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Comparing deliantra/server/common/button.C (file contents):
Revision 1.17 by root, Wed Dec 20 09:14:21 2006 UTC vs.
Revision 1.57 by root, Mon Oct 12 21:27:54 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 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 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
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 67 continue;
67 68
68 switch (tmp->type) 69 switch (tmp->type)
69 { 70 {
70 case GATE: 71 case GATE:
71 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"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 78 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 79 break;
76 80
77 case CF_HANDLE: 81 case T_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
80 break; 84 break;
81 85
82 case SIGN: 86 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 88 {
89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 91 if (tmp->stats.food)
87 tmp->last_eat++; 92 tmp->last_eat++;
88 } 93 }
89 break; 94 break;
90 95
91 case ALTAR: 96 case ALTAR:
97 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 98 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
95 break; 101 break;
96 102
97 case BUTTON: 103 case BUTTON:
98 case PEDESTAL: 104 case PEDESTAL:
105 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 106 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 107 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 108 update_object (tmp, UP_OBJ_FACE);
102 break; 109 break;
103 110
104 case MOOD_FLOOR: 111 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 112 do_mood_floor (tmp, activator);
106 break; 113 break;
107 114
108 case TIMED_GATE: 115 case TIMED_GATE:
116 if (!tmp->active)
117 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
118
109 tmp->speed = tmp->arch->clone.speed; 119 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 120 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 121 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 122 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 123 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 124 * from the head - this ensures that the data will consistent
116 */ 125 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 126 for (object *part = tmp->more; part; part = part->more)
118 { 127 {
119 tmp->speed = tmp->head->speed; 128 part->value = tmp->value;
120 tmp->value = tmp->head->value; 129 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 130 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 131 part->set_speed (tmp->speed);
124 } 132 }
125 break; 133 break;
126 134
127 case DIRECTOR: 135 case DIRECTOR:
128 case FIREWALL: 136 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 137 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 138 move_firewall (tmp);
131 else 139 else
132 { 140 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 141 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
135 animate_turning (tmp); 142 animate_turning (tmp);
136 } 143 }
137 break; 144 break;
138 145
139 case TELEPORTER: 146 case TELEPORTER:
140 move_teleporter (tmp); 147 move_teleporter (tmp);
141 break; 148 break;
142 149
143 case CREATOR: 150 case CREATOR:
144 move_creator (tmp); 151 move_creator (tmp);
145 break; 152 break;
146 153
147 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
148 move_marker (tmp); 156 move_marker (tmp);
149 break; 157 break;
150 158
151 case DUPLICATOR: 159 case DUPLICATOR:
152 move_duplicator (tmp); 160 move_duplicator (tmp);
153 break; 161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, state, activator, originator);
165 break;
154 } 166 }
155 } 167 }
156} 168}
157 169
158/* 170/*
166 * Changed the routine to loop through _all_ objects. 178 * Changed the routine to loop through _all_ objects.
167 * Better hurry with that linked list... 179 * Better hurry with that linked list...
168 * 180 *
169 */ 181 */
170void 182void
171push_button (object *op) 183push_button (object *op, object *originator)
172{ 184{
173 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
174 186 {
175 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
176 return; 188 return;
177 189
178 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
179 return;
180
181 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op, originator);
191 }
182} 192}
183 193
184/* 194/*
185 * elmex: 195 * elmex:
186 * This activates a connection, similar to push_button (object *op) but it takes 196 * This activates a connection, similar to push_button (object *op) but it takes
188 * the connection was 'state' or 'released'. So that you can activate objects 198 * the connection was 'state' or 'released'. So that you can activate objects
189 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
190 * 200 *
191 */ 201 */
192void 202void
193activate_connection (maptile *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
194{ 204{
195 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 205 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
196 return; 206 return;
197 207
198 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
199
200 if (obp)
201 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, activator, originator);
202} 210}
203 211
204/* 212/*
205 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 214 * 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 215 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
209 */ 217 */
210void 218void
211update_button (object *op) 219update_button (object *op, object *originator)
212{ 220{
213 object *ab, *tmp, *head;
214 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
215 oblinkpt *obp = 0;
216 objectlink *ol;
217 222
218 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
219 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
220 if (obp)
221 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
222 { 225 {
223 if (!ol->ob) 226 if (!ol->ob)
224 { 227 {
225 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226 continue; 229 continue;
227 } 230 }
228 231
229 tmp = ol->ob; 232 object *tmp = ol->ob;
233
230 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
231 { 235 {
236 sint32 total = 0;
237
232 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
233 /* Bug? The pedestal code below looks for the head of
234 * the object, this bit doesn't. I'd think we should check
235 * for head here also. Maybe it also makese sense to
236 * make the for ab=tmp->above loop common, and alter
237 * behaviour based on object within that loop?
238 */
239
240 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
241 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
242 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
243 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
244 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
245 */ 244 */
246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
247 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 246 total += ab->head_ ()->total_weight ();
248 247
249 tmp->value = (tot >= tmp->weight) ? 1 : 0; 248 tmp->value = total >= tmp->weight;
250 if (tmp->value) 249
251 any_down = 1; 250 any_down = any_down || tmp->value;
252 } 251 }
253 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
254 { 253 {
254 bool is_match = is_match_expr (tmp->slaying);
255 tmp->value = 0; 255 tmp->value = 0;
256
256 for (ab = tmp->above; ab != NULL; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
257 { 258 {
258 head = ab->head ? ab->head : ab; 259 object *head = ab->head_ ();
260
259 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
260 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 262 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
263 if (is_match
264 ? match (tmp->slaying, head, tmp, originator)
261 (head->race == tmp->slaying || 265 : (head->race == tmp->slaying
262 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 266 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
263 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 267 || (tmp->slaying == shstr_player && head->type == PLAYER)))
268 {
264 tmp->value = 1; 269 tmp->value = 1;
270 break;
271 }
265 } 272 }
266 if (tmp->value) 273
267 any_down = 1; 274 any_down = any_down || tmp->value;
268 } 275 }
269 } 276 }
277
270 if (any_down) /* If any other buttons were down, force this to remain down */ 278 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1; 279 op->value = 1;
272 280
281 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
282
273 /* If this button hasn't changed, don't do anything */ 283 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 284 if (op->value != old_value)
275 { 285 {
276 SET_ANIMATION (op, op->value); 286 SET_ANIMATION (op, op->value);
277 update_object (op, UP_OBJ_FACE); 287 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 288 push_button (op, originator); /* Make all other buttons the same */
279 }
280}
281
282/*
283 * Updates every button on the map (by calling update_button() for them).
284 */
285
286void
287update_buttons (maptile *m)
288{
289 objectlink *ol;
290 oblinkpt *obp;
291
292 for (obp = m->buttons; obp; obp = obp->next)
293 for (ol = obp->link; ol; ol = ol->next)
294 {
295 if (!ol->ob)
296 {
297 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
298 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
299 continue;
300 }
301
302 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
303 {
304 update_button (ol->ob);
305 break;
306 }
307 } 289 }
308} 290}
309 291
310void 292void
311use_trigger (object *op) 293use_trigger (object *op, object *originator)
312{ 294{
313
314 /* Toggle value */ 295 /* Toggle value */
315 op->value = !op->value; 296 op->value = !op->value;
297
316 push_button (op); 298 push_button (op, originator);
317} 299}
318 300
319/* 301/*
320 * Note: animate_object should be used instead of this, 302 * Note: animate_object should be used instead of this,
321 * but it can't handle animations in the 8 directions 303 * but it can't handle animations in the 8 directions
322 */ 304 */
323
324void 305void
325animate_turning (object *op) /* only one part objects */ 306animate_turning (object *op) /* only one part objects */
326{ 307{
327 if (++op->state >= NUM_ANIMATIONS (op) / 8) 308 if (++op->state >= NUM_ANIMATIONS (op) / 8)
328 op->state = 0; 309 op->state = 0;
343 * sacrificed. This fixes a bug of trying to put multiple altars/related 324 * sacrificed. This fixes a bug of trying to put multiple altars/related
344 * objects on the same space that take the same sacrifice. 325 * objects on the same space that take the same sacrifice.
345 */ 326 */
346 327
347int 328int
348check_altar_sacrifice (const object *altar, const object *sacrifice) 329check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
349{ 330{
350 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 331 if (sacrifice->flag [FLAG_UNPAID])
332 return 0;
333
334 if (is_match_expr (ARCH_SACRIFICE (altar)))
335 return match (ARCH_SACRIFICE (altar), altar, originator);
336
337 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
338 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
339 && sacrifice->type != PLAYER)
351 { 340 {
352 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 341 if (ARCH_SACRIFICE (altar) == shstr_money
353 ARCH_SACRIFICE (altar) == sacrifice->name || 342 && sacrifice->type == MONEY
354 ARCH_SACRIFICE (altar) == sacrifice->slaying || 343 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
355 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
356 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
357 return 1; 344 return 1;
358 345
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 346 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 347 || ARCH_SACRIFICE (altar) == sacrifice->name
348 || ARCH_SACRIFICE (altar) == sacrifice->slaying
349 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
350 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
361 return 1; 351 return 1;
362 } 352 }
363 353
364 return 0; 354 return 0;
365} 355}
372 * 362 *
373 * If this function returns 1, '*sacrifice' is modified to point to the 363 * If this function returns 1, '*sacrifice' is modified to point to the
374 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 364 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
375 */ 365 */
376int 366int
377operate_altar (object *altar, object **sacrifice) 367operate_altar (object *altar, object **sacrifice, object *originator)
378{ 368{
379 if (!altar->map) 369 if (!altar->map)
380 { 370 {
381 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 371 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
382 return 0; 372 return 0;
383 } 373 }
384 374
385 if (!altar->slaying || altar->value) 375 if (!altar->slaying || altar->value)
386 return 0; 376 return 0;
387 377
388 if (!check_altar_sacrifice (altar, *sacrifice)) 378 if (!check_altar_sacrifice (altar, *sacrifice, originator))
389 return 0; 379 return 0;
390 380
391 /* check_altar_sacrifice should have already verified that enough money 381 /* check_altar_sacrifice should have already verified that enough money
392 * has been dropped. 382 * has been dropped.
393 */ 383 */
394 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 384 if (ARCH_SACRIFICE (altar) == shstr_money)
395 { 385 {
396 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 386 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
397 387
398 /* Round up any sacrifices. Altars don't make change either */ 388 /* Round up any sacrifices. Altars don't make change either */
399 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 389 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
400 number++; 390 number++;
401 391
402 *sacrifice = decrease_ob_nr (*sacrifice, number); 392 if (!(*sacrifice)->decrease (number))
393 *sacrifice = 0;
403 } 394 }
404 else 395 else
405 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 396 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
397 *sacrifice = 0;
406 398
407 if (altar->msg) 399 if (altar->msg)
408 new_info_map (NDI_BLACK, altar->map, altar->msg); 400 new_info_map (NDI_BLACK, altar->map, altar->msg);
409 401
410 return 1; 402 return 1;
411} 403}
412 404
413void 405void
414trigger_move (object *op, int state) /* 1 down and 0 up */ 406trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
415{ 407{
416 op->stats.wc = state; 408 op->stats.wc = state;
409
417 if (state) 410 if (state)
418 { 411 {
419 use_trigger (op); 412 use_trigger (op, originator);
420 if (op->stats.exp > 0) /* check sanity */ 413 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
421 op->speed = 1.0 / op->stats.exp;
422 else
423 op->speed = 1.0;
424 update_ob_speed (op);
425 op->speed_left = -1; 414 op->speed_left = -1;
426 } 415 }
427 else 416 else
428 { 417 {
429 use_trigger (op); 418 use_trigger (op, originator);
430 op->speed = 0; 419 op->set_speed (0);
431 update_ob_speed (op);
432 } 420 }
433} 421}
434 422
435 423
436/* 424/*
444 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 432 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
445 * 433 *
446 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 434 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
447 */ 435 */
448int 436int
449check_trigger (object *op, object *cause) 437check_trigger (object *op, object *cause, object *originator)
450{ 438{
451 object *tmp; 439 object *tmp;
452 int push = 0, tot = 0; 440 int push = 0, tot = 0;
453 int in_movement = op->stats.wc || op->speed; 441 int in_movement = op->stats.wc || op->speed;
454 442
455 switch (op->type) 443 switch (op->type)
456 { 444 {
457 case TRIGGER_BUTTON: 445 case TRIGGER_BUTTON:
458 if (op->weight > 0) 446 if (op->weight > 0)
459 { 447 {
460 if (cause) 448 if (cause)
461 { 449 {
462 for (tmp = op->above; tmp; tmp = tmp->above) 450 for (tmp = op->above; tmp; tmp = tmp->above)
463 /* Comment reproduced from update_buttons(): */ 451 /* Comment reproduced from update_buttons(): */
464 /* Basically, if the move_type matches that on what the 452 /* Basically, if the move_type matches that on what the
465 * button wants, we count it. The second check is so that 453 * button wants, we count it. The second check is so that
466 * objects that don't move (swords, etc) will count. Note that 454 * objects that don't move (swords, etc) will count. Note that
467 * this means that more work is needed to make buttons 455 * this means that more work is needed to make buttons
468 * that are only triggered by flying objects. 456 * that are only triggered by flying objects.
457 */
458 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
459 tot += tmp->head_ ()->total_weight ();
460
461 if (tot >= op->weight)
462 push = 1;
463
464 if (op->stats.ac == push)
465 return 0;
466
467 op->stats.ac = push;
468 if (NUM_ANIMATIONS (op) > 1)
469 {
470 SET_ANIMATION (op, push);
471 update_object (op, UP_OBJ_FACE);
472 }
473
474 if (in_movement || !push)
475 return 0;
476 }
477
478 trigger_move (op, push, cause);
479 }
480
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_ ();
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 || (op->slaying == shstr_player && head->type == PLAYER)))
493 {
494 push = 1;
495 break;
496 }
497 }
498
499 if (op->stats.ac == push)
500 return 0;
501
502 op->stats.ac = push;
503
504 if (NUM_ANIMATIONS (op) > 1)
505 {
506 SET_ANIMATION (op, push);
507 update_object (op, UP_OBJ_FACE);
508 }
509
510 update_object (op, UP_OBJ_FACE);
511
512 if (in_movement || !push)
513 return 0;
514 }
515
516 trigger_move (op, push, cause);
517 return 0;
518
519 case TRIGGER_ALTAR:
520 if (cause)
521 {
522 if (in_movement)
523 return 0;
524
525 if (operate_altar (op, &cause)) /* TODO: originator? */
526 {
527 if (NUM_ANIMATIONS (op) > 1)
528 {
529 SET_ANIMATION (op, 1);
530 update_object (op, UP_OBJ_FACE);
531 }
532
533 if (op->last_sp >= 0)
534 {
535 trigger_move (op, 1, cause);
536
537 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp;
539 }
540 else
541 {
542 /* for trigger altar with last_sp, the ON/OFF
543 * status (-> +/- value) is "simulated":
469 */ 544 */
470 545 op->value = !op->value;
471 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 546 trigger_move (op, 1, cause);
472 { 547 op->last_sp = -op->last_sp;
473 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 548 op->value = !op->value;
474 }
475 if (tot >= op->weight)
476 push = 1;
477 if (op->stats.ac == push)
478 return 0;
479 op->stats.ac = push;
480 if (NUM_ANIMATIONS (op) > 1)
481 {
482 SET_ANIMATION (op, push);
483 update_object (op, UP_OBJ_FACE);
484 } 549 }
485 if (in_movement || !push) 550
486 return 0; 551 return cause == NULL;
487 } 552 }
488 trigger_move (op, push);
489 } 553 else
490 return 0;
491
492 case TRIGGER_PEDESTAL:
493 if (cause)
494 {
495 for (tmp = op->above; tmp; tmp = tmp->above)
496 {
497 object *head = tmp->head ? tmp->head : tmp;
498
499 /* See comment in TRIGGER_BUTTON about move_types */
500 if (((head->move_type & op->move_on) || head->move_type == 0)
501 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
502 {
503 push = 1;
504 break;
505 }
506 }
507 if (op->stats.ac == push)
508 return 0; 554 return 0;
509 op->stats.ac = push; 555 }
556 else
557 {
510 if (NUM_ANIMATIONS (op) > 1) 558 if (NUM_ANIMATIONS (op) > 1)
511 { 559 {
512 SET_ANIMATION (op, push); 560 SET_ANIMATION (op, 0);
513 update_object (op, UP_OBJ_FACE); 561 update_object (op, UP_OBJ_FACE);
514 } 562 }
515 update_object (op, UP_OBJ_FACE);
516 if (in_movement || !push)
517 return 0;
518 }
519 trigger_move (op, push);
520 return 0;
521 563
522 case TRIGGER_ALTAR:
523 if (cause)
524 {
525 if (in_movement)
526 return 0;
527 if (operate_altar (op, &cause))
528 {
529 if (NUM_ANIMATIONS (op) > 1)
530 {
531 SET_ANIMATION (op, 1);
532 update_object (op, UP_OBJ_FACE);
533 }
534 if (op->last_sp >= 0)
535 {
536 trigger_move (op, 1);
537 if (op->last_sp > 0)
538 op->last_sp = -op->last_sp;
539 }
540 else
541 {
542 /* for trigger altar with last_sp, the ON/OFF
543 * status (-> +/- value) is "simulated":
544 */
545 op->value = !op->value;
546 trigger_move (op, 1);
547 op->last_sp = -op->last_sp;
548 op->value = !op->value;
549 }
550 return cause == NULL;
551 }
552 else
553 {
554 return 0;
555 }
556 }
557 else
558 {
559 if (NUM_ANIMATIONS (op) > 1)
560 {
561 SET_ANIMATION (op, 0);
562 update_object (op, UP_OBJ_FACE);
563 }
564
565 /* If trigger_altar has "last_sp > 0" set on the map, 564 /* If trigger_altar has "last_sp > 0" set on the map,
566 * it will push the connected value only once per sacrifice. 565 * it will push the connected value only once per sacrifice.
567 * Otherwise (default), the connected value will be 566 * Otherwise (default), the connected value will be
568 * pushed twice: First by sacrifice, second by reset! -AV 567 * pushed twice: First by sacrifice, second by reset! -AV
569 */ 568 */
570 if (!op->last_sp) 569 if (!op->last_sp)
571 trigger_move (op, 0); 570 trigger_move (op, 0, cause);
572 else 571 else
573 { 572 {
574 op->stats.wc = 0; 573 op->stats.wc = 0;
575 op->value = !op->value; 574 op->value = !op->value;
576 op->speed = 0; 575 op->set_speed (0);
577 update_ob_speed (op);
578 } 576 }
579 } 577 }
580 return 0; 578 return 0;
581 579
582 case TRIGGER: 580 case TRIGGER:
583 if (cause) 581 if (cause)
584 { 582 {
585 if (in_movement) 583 if (in_movement)
586 return 0; 584 return 0;
585
587 push = 1; 586 push = 1;
588 } 587 }
588
589 if (NUM_ANIMATIONS (op) > 1) 589 if (NUM_ANIMATIONS (op) > 1)
590 { 590 {
591 SET_ANIMATION (op, push); 591 SET_ANIMATION (op, push);
592 update_object (op, UP_OBJ_FACE); 592 update_object (op, UP_OBJ_FACE);
593 } 593 }
594
594 trigger_move (op, push); 595 trigger_move (op, push, cause);
595 return 1; 596 return 1;
596 597
597 default: 598 default:
598 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 599 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
599 return 0; 600 return 0;
600 } 601 }
601} 602}
602 603
603void 604void
604add_button_link (object *button, maptile *map, int connected) 605object::add_link (maptile *map, shstr_tmp id)
605{ 606{
606 oblinkpt *obp;
607 objectlink *ol = get_objectlink ();
608
609 if (!map) 607 if (!map)
610 { 608 {
611 LOG (llevError, "Tried to add button-link without map.\n"); 609 LOG (llevError, "Tried to add button-link without map.\n");
612 return; 610 return;
613 } 611 }
614 if (!editor)
615 button->path_attuned = connected; /* peterm: I need this so I can rebuild
616 a connected map from a template map. */
617 612
618/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 613 flag [FLAG_IS_LINKED] = true;
619 614
620 SET_FLAG (button, FLAG_IS_LINKED); 615 objectlink *ol = get_objectlink ();
621
622 ol->ob = button; 616 ol->ob = this;
623 617
624 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 618 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
625 619 if (obp->id == id)
626 if (obp)
627 { 620 {
628 ol->next = obp->link; 621 ol->next = obp->link;
629 obp->link = ol; 622 obp->link = ol;
623 return;
630 } 624 }
631 else 625
632 {
633 obp = get_objectlinkpt (); 626 oblinkpt *obp = get_objectlinkpt ();
634 obp->value = connected; 627 obp->id = id;
635 628
636 obp->next = map->buttons; 629 obp->next = map->buttons;
637 map->buttons = obp; 630 map->buttons = obp;
638 obp->link = ol; 631 obp->link = ol;
639 }
640} 632}
641 633
642/* 634/*
643 * Remove the object from the linked lists of buttons in the map. 635 * Remove the object from the linked lists of buttons in the map.
644 * This is only needed by editors. 636 * This is only needed by editors.
645 */ 637 */
646
647void 638void
648remove_button_link (object *op) 639object::remove_link ()
649{ 640{
650 oblinkpt *obp; 641 if (!map)
651 objectlink **olp, *ol;
652
653 if (op->map == NULL)
654 { 642 {
655 LOG (llevError, "remove_button_link() in object without map.\n"); 643 LOG (llevError, "remove_button_link() in object without map.\n");
656 return; 644 return;
657 } 645 }
658 646
659 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 647 if (!flag [FLAG_IS_LINKED])
660 { 648 {
661 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 649 LOG (llevError, "remove_button_linked() in unlinked object.\n");
662 return; 650 return;
663 } 651 }
664 652
653 flag [FLAG_IS_LINKED] = false;
654
665 for (obp = op->map->buttons; obp; obp = obp->next) 655 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
666 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 656 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
667 if (ol->ob == op) 657 if ((*olp)->ob == this)
668 { 658 {
669 659 objectlink *ol = *olp;
670/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
671 obp->value, op->name, op->map->path);
672*/
673 *olp = ol->next; 660 *olp = ol->next;
674 delete ol; 661 delete ol;
675 return; 662 return;
676 } 663 }
677 664
678 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 665 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
679 CLEAR_FLAG (op, FLAG_IS_LINKED); 666}
667
668/*
669 * Updates every button on the map (by calling update_button() for them).
670 */
671void
672maptile::update_buttons ()
673{
674 for (oblinkpt *obp = buttons; obp; obp = obp->next)
675 for (objectlink *ol = obp->link; ol; ol = ol->next)
676 {
677 if (!ol->ob)
678 {
679 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
680 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
681 continue;
682 }
683
684 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
685 {
686 update_button (ol->ob, 0);
687 break;
688 }
689 }
680} 690}
681 691
682/* 692/*
683 * Gets the objectlink for this connection from the map. 693 * Gets the objectlink for this connection from the map.
684 */ 694 */
685oblinkpt * 695oblinkpt *
686get_connection_links (maptile *map, long connection) 696maptile::find_link (shstr_tmp id)
687{ 697{
688 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
689 if (obp->value == connection) 699 if (obp->id == id)
690 return obp; 700 return obp;
691 701
692 return 0; 702 return 0;
693} 703}
694 704
695/* 705/*
696 * Return the first objectlink in the objects linked to this one 706 * Return the first objectlink in the objects linked to this one
697 */ 707 */
698
699oblinkpt * 708oblinkpt *
700get_button_links (const object *button) 709object::find_link () const
701{ 710{
702 oblinkpt *obp; 711 if (map)
703 objectlink *ol;
704
705 if (!button->map)
706 return NULL;
707
708 for (obp = button->map->buttons; obp; obp = obp->next) 712 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
709 for (ol = obp->link; ol; ol = ol->next) 713 for (objectlink *ol = obp->link; ol; ol = ol->next)
710 if (ol->ob == button) 714 if (ol->ob == this)
711 return obp; 715 return obp;
712 716
713 return NULL;
714}
715
716/*
717 * Made as a separate function to increase efficiency
718 */
719
720int
721get_button_value (const object *button)
722{
723 oblinkpt *obp;
724 objectlink *ol;
725
726 if (!button->map)
727 return 0;
728 for (obp = button->map->buttons; obp; obp = obp->next)
729 for (ol = obp->link; ol; ol = ol->next)
730 if (ol->ob == button)
731 return obp->value;
732 return 0; 717 return 0;
733} 718}
734 719
735/* This routine makes monsters who are 720/* This routine makes monsters who are
736 * standing on the 'mood floor' change their 721 * standing on the 'mood floor' change their
738 * If floor is to be triggered must have 723 * If floor is to be triggered must have
739 * a speed of zero (default is 1 for all 724 * a speed of zero (default is 1 for all
740 * but the charm floor type). 725 * but the charm floor type).
741 * by b.t. thomas@nomad.astro.psu.edu 726 * by b.t. thomas@nomad.astro.psu.edu
742 */ 727 */
743
744void 728void
745do_mood_floor (object *op, object *source) 729do_mood_floor (object *op, object *source)
746{ 730{
747 object *tmp;
748 object *tmp2;
749
750 if (!source) 731 if (!source)
751 source = op; 732 source = op;
752 733
753 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 734 mapspace &ms = op->ms ();
735
736 if (!(ms.flags () & P_IS_ALIVE))
737 return;
738
739 object *tmp;
740
741 for (tmp = ms.top; tmp; tmp = tmp->below)
754 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 742 if (QUERY_FLAG (tmp, FLAG_MONSTER))
755 break; 743 break;
756 744
757 /* doesn't effect players, and if there is a player on this space, won't also 745 /* doesn't effect players, and if there is a player on this space, won't also
758 * be a monster here. 746 * be a monster here.
759 */ 747 */
748 //TODO: have players really FLAG_MONSTER? kept it for safety
760 if (!tmp || tmp->type == PLAYER) 749 if (!tmp || tmp->type == PLAYER)
761 return; 750 return;
762 751
763 switch (op->last_sp) 752 switch (op->last_sp)
764 { 753 {
765 case 0: /* furious--make all monsters mad */ 754 case 0: /* furious--make all monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 755 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 756 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
757
768 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 758 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
769 { 759 {
770 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
771 remove_friendly_object (tmp);
772 tmp->attack_movement = 0; 760 tmp->attack_movement = 0;
773 /* lots of checks here, but want to make sure we don't 761 /* lots of checks here, but want to make sure we don't
774 * dereference a null value 762 * dereference a null value
775 */ 763 */
776 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 764 if (tmp->type == GOLEM
765 && tmp->owner
766 && tmp->owner->type == PLAYER
767 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->ranges[range_golem] = 0; 768 tmp->owner->contr->golem = 0;
778 769
779 tmp->owner = 0; 770 tmp->owner = 0;
771
772 remove_friendly_object (tmp);
780 } 773 }
781 break; 774 break;
775
782 case 1: /* angry -- get neutral monsters mad */ 776 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 777 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 778 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break; 779 break;
780
786 case 2: /* calm -- pacify unfriendly monsters */ 781 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 782 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break; 783 break;
784
790 case 3: /* make all monsters fall asleep */ 785 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP); 786 SET_FLAG (tmp, FLAG_SLEEP);
793 break; 787 break;
788
794 case 4: /* charm all monsters */ 789 case 4: /* charm all monsters */
795 if (op == source) 790 if (op == source)
796 break; /* only if 'connected' */ 791 break; /* only if 'connected' */
797 792
798 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 793 if (object *pl = source->ms ().player ())
799 tmp2->type != PLAYER; tmp2 = tmp2->above) 794 {
800 if (tmp2->above == NULL) 795 tmp->set_owner (pl);
796 SET_FLAG (tmp, FLAG_MONSTER);
797
798 tmp->stats.exp = 0;
799
800 add_friendly_object (tmp);
801 tmp->attack_movement = PETMOVE;
802 }
801 break; 803 break;
802 804
803 if (tmp2->type != PLAYER) 805 case 6: // kill monsters
806 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
804 break; 807 break;
805 808
806 tmp->set_owner (tmp2); 809 // FALL THROUGH
807 SET_FLAG (tmp, FLAG_MONSTER); 810 case 5: // kill all alives
808 811 if (!tmp->flag [FLAG_PRECIOUS])
809 tmp->stats.exp = 0; 812 {
810 SET_FLAG (tmp, FLAG_FRIENDLY); 813 archetype::get (shstr_burnout)->insert_at (tmp, source);
811 814 tmp->destroy ();
812 add_friendly_object (tmp); 815 }
813 tmp->attack_movement = PETMOVE;
814 break; 816 break;
815 817
816 default: 818 default:
817 break; 819 break;
818 } 820 }
830 object *tmp, *ret = NULL; 832 object *tmp, *ret = NULL;
831 833
832 /* First check the object itself. */ 834 /* First check the object itself. */
833 if ((trig->stats.hp && (op->type == trig->stats.hp)) 835 if ((trig->stats.hp && (op->type == trig->stats.hp))
834 || (trig->slaying && (op->slaying == trig->slaying)) 836 || (trig->slaying && (op->slaying == trig->slaying))
835 || (trig->race && (op->arch->name == trig->race))) 837 || (trig->race && (op->arch->archname == trig->race)))
836 return op; 838 return op;
837 839
838 for (tmp = op->inv; tmp; tmp = tmp->below) 840 for (tmp = op->inv; tmp; tmp = tmp->below)
839 { 841 {
840 if (tmp->inv) 842 if (tmp->inv)
843 if (ret) 845 if (ret)
844 return ret; 846 return ret;
845 } 847 }
846 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 848 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
847 || (trig->slaying && (tmp->slaying == trig->slaying)) 849 || (trig->slaying && (tmp->slaying == trig->slaying))
848 || (trig->race && (tmp->arch->name == trig->race))) 850 || (trig->race && (tmp->arch->archname == trig->race)))
849 return tmp; 851 return tmp;
850 } 852 }
851 return NULL; 853 return NULL;
852} 854}
853 855
866 * and has a matching item. Imagine what happens if someone steps on the inventory 868 * and has a matching item. Imagine what happens if someone steps on the inventory
867 * checker with a matching item, has it, activates the connection, throws the item 869 * checker with a matching item, has it, activates the connection, throws the item
868 * away, and then leaves the inventory checker. That would've caused an always-enabled 870 * away, and then leaves the inventory checker. That would've caused an always-enabled
869 * state in the inventory checker. This won't happen anymore now. 871 * state in the inventory checker. This won't happen anymore now.
870 * 872 *
873 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
874 * whether op is on this mapspace or not, because the value (1|0) depends
875 * on this information. also make sure to only push_button if op has
876 * a matching item (because when we do a push_button with value=0 timed gates
877 * will still open)! (i hope i got the semantics right this time)
871 */ 878 *
872 879 */
873void 880void
874check_inv (object *op, object *trig) 881check_inv (object *op, object *trig)
875{ 882{
876 object *match = 0;
877
878 trig->value = 0; // deactivate if none of the following conditions apply 883 trig->value = 0; // deactivate if none of the following conditions apply
879 884
880 for (object *tmp = trig->above; tmp; tmp = tmp->above) 885 object *pl = trig->ms ().player ();
881 if (tmp->type == PLAYER)
882 {
883 object *match = check_inv_recursive (tmp, trig); 886 object *match = check_inv_recursive (op, trig);
884 887
888 // elmex: a note about (pl == op):
889 // if pl == 0 then the player has left this space
890 // if pl != 0 then a player is on this mapspace, but then
891 // we still have to check whether it's the player that triggered
892 // this inv-checker, because if not, then the op left this inv-checker
893 // and we have to set the value to 0
894
885 if (match && trig->last_sp) // match == having 895 if (match && trig->last_sp) // match == having
886 { 896 {
887 if (trig->last_heal) 897 if (trig->last_heal)
888 decrease_ob (match); 898 match->decrease ();
889 899
890 trig->value = 1; 900 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
891 } 901 push_button (trig, op);
902 }
892 else if (!match && !trig->last_sp) // match == not having 903 else if (!match && !trig->last_sp) // match == not having
893 trig->value = 1; 904 {
894 905 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
895 break;
896 }
897
898 push_button (trig); 906 push_button (trig, op);
907 }
899} 908}
900 909

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