *sacrifice, originator))
385 return 0; 402 return 0;
386 403
387 /* check_altar_sacrifice should have already verified that enough money 404 /* check_altar_sacrifice should have already verified that enough money
388 * has been dropped. 405 * has been dropped.
389 */ 406 */
390 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 407 if (ARCH_SACRIFICE (altar) == shstr_money)
391 { 408 {
392 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 409 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
393 410
394 /* Round up any sacrifices. Altars don't make change either */ 411 /* Round up any sacrifices. Altars don't make change either */
395 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 412 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
396 number++; 413 number++;
397 414
398 *sacrifice = decrease_ob_nr (*sacrifice, number); 415 if (!(*sacrifice)->decrease (number))
416 *sacrifice = 0;
399 } 417 }
400 else 418 else
401 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 419 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
420 *sacrifice = 0;
402 421
403 if (altar->msg) 422 if (altar->msg)
404 new_info_map (NDI_BLACK, altar->map, altar->msg); 423 new_info_map (NDI_BLACK, altar->map, altar->msg);
405 424
406 return 1; 425 return 1;
407} 426}
408 427
409void 428static void
410trigger_move (object *op, int state) /* 1 down and 0 up */ 429trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
411{ 430{
412 op->stats.wc = state; 431 op->stats.wc = state;
432
413 if (state) 433 if (state)
414 { 434 {
415 use_trigger (op); 435 use_trigger (op, originator);
416 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 436 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
417 op->speed_left = -1; 437 op->speed_left = -1;
418 } 438 }
419 else 439 else
420 { 440 {
421 use_trigger (op); 441 use_trigger (op, originator);
422 op->set_speed (0); 442 op->set_speed (0);
423 } 443 }
424} 444}
425 445
426 446
435 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 455 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
436 * 456 *
437 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 457 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
438 */ 458 */
439int 459int
440check_trigger (object *op, object *cause) 460check_trigger (object *op, object *cause, object *originator)
441{ 461{
442 object *tmp; 462 object *tmp;
443 int push = 0, tot = 0; 463 int push = 0, tot = 0;
444 int in_movement = op->stats.wc || op->speed; 464 int in_movement = op->stats.wc || op->has_active_speed ();
445 465
446 switch (op->type) 466 switch (op->type)
447 { 467 {
448 case TRIGGER_BUTTON: 468 case TRIGGER_BUTTON:
449 if (op->weight > 0) 469 if (op->weight > 0)
450 { 470 {
451 if (cause) 471 if (cause)
452 { 472 {
453 for (tmp = op->above; tmp; tmp = tmp->above) 473 for (tmp = op->above; tmp; tmp = tmp->above)
454 /* Comment reproduced from update_buttons(): */ 474 /* Comment reproduced from update_buttons(): */
455 /* Basically, if the move_type matches that on what the 475 /* Basically, if the move_type matches that on what the
456 * button wants, we count it. The second check is so that 476 * button wants, we count it. The second check is so that
457 * objects that don't move (swords, etc) will count. Note that 477 * objects that don't move (swords, etc) will count. Note that
458 * this means that more work is needed to make buttons 478 * this means that more work is needed to make buttons
459 * that are only triggered by flying objects. 479 * that are only triggered by flying objects.
480 */
481 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
482 tot += tmp->head_ ()->total_weight ();
483
484 if (tot >= op->weight)
485 push = 1;
486
487 if (op->stats.ac == push)
488 return 0;
489
490 op->stats.ac = push;
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push, cause);
502 }
503
504 return 0;
505
506 case TRIGGER_PEDESTAL:
507 if (cause)
508 {
509 for (tmp = op->above; tmp; tmp = tmp->above)
510 {
511 object *head = tmp->head_ ();
512
513 /* See comment in TRIGGER_BUTTON about move_types */
514 if (((head->move_type & op->move_on) || head->move_type == 0)
515 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
516 {
517 push = 1;
518 break;
519 }
520 }
521
522 if (op->stats.ac == push)
523 return 0;
524
525 op->stats.ac = push;
526
527 if (NUM_ANIMATIONS (op) > 1)
528 {
529 SET_ANIMATION (op, push);
530 update_object (op, UP_OBJ_FACE);
531 }
532
533 update_object (op, UP_OBJ_FACE);
534
535 if (in_movement || !push)
536 return 0;
537 }
538
539 trigger_move (op, push, cause);
540 return 0;
541
542 case TRIGGER_ALTAR:
543 if (cause)
544 {
545 if (in_movement)
546 return 0;
547
548 if (operate_altar (op, &cause)) /* TODO: originator? */
549 {
550 if (NUM_ANIMATIONS (op) > 1)
551 {
552 SET_ANIMATION (op, 1);
553 update_object (op, UP_OBJ_FACE);
554 }
555
556 if (op->last_sp >= 0)
557 {
558 trigger_move (op, 1, cause);
559
560 if (op->last_sp > 0)
561 op->last_sp = -op->last_sp;
562 }
563 else
564 {
565 /* for trigger altar with last_sp, the ON/OFF
566 * status (-> +/- value) is "simulated":
460 */ 567 */
461 568 op->value = !op->value;
462 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 569 trigger_move (op, 1, cause);
463 { 570 op->last_sp = -op->last_sp;
464 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 571 op->value = !op->value;
465 }
466 if (tot >= op->weight)
467 push = 1;
468 if (op->stats.ac == push)
469 return 0;
470 op->stats.ac = push;
471 if (NUM_ANIMATIONS (op) > 1)
472 {
473 SET_ANIMATION (op, push);
474 update_object (op, UP_OBJ_FACE);
475 } 572 }
476 if (in_movement || !push) 573
477 return 0; 574 return cause == NULL;
478 } 575 }
479 trigger_move (op, push);
480 } 576 else
481 return 0;
482
483 case TRIGGER_PEDESTAL:
484 if (cause)
485 {
486 for (tmp = op->above; tmp; tmp = tmp->above)
487 {
488 object *head = tmp->head ? tmp->head : tmp;
489
490 /* See comment in TRIGGER_BUTTON about move_types */
491 if (((head->move_type & op->move_on) || head->move_type == 0)
492 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
493 {
494 push = 1;
495 break;
496 }
497 }
498 if (op->stats.ac == push)
499 return 0; 577 return 0;
500 op->stats.ac = push; 578 }
579 else
580 {
501 if (NUM_ANIMATIONS (op) > 1) 581 if (NUM_ANIMATIONS (op) > 1)
502 { 582 {
503 SET_ANIMATION (op, push); 583 SET_ANIMATION (op, 0);
504 update_object (op, UP_OBJ_FACE); 584 update_object (op, UP_OBJ_FACE);
505 } 585 }
506 update_object (op, UP_OBJ_FACE);
507 if (in_movement || !push)
508 return 0;
509 }
510 trigger_move (op, push);
511 return 0;
512 586
513 case TRIGGER_ALTAR:
514 if (cause)
515 {
516 if (in_movement)
517 return 0;
518 if (operate_altar (op, &cause))
519 {
520 if (NUM_ANIMATIONS (op) > 1)
521 {
522 SET_ANIMATION (op, 1);
523 update_object (op, UP_OBJ_FACE);
524 }
525 if (op->last_sp >= 0)
526 {
527 trigger_move (op, 1);
528 if (op->last_sp > 0)
529 op->last_sp = -op->last_sp;
530 }
531 else
532 {
533 /* for trigger altar with last_sp, the ON/OFF
534 * status (-> +/- value) is "simulated":
535 */
536 op->value = !op->value;
537 trigger_move (op, 1);
538 op->last_sp = -op->last_sp;
539 op->value = !op->value;
540 }
541 return cause == NULL;
542 }
543 else
544 {
545 return 0;
546 }
547 }
548 else
549 {
550 if (NUM_ANIMATIONS (op) > 1)
551 {
552 SET_ANIMATION (op, 0);
553 update_object (op, UP_OBJ_FACE);
554 }
555
556 /* If trigger_altar has "last_sp > 0" set on the map, 587 /* If trigger_altar has "last_sp > 0" set on the map,
557 * it will push the connected value only once per sacrifice. 588 * it will push the connected value only once per sacrifice.
558 * Otherwise (default), the connected value will be 589 * Otherwise (default), the connected value will be
559 * pushed twice: First by sacrifice, second by reset! -AV 590 * pushed twice: First by sacrifice, second by reset! -AV
560 */ 591 */
561 if (!op->last_sp) 592 if (!op->last_sp)
562 trigger_move (op, 0); 593 trigger_move (op, 0, cause);
563 else 594 else
564 { 595 {
565 op->stats.wc = 0; 596 op->stats.wc = 0;
566 op->value = !op->value; 597 op->value = !op->value;
567 op->set_speed (0); 598 op->set_speed (0);
568 } 599 }
569 } 600 }
570 return 0; 601 return 0;
571 602
572 case TRIGGER: 603 case TRIGGER:
573 if (cause) 604 if (cause)
574 { 605 {
575 if (in_movement) 606 if (in_movement)
576 return 0; 607 return 0;
577 608
578 push = 1; 609 push = 1;
579 } 610 }
580 611
581 if (NUM_ANIMATIONS (op) > 1) 612 if (NUM_ANIMATIONS (op) > 1)
582 { 613 {
583 SET_ANIMATION (op, push); 614 SET_ANIMATION (op, push);
584 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
585 } 616 }
586 617
587 trigger_move (op, push); 618 trigger_move (op, push, cause);
588 return 1; 619 return 1;
589 620
590 default: 621 default:
591 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 622 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
592 return 0; 623 return 0;
593 } 624 }
594} 625}
595 626
596void 627void
597add_button_link (object *button, maptile *map, int connected) 628object::add_link (maptile *map, shstr_tmp id)
598{ 629{
599 oblinkpt *obp;
600 objectlink *ol = get_objectlink ();
601
602 if (!map) 630 if (!map)
603 { 631 {
604 LOG (llevError, "Tried to add button-link without map.\n"); 632 LOG (llevError, "Tried to add button-link without map.\n");
605 return; 633 return;
606 } 634 }
607 635
608 button->path_attuned = connected; /* peterm: I need this so I can rebuild 636 flag [FLAG_IS_LINKED] = true;
609 a connected map from a template map. */
610 637
611 SET_FLAG (button, FLAG_IS_LINKED); 638 objectlink *ol = get_objectlink ();
612
613 ol->ob = button; 639 ol->ob = this;
614 640
615 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 641 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
616 ; 642 if (obp->id == id)
617
618 if (obp)
619 { 643 {
620 ol->next = obp->link; 644 ol->next = obp->link;
621 obp->link = ol; 645 obp->link = ol;
646 return;
622 } 647 }
623 else 648
624 {
625 obp = get_objectlinkpt (); 649 oblinkpt *obp = get_objectlinkpt ();
626 obp->value = connected; 650 obp->id = id;
627 651
628 obp->next = map->buttons; 652 obp->next = map->buttons;
629 map->buttons = obp; 653 map->buttons = obp;
630 obp->link = ol; 654 obp->link = ol;
631 }
632} 655}
633 656
634/* 657/*
635 * Remove the object from the linked lists of buttons in the map. 658 * Remove the object from the linked lists of buttons in the map.
636 * This is only needed by editors. 659 * This is only needed by editors.
637 */ 660 */
638
639void 661void
640remove_button_link (object *op) 662object::remove_link ()
641{ 663{
642 oblinkpt *obp; 664 if (!map)
643 objectlink **olp, *ol;
644
645 if (op->map == NULL)
646 { 665 {
647 LOG (llevError, "remove_button_link() in object without map.\n"); 666 LOG (llevError, "remove_button_link() in object without map.\n");
648 return; 667 return;
649 } 668 }
650 669
651 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 670 if (!flag [FLAG_IS_LINKED])
652 { 671 {
653 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 672 LOG (llevError, "remove_button_linked() in unlinked object.\n");
654 return; 673 return;
655 } 674 }
656 675
676 flag [FLAG_IS_LINKED] = false;
677
657 for (obp = op->map->buttons; obp; obp = obp->next) 678 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
658 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 679 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
659 if (ol->ob == op) 680 if ((*olp)->ob == this)
660 { 681 {
661 682 objectlink *ol = *olp;
662/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
663 obp->value, op->name, op->map->path);
664*/
665 *olp = ol->next; 683 *olp = ol->next;
666 delete ol; 684 delete ol;
667 return; 685 return;
668 } 686 }
669 687
670 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 688 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
671 CLEAR_FLAG (op, FLAG_IS_LINKED); 689}
690
691/*
692 * Updates every button on the map (by calling update_button() for them).
693 */
694void
695maptile::update_buttons ()
696{
697 for (oblinkpt *obp = buttons; obp; obp = obp->next)
698 for (objectlink *ol = obp->link; ol; ol = ol->next)
699 {
700 if (!ol->ob)
701 {
702 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
703 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
704 continue;
705 }
706
707 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
708 {
709 update_button (ol->ob, 0);
710 break;
711 }
712 }
672} 713}
673 714
674/* 715/*
675 * Gets the objectlink for this connection from the map. 716 * Gets the objectlink for this connection from the map.
676 */ 717 */
677oblinkpt * 718oblinkpt *
678get_connection_links (maptile *map, long connection) 719maptile::find_link (shstr_tmp id)
679{ 720{
680 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 721 for (oblinkpt *obp = buttons; obp; obp = obp->next)
681 if (obp->value == connection) 722 if (obp->id == id)
682 return obp; 723 return obp;
683 724
684 return 0; 725 return 0;
685} 726}
686 727
687/* 728/*
688 * Return the first objectlink in the objects linked to this one 729 * Return the first objectlink in the objects linked to this one
689 */ 730 */
690
691oblinkpt * 731oblinkpt *
692get_button_links (const object *button) 732object::find_link () const
693{ 733{
694 oblinkpt *obp; 734 if (map)
695 objectlink *ol;
696
697 if (!button->map)
698 return NULL;
699
700 for (obp = button->map->buttons; obp; obp = obp->next) 735 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next) 736 for (objectlink *ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button) 737 if (ol->ob == this)
703 return obp; 738 return obp;
704 739
705 return NULL;
706}
707
708/*
709 * Made as a separate function to increase efficiency
710 */
711
712int
713get_button_value (const object *button)
714{
715 oblinkpt *obp;
716 objectlink *ol;
717
718 if (!button->map)
719 return 0;
720 for (obp = button->map->buttons; obp; obp = obp->next)
721 for (ol = obp->link; ol; ol = ol->next)
722 if (ol->ob == button)
723 return obp->value;
724 return 0; 740 return 0;
725} 741}
726 742
727/* This routine makes monsters who are 743/* This routine makes monsters who are
728 * standing on the 'mood floor' change their 744 * standing on the 'mood floor' change their
730 * If floor is to be triggered must have 746 * If floor is to be triggered must have
731 * a speed of zero (default is 1 for all 747 * a speed of zero (default is 1 for all
732 * but the charm floor type). 748 * but the charm floor type).
733 * by b.t. thomas@nomad.astro.psu.edu 749 * by b.t. thomas@nomad.astro.psu.edu
734 */ 750 */
735
736void 751void
737do_mood_floor (object *op, object *source) 752do_mood_floor (object *op, object *source)
738{ 753{
739 object *tmp;
740 object *tmp2;
741
742 if (!source) 754 if (!source)
743 source = op; 755 source = op;
744 756
745 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 757 mapspace &ms = op->ms ();
758
759 if (!(ms.flags () & P_IS_ALIVE))
760 return;
761
762 object *tmp;
763
764 for (tmp = ms.top; tmp; tmp = tmp->below)
746 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 765 if (QUERY_FLAG (tmp, FLAG_MONSTER))
747 break; 766 break;
748 767
749 /* doesn't effect players, and if there is a player on this space, won't also 768 /* doesn't effect players, and if there is a player on this space, won't also
750 * be a monster here. 769 * be a monster here.
751 */ 770 */
771 //TODO: have players really FLAG_MONSTER? kept it for safety
752 if (!tmp || tmp->type == PLAYER) 772 if (!tmp || tmp->type == PLAYER)
753 return; 773 return;
754 774
755 switch (op->last_sp) 775 switch (op->last_sp)
756 { 776 {
757 case 0: /* furious--make all monsters mad */ 777 case 0: /* furious--make all monsters mad */
758 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 778 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
759 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 779 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
780
760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 781 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
761 { 782 {
762 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
763 remove_friendly_object (tmp);
764 tmp->attack_movement = 0; 783 tmp->attack_movement = 0;
765 /* lots of checks here, but want to make sure we don't 784 /* lots of checks here, but want to make sure we don't
766 * dereference a null value 785 * dereference a null value
767 */ 786 */
768 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 787 if (tmp->type == GOLEM
788 && tmp->owner
789 && tmp->owner->type == PLAYER
790 && tmp->owner->contr->golem == tmp)
769 tmp->owner->contr->ranges[range_golem] = 0; 791 tmp->owner->contr->golem = 0;
770 792
771 tmp->owner = 0; 793 tmp->owner = 0;
794
795 remove_friendly_object (tmp);
772 } 796 }
773 break; 797 break;
798
774 case 1: /* angry -- get neutral monsters mad */ 799 case 1: /* angry -- get neutral monsters mad */
775 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 800 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
776 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 801 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
777 break; 802 break;
803
778 case 2: /* calm -- pacify unfriendly monsters */ 804 case 2: /* calm -- pacify unfriendly monsters */
779 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
780 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 805 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
781 break; 806 break;
807
782 case 3: /* make all monsters fall asleep */ 808 case 3: /* make all monsters fall asleep */
783 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
784 SET_FLAG (tmp, FLAG_SLEEP); 809 SET_FLAG (tmp, FLAG_SLEEP);
785 break; 810 break;
811
786 case 4: /* charm all monsters */ 812 case 4: /* charm all monsters */
787 if (op == source) 813 if (op == source)
788 break; /* only if 'connected' */ 814 break; /* only if 'connected' */
789 815
790 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 816 if (object *pl = source->ms ().player ())
791 tmp2->type != PLAYER; tmp2 = tmp2->above) 817 {
792 if (tmp2->above == NULL) 818 tmp->set_owner (pl);
819 SET_FLAG (tmp, FLAG_MONSTER);
820
821 tmp->stats.exp = 0;
822
823 add_friendly_object (tmp);
824 tmp->attack_movement = PETMOVE;
825 }
793 break; 826 break;
794 827
795 if (tmp2->type != PLAYER) 828 case 6: // kill monsters
829 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
796 break; 830 break;
797 831
798 tmp->set_owner (tmp2); 832 // FALL THROUGH
799 SET_FLAG (tmp, FLAG_MONSTER); 833 case 5: // kill all alives
800 834 if (!tmp->flag [FLAG_PRECIOUS])
801 tmp->stats.exp = 0; 835 {
802 SET_FLAG (tmp, FLAG_FRIENDLY); 836 archetype::get (shstr_burnout)->insert_at (tmp, source);
803 837 tmp->destroy ();
804 add_friendly_object (tmp); 838 }
805 tmp->attack_movement = PETMOVE;
806 break; 839 break;
807 840
808 default: 841 default:
809 break; 842 break;
810 } 843 }
822 object *tmp, *ret = NULL; 855 object *tmp, *ret = NULL;
823 856
824 /* First check the object itself. */ 857 /* First check the object itself. */
825 if ((trig->stats.hp && (op->type == trig->stats.hp)) 858 if ((trig->stats.hp && (op->type == trig->stats.hp))
826 || (trig->slaying && (op->slaying == trig->slaying)) 859 || (trig->slaying && (op->slaying == trig->slaying))
827 || (trig->race && (op->arch->name == trig->race))) 860 || (trig->race && (op->arch->archname == trig->race)))
828 return op; 861 return op;
829 862
830 for (tmp = op->inv; tmp; tmp = tmp->below) 863 for (tmp = op->inv; tmp; tmp = tmp->below)
831 { 864 {
832 if (tmp->inv) 865 if (tmp->inv)
835 if (ret) 868 if (ret)
836 return ret; 869 return ret;
837 } 870 }
838 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 871 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
839 || (trig->slaying && (tmp->slaying == trig->slaying)) 872 || (trig->slaying && (tmp->slaying == trig->slaying))
840 || (trig->race && (tmp->arch->name == trig->race))) 873 || (trig->race && (tmp->arch->archname == trig->race)))
841 return tmp; 874 return tmp;
842 } 875 }
843 return NULL; 876 return NULL;
844} 877}
845 878
858 * and has a matching item. Imagine what happens if someone steps on the inventory 891 * and has a matching item. Imagine what happens if someone steps on the inventory
859 * checker with a matching item, has it, activates the connection, throws the item 892 * checker with a matching item, has it, activates the connection, throws the item
860 * away, and then leaves the inventory checker. That would've caused an always-enabled 893 * away, and then leaves the inventory checker. That would've caused an always-enabled
861 * state in the inventory checker. This won't happen anymore now. 894 * state in the inventory checker. This won't happen anymore now.
862 * 895 *
896 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
897 * whether op is on this mapspace or not, because the value (1|0) depends
898 * on this information. also make sure to only push_button if op has
899 * a matching item (because when we do a push_button with value=0 timed gates
900 * will still open)! (i hope i got the semantics right this time)
901 *
863 */ 902 */
864void 903void
865check_inv (object *op, object *trig) 904check_inv (object *op, object *trig)
866{ 905{
867 trig->value = 0; // deactivate if none of the following conditions apply 906 trig->value = 0; // deactivate if none of the following conditions apply
868 907
869 if (object *pl = trig->ms ().player ()) 908 object *pl = trig->ms ().player ();
870 {
871 object *match = check_inv_recursive (pl, trig); 909 object *match = check_inv_recursive (op, trig);
872 910
911 // elmex: a note about (pl == op):
912 // if pl == 0 then the player has left this space
913 // if pl != 0 then a player is on this mapspace, but then
914 // we still have to check whether it's the player that triggered
915 // this inv-checker, because if not, then the op left this inv-checker
916 // and we have to set the value to 0
917
873 if (match && trig->last_sp) // match == having 918 if (match && trig->last_sp) // match == having
874 { 919 {
875 if (trig->last_heal) 920 if (trig->last_heal)
876 decrease_ob (match); 921 match->decrease ();
877 922
878 trig->value = 1; 923 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
879 } 924 push_button (trig, op);
925 }
880 else if (!match && !trig->last_sp) // match == not having 926 else if (!match && !trig->last_sp) // match == not having
881 trig->value = 1;
882 } 927 {
883 928 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
884 push_button (trig); 929 push_button (trig, op);
930 }
885} 931}
886 932

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