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Comparing deliantra/server/common/button.C (file contents):
Revision 1.18 by root, Thu Dec 21 01:33:49 2006 UTC vs.
Revision 1.54 by root, Sun Oct 11 18:18:03 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* 26/*
28 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
29 */ 28 */
30 29
31/* 30/*
32 * elmex: 31 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated. 32 * 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. 33 * 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. 34 * The activator argument can be 0 or the source object for this activation.
35 * the originator is the player or monster who did something.
36 */ 36 */
37void 37static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 38activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39{ 39{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
43 { 41 {
44 if (!ol->ob) 42 if (!ol->ob)
45 { 43 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
55 * re-loaded. As such, just exit this function if that is the case. 53 * re-loaded. As such, just exit this function if that is the case.
56 */ 54 */
57 55
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return; 57 return;
58
60 tmp = ol->ob; 59 object *tmp = ol->ob;
61 60
62 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 63 continue;
64
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 66 continue;
67 67
68 switch (tmp->type) 68 switch (tmp->type)
69 { 69 {
70 case GATE: 70 case GATE:
71 case HOLE: 71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 77 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 78 break;
76 79
77 case CF_HANDLE: 80 case CF_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 81 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 82 update_object (tmp, UP_OBJ_FACE);
80 break; 83 break;
81 84
82 case SIGN: 85 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 90 if (tmp->stats.food)
87 tmp->last_eat++; 91 tmp->last_eat++;
88 } 92 }
89 break; 93 break;
90 94
91 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 97 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
95 break; 100 break;
96 101
97 case BUTTON: 102 case BUTTON:
98 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 105 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
102 break; 108 break;
103 109
104 case MOOD_FLOOR: 110 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, activator);
106 break; 112 break;
107 113
108 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
117
109 tmp->speed = tmp->arch->clone.speed; 118 tmp->set_speed (tmp->arch->speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 119 tmp->value = tmp->arch->value;
112 tmp->stats.sp = 1; 120 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 121 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 122 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 123 * from the head - this ensures that the data will consistent
116 */ 124 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 125 for (object *part = tmp->more; part; part = part->more)
118 { 126 {
119 tmp->speed = tmp->head->speed; 127 part->value = tmp->value;
120 tmp->value = tmp->head->value; 128 part->stats.sp = tmp->stats.sp;
121 tmp->stats.sp = tmp->head->stats.sp; 129 part->stats.hp = tmp->stats.hp;
122 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 130 part->set_speed (tmp->speed);
124 } 131 }
125 break; 132 break;
126 133
127 case DIRECTOR: 134 case DIRECTOR:
128 case FIREWALL: 135 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 136 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 137 move_firewall (tmp);
131 else 138 else
132 { 139 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 140 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); 141 animate_turning (tmp);
136 } 142 }
137 break; 143 break;
138 144
139 case TELEPORTER: 145 case TELEPORTER:
140 move_teleporter (tmp); 146 move_teleporter (tmp);
141 break; 147 break;
142 148
143 case CREATOR: 149 case CREATOR:
144 move_creator (tmp); 150 move_creator (tmp);
145 break; 151 break;
146 152
147 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
148 move_marker (tmp); 155 move_marker (tmp);
149 break; 156 break;
150 157
151 case DUPLICATOR: 158 case DUPLICATOR:
152 move_duplicator (tmp); 159 move_duplicator (tmp);
153 break; 160 break;
161
162 case MAPSCRIPT:
163 cfperl_mapscript_activate (tmp, state, activator, originator);
164 break;
154 } 165 }
155 } 166 }
156} 167}
157 168
158/* 169/*
166 * Changed the routine to loop through _all_ objects. 177 * Changed the routine to loop through _all_ objects.
167 * Better hurry with that linked list... 178 * Better hurry with that linked list...
168 * 179 *
169 */ 180 */
170void 181void
171push_button (object *op) 182push_button (object *op, object *originator)
172{ 183{
173 oblinkpt *obp = get_button_links (op); 184 if (oblinkpt *obp = op->find_link ())
174 185 {
175 if (!obp) 186 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
176 return; 187 return;
177 188
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); 189 activate_connection_link (obp->link, op->value, op, originator);
190 }
182} 191}
183 192
184/* 193/*
185 * elmex: 194 * elmex:
186 * This activates a connection, similar to push_button (object *op) but it takes 195 * 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 197 * the connection was 'state' or 'released'. So that you can activate objects
189 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 198 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
190 * 199 *
191 */ 200 */
192void 201void
193activate_connection (maptile *map, long connection, bool state) 202maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
194{ 203{
195 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 204 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
196 return; 205 return;
197 206
198 oblinkpt *obp = get_connection_links (map, connection); 207 if (oblinkpt *obp = find_link (id))
199
200 if (obp)
201 activate_connection_link (obp->link, state); 208 activate_connection_link (obp->link, state, activator, originator);
202} 209}
203 210
204/* 211/*
205 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 213 * 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 214 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
209 */ 216 */
210void 217void
211update_button (object *op) 218update_button (object *op, object *originator)
212{ 219{
213 object *ab, *tmp, *head;
214 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
215 oblinkpt *obp = 0;
216 objectlink *ol;
217 221
218 obp = get_button_links (op); 222 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) 223 for (objectlink *ol = obp->link; ol; ol = ol->next)
222 { 224 {
223 if (!ol->ob) 225 if (!ol->ob)
224 { 226 {
225 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 227 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
226 continue; 228 continue;
227 } 229 }
228 230
229 tmp = ol->ob; 231 object *tmp = ol->ob;
232
230 if (tmp->type == BUTTON) 233 if (tmp->type == BUTTON)
231 { 234 {
235 sint32 total = 0;
236
232 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 237 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 238 /* Basically, if the move_type matches that on what the
241 * button wants, we count it. The second check is so that 239 * button wants, we count it. The second check is so that
242 * objects don't move (swords, etc) will count. Note that 240 * objects who don't move (swords, etc) will count. Note that
243 * this means that more work is needed to make buttons 241 * this means that more work is needed to make buttons
244 * that are only triggered by flying objects. 242 * that are only triggered by flying objects.
245 */ 243 */
246 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
247 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 245 total += ab->head_ ()->total_weight ();
248 246
249 tmp->value = (tot >= tmp->weight) ? 1 : 0; 247 tmp->value = total >= tmp->weight;
250 if (tmp->value) 248
251 any_down = 1; 249 any_down = any_down || tmp->value;
252 } 250 }
253 else if (tmp->type == PEDESTAL) 251 else if (tmp->type == PEDESTAL)
254 { 252 {
255 tmp->value = 0; 253 tmp->value = 0;
254
256 for (ab = tmp->above; ab != NULL; ab = ab->above) 255 for (object *ab = tmp->above; ab; ab = ab->above)
257 { 256 {
258 head = ab->head ? ab->head : ab; 257 object *head = ab->head_ ();
258
259 /* Same note regarding move_type for buttons above apply here. */ 259 /* Same note regarding move_type for buttons above apply here. */
260 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 260 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
261 (head->race == tmp->slaying || 261 && (head->race == tmp->slaying
262 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 262 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
263 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 263 || (tmp->slaying == shstr_player && head->type == PLAYER)))
264 tmp->value = 1; 264 tmp->value = 1;
265 } 265 }
266 if (tmp->value) 266
267 any_down = 1; 267 any_down = any_down || tmp->value;
268 } 268 }
269 } 269 }
270
270 if (any_down) /* If any other buttons were down, force this to remain down */ 271 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1; 272 op->value = 1;
272 273
274 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
275
273 /* If this button hasn't changed, don't do anything */ 276 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 277 if (op->value != old_value)
275 { 278 {
276 SET_ANIMATION (op, op->value); 279 SET_ANIMATION (op, op->value);
277 update_object (op, UP_OBJ_FACE); 280 update_object (op, UP_OBJ_FACE);
278 push_button (op); /* Make all other buttons the same */ 281 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 } 282 }
308} 283}
309 284
310void 285void
311use_trigger (object *op) 286use_trigger (object *op, object *originator)
312{ 287{
313
314 /* Toggle value */ 288 /* Toggle value */
315 op->value = !op->value; 289 op->value = !op->value;
290
316 push_button (op); 291 push_button (op, originator);
317} 292}
318 293
319/* 294/*
320 * Note: animate_object should be used instead of this, 295 * Note: animate_object should be used instead of this,
321 * but it can't handle animations in the 8 directions 296 * but it can't handle animations in the 8 directions
322 */ 297 */
323
324void 298void
325animate_turning (object *op) /* only one part objects */ 299animate_turning (object *op) /* only one part objects */
326{ 300{
327 if (++op->state >= NUM_ANIMATIONS (op) / 8) 301 if (++op->state >= NUM_ANIMATIONS (op) / 8)
328 op->state = 0; 302 op->state = 0;
343 * sacrificed. This fixes a bug of trying to put multiple altars/related 317 * sacrificed. This fixes a bug of trying to put multiple altars/related
344 * objects on the same space that take the same sacrifice. 318 * objects on the same space that take the same sacrifice.
345 */ 319 */
346 320
347int 321int
348check_altar_sacrifice (const object *altar, const object *sacrifice) 322check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
349{ 323{
350 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 324 if (sacrifice->flag [FLAG_UNPAID])
325 return 0;
326
327 if (is_match_expr (ARCH_SACRIFICE (altar)))
328 return match (ARCH_SACRIFICE (altar), altar, originator);
329
330 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
331 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
332 && sacrifice->type != PLAYER)
351 { 333 {
352 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 334 if (ARCH_SACRIFICE (altar) == shstr_money
353 ARCH_SACRIFICE (altar) == sacrifice->name || 335 && sacrifice->type == MONEY
354 ARCH_SACRIFICE (altar) == sacrifice->slaying || 336 && 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; 337 return 1;
358 338
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 339 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 340 || ARCH_SACRIFICE (altar) == sacrifice->name
341 || ARCH_SACRIFICE (altar) == sacrifice->slaying
342 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
343 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
361 return 1; 344 return 1;
362 } 345 }
363 346
364 return 0; 347 return 0;
365} 348}
372 * 355 *
373 * If this function returns 1, '*sacrifice' is modified to point to the 356 * 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. 357 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
375 */ 358 */
376int 359int
377operate_altar (object *altar, object **sacrifice) 360operate_altar (object *altar, object **sacrifice, object *originator)
378{ 361{
379 if (!altar->map) 362 if (!altar->map)
380 { 363 {
381 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 364 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
382 return 0; 365 return 0;
383 } 366 }
384 367
385 if (!altar->slaying || altar->value) 368 if (!altar->slaying || altar->value)
386 return 0; 369 return 0;
387 370
388 if (!check_altar_sacrifice (altar, *sacrifice)) 371 if (!check_altar_sacrifice (altar, *sacrifice, originator))
389 return 0; 372 return 0;
390 373
391 /* check_altar_sacrifice should have already verified that enough money 374 /* check_altar_sacrifice should have already verified that enough money
392 * has been dropped. 375 * has been dropped.
393 */ 376 */
394 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 377 if (ARCH_SACRIFICE (altar) == shstr_money)
395 { 378 {
396 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 379 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
397 380
398 /* Round up any sacrifices. Altars don't make change either */ 381 /* Round up any sacrifices. Altars don't make change either */
399 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 382 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
400 number++; 383 number++;
401 384
402 *sacrifice = decrease_ob_nr (*sacrifice, number); 385 if (!(*sacrifice)->decrease (number))
386 *sacrifice = 0;
403 } 387 }
404 else 388 else
405 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 389 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
390 *sacrifice = 0;
406 391
407 if (altar->msg) 392 if (altar->msg)
408 new_info_map (NDI_BLACK, altar->map, altar->msg); 393 new_info_map (NDI_BLACK, altar->map, altar->msg);
409 394
410 return 1; 395 return 1;
411} 396}
412 397
413void 398void
414trigger_move (object *op, int state) /* 1 down and 0 up */ 399trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
415{ 400{
416 op->stats.wc = state; 401 op->stats.wc = state;
402
417 if (state) 403 if (state)
418 { 404 {
419 use_trigger (op); 405 use_trigger (op, originator);
420 if (op->stats.exp > 0) /* check sanity */ 406 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; 407 op->speed_left = -1;
426 } 408 }
427 else 409 else
428 { 410 {
429 use_trigger (op); 411 use_trigger (op, originator);
430 op->speed = 0; 412 op->set_speed (0);
431 update_ob_speed (op);
432 } 413 }
433} 414}
434 415
435 416
436/* 417/*
444 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 425 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
445 * 426 *
446 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 427 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
447 */ 428 */
448int 429int
449check_trigger (object *op, object *cause) 430check_trigger (object *op, object *cause, object *originator)
450{ 431{
451 object *tmp; 432 object *tmp;
452 int push = 0, tot = 0; 433 int push = 0, tot = 0;
453 int in_movement = op->stats.wc || op->speed; 434 int in_movement = op->stats.wc || op->speed;
454 435
455 switch (op->type) 436 switch (op->type)
456 { 437 {
457 case TRIGGER_BUTTON: 438 case TRIGGER_BUTTON:
458 if (op->weight > 0) 439 if (op->weight > 0)
459 { 440 {
460 if (cause) 441 if (cause)
461 { 442 {
462 for (tmp = op->above; tmp; tmp = tmp->above) 443 for (tmp = op->above; tmp; tmp = tmp->above)
463 /* Comment reproduced from update_buttons(): */ 444 /* Comment reproduced from update_buttons(): */
464 /* Basically, if the move_type matches that on what the 445 /* Basically, if the move_type matches that on what the
465 * button wants, we count it. The second check is so that 446 * button wants, we count it. The second check is so that
466 * objects that don't move (swords, etc) will count. Note that 447 * objects that don't move (swords, etc) will count. Note that
467 * this means that more work is needed to make buttons 448 * this means that more work is needed to make buttons
468 * that are only triggered by flying objects. 449 * that are only triggered by flying objects.
450 */
451 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
452 tot += tmp->head_ ()->total_weight ();
453
454 if (tot >= op->weight)
455 push = 1;
456
457 if (op->stats.ac == push)
458 return 0;
459
460 op->stats.ac = push;
461 if (NUM_ANIMATIONS (op) > 1)
462 {
463 SET_ANIMATION (op, push);
464 update_object (op, UP_OBJ_FACE);
465 }
466
467 if (in_movement || !push)
468 return 0;
469 }
470
471 trigger_move (op, push, cause);
472 }
473
474 return 0;
475
476 case TRIGGER_PEDESTAL:
477 if (cause)
478 {
479 for (tmp = op->above; tmp; tmp = tmp->above)
480 {
481 object *head = tmp->head_ ();
482
483 /* See comment in TRIGGER_BUTTON about move_types */
484 if (((head->move_type & op->move_on) || head->move_type == 0)
485 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
486 {
487 push = 1;
488 break;
489 }
490 }
491
492 if (op->stats.ac == push)
493 return 0;
494
495 op->stats.ac = push;
496
497 if (NUM_ANIMATIONS (op) > 1)
498 {
499 SET_ANIMATION (op, push);
500 update_object (op, UP_OBJ_FACE);
501 }
502
503 update_object (op, UP_OBJ_FACE);
504
505 if (in_movement || !push)
506 return 0;
507 }
508
509 trigger_move (op, push, cause);
510 return 0;
511
512 case TRIGGER_ALTAR:
513 if (cause)
514 {
515 if (in_movement)
516 return 0;
517
518 if (operate_altar (op, &cause)) /* TODO: originator? */
519 {
520 if (NUM_ANIMATIONS (op) > 1)
521 {
522 SET_ANIMATION (op, 1);
523 update_object (op, UP_OBJ_FACE);
524 }
525
526 if (op->last_sp >= 0)
527 {
528 trigger_move (op, 1, cause);
529
530 if (op->last_sp > 0)
531 op->last_sp = -op->last_sp;
532 }
533 else
534 {
535 /* for trigger altar with last_sp, the ON/OFF
536 * status (-> +/- value) is "simulated":
469 */ 537 */
470 538 op->value = !op->value;
471 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 539 trigger_move (op, 1, cause);
472 { 540 op->last_sp = -op->last_sp;
473 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 541 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 } 542 }
485 if (in_movement || !push) 543
486 return 0; 544 return cause == NULL;
487 } 545 }
488 trigger_move (op, push);
489 } 546 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; 547 return 0;
509 op->stats.ac = push; 548 }
549 else
550 {
510 if (NUM_ANIMATIONS (op) > 1) 551 if (NUM_ANIMATIONS (op) > 1)
511 { 552 {
512 SET_ANIMATION (op, push); 553 SET_ANIMATION (op, 0);
513 update_object (op, UP_OBJ_FACE); 554 update_object (op, UP_OBJ_FACE);
514 } 555 }
515 update_object (op, UP_OBJ_FACE);
516 if (in_movement || !push)
517 return 0;
518 }
519 trigger_move (op, push);
520 return 0;
521 556
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, 557 /* If trigger_altar has "last_sp > 0" set on the map,
566 * it will push the connected value only once per sacrifice. 558 * it will push the connected value only once per sacrifice.
567 * Otherwise (default), the connected value will be 559 * Otherwise (default), the connected value will be
568 * pushed twice: First by sacrifice, second by reset! -AV 560 * pushed twice: First by sacrifice, second by reset! -AV
569 */ 561 */
570 if (!op->last_sp) 562 if (!op->last_sp)
571 trigger_move (op, 0); 563 trigger_move (op, 0, cause);
572 else 564 else
573 { 565 {
574 op->stats.wc = 0; 566 op->stats.wc = 0;
575 op->value = !op->value; 567 op->value = !op->value;
576 op->speed = 0; 568 op->set_speed (0);
577 update_ob_speed (op);
578 } 569 }
579 } 570 }
580 return 0; 571 return 0;
581 572
582 case TRIGGER: 573 case TRIGGER:
583 if (cause) 574 if (cause)
584 { 575 {
585 if (in_movement) 576 if (in_movement)
586 return 0; 577 return 0;
578
587 push = 1; 579 push = 1;
588 } 580 }
581
589 if (NUM_ANIMATIONS (op) > 1) 582 if (NUM_ANIMATIONS (op) > 1)
590 { 583 {
591 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, push);
592 update_object (op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
593 } 586 }
587
594 trigger_move (op, push); 588 trigger_move (op, push, cause);
595 return 1; 589 return 1;
596 590
597 default: 591 default:
598 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 592 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
599 return 0; 593 return 0;
600 } 594 }
601} 595}
602 596
603void 597void
604add_button_link (object *button, maptile *map, int connected) 598object::add_link (maptile *map, shstr_tmp id)
605{ 599{
606 oblinkpt *obp;
607 objectlink *ol = get_objectlink ();
608
609 if (!map) 600 if (!map)
610 { 601 {
611 LOG (llevError, "Tried to add button-link without map.\n"); 602 LOG (llevError, "Tried to add button-link without map.\n");
612 return; 603 return;
613 } 604 }
614 if (!editor)
615 button->path_attuned = connected; /* peterm: I need this so I can rebuild
616 a connected map from a template map. */
617 605
618/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/ 606 flag [FLAG_IS_LINKED] = true;
619 607
620 SET_FLAG (button, FLAG_IS_LINKED); 608 objectlink *ol = get_objectlink ();
621
622 ol->ob = button; 609 ol->ob = this;
623 610
624 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 611 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
625 612 if (obp->id == id)
626 if (obp)
627 { 613 {
628 ol->next = obp->link; 614 ol->next = obp->link;
629 obp->link = ol; 615 obp->link = ol;
616 return;
630 } 617 }
631 else 618
632 {
633 obp = get_objectlinkpt (); 619 oblinkpt *obp = get_objectlinkpt ();
634 obp->value = connected; 620 obp->id = id;
635 621
636 obp->next = map->buttons; 622 obp->next = map->buttons;
637 map->buttons = obp; 623 map->buttons = obp;
638 obp->link = ol; 624 obp->link = ol;
639 }
640} 625}
641 626
642/* 627/*
643 * Remove the object from the linked lists of buttons in the map. 628 * Remove the object from the linked lists of buttons in the map.
644 * This is only needed by editors. 629 * This is only needed by editors.
645 */ 630 */
646
647void 631void
648remove_button_link (object *op) 632object::remove_link ()
649{ 633{
650 oblinkpt *obp; 634 if (!map)
651 objectlink **olp, *ol;
652
653 if (op->map == NULL)
654 { 635 {
655 LOG (llevError, "remove_button_link() in object without map.\n"); 636 LOG (llevError, "remove_button_link() in object without map.\n");
656 return; 637 return;
657 } 638 }
658 639
659 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 640 if (!flag [FLAG_IS_LINKED])
660 { 641 {
661 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 642 LOG (llevError, "remove_button_linked() in unlinked object.\n");
662 return; 643 return;
663 } 644 }
664 645
646 flag [FLAG_IS_LINKED] = false;
647
665 for (obp = op->map->buttons; obp; obp = obp->next) 648 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
666 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 649 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
667 if (ol->ob == op) 650 if ((*olp)->ob == this)
668 { 651 {
669 652 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; 653 *olp = ol->next;
674 delete ol; 654 delete ol;
675 return; 655 return;
676 } 656 }
677 657
678 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 658 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
679 CLEAR_FLAG (op, FLAG_IS_LINKED); 659}
660
661/*
662 * Updates every button on the map (by calling update_button() for them).
663 */
664void
665maptile::update_buttons ()
666{
667 for (oblinkpt *obp = buttons; obp; obp = obp->next)
668 for (objectlink *ol = obp->link; ol; ol = ol->next)
669 {
670 if (!ol->ob)
671 {
672 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
673 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
674 continue;
675 }
676
677 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
678 {
679 update_button (ol->ob, 0);
680 break;
681 }
682 }
680} 683}
681 684
682/* 685/*
683 * Gets the objectlink for this connection from the map. 686 * Gets the objectlink for this connection from the map.
684 */ 687 */
685oblinkpt * 688oblinkpt *
686get_connection_links (maptile *map, long connection) 689maptile::find_link (shstr_tmp id)
687{ 690{
688 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 691 for (oblinkpt *obp = buttons; obp; obp = obp->next)
689 if (obp->value == connection) 692 if (obp->id == id)
690 return obp; 693 return obp;
691 694
692 return 0; 695 return 0;
693} 696}
694 697
695/* 698/*
696 * Return the first objectlink in the objects linked to this one 699 * Return the first objectlink in the objects linked to this one
697 */ 700 */
698
699oblinkpt * 701oblinkpt *
700get_button_links (const object *button) 702object::find_link () const
701{ 703{
702 oblinkpt *obp; 704 if (map)
703 objectlink *ol;
704
705 if (!button->map)
706 return NULL;
707
708 for (obp = button->map->buttons; obp; obp = obp->next) 705 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
709 for (ol = obp->link; ol; ol = ol->next) 706 for (objectlink *ol = obp->link; ol; ol = ol->next)
710 if (ol->ob == button) 707 if (ol->ob == this)
711 return obp; 708 return obp;
712 709
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; 710 return 0;
733} 711}
734 712
735/* This routine makes monsters who are 713/* This routine makes monsters who are
736 * standing on the 'mood floor' change their 714 * standing on the 'mood floor' change their
738 * If floor is to be triggered must have 716 * If floor is to be triggered must have
739 * a speed of zero (default is 1 for all 717 * a speed of zero (default is 1 for all
740 * but the charm floor type). 718 * but the charm floor type).
741 * by b.t. thomas@nomad.astro.psu.edu 719 * by b.t. thomas@nomad.astro.psu.edu
742 */ 720 */
743
744void 721void
745do_mood_floor (object *op, object *source) 722do_mood_floor (object *op, object *source)
746{ 723{
747 object *tmp;
748 object *tmp2;
749
750 if (!source) 724 if (!source)
751 source = op; 725 source = op;
752 726
753 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 727 mapspace &ms = op->ms ();
728
729 if (!(ms.flags () & P_IS_ALIVE))
730 return;
731
732 object *tmp;
733
734 for (tmp = ms.top; tmp; tmp = tmp->below)
754 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 735 if (QUERY_FLAG (tmp, FLAG_MONSTER))
755 break; 736 break;
756 737
757 /* doesn't effect players, and if there is a player on this space, won't also 738 /* doesn't effect players, and if there is a player on this space, won't also
758 * be a monster here. 739 * be a monster here.
759 */ 740 */
741 //TODO: have players really FLAG_MONSTER? kept it for safety
760 if (!tmp || tmp->type == PLAYER) 742 if (!tmp || tmp->type == PLAYER)
761 return; 743 return;
762 744
763 switch (op->last_sp) 745 switch (op->last_sp)
764 { 746 {
765 case 0: /* furious--make all monsters mad */ 747 case 0: /* furious--make all monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 748 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 749 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
750
768 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 751 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
769 { 752 {
770 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
771 remove_friendly_object (tmp);
772 tmp->attack_movement = 0; 753 tmp->attack_movement = 0;
773 /* lots of checks here, but want to make sure we don't 754 /* lots of checks here, but want to make sure we don't
774 * dereference a null value 755 * dereference a null value
775 */ 756 */
776 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 757 if (tmp->type == GOLEM
758 && tmp->owner
759 && tmp->owner->type == PLAYER
760 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->ranges[range_golem] = 0; 761 tmp->owner->contr->golem = 0;
778 762
779 tmp->owner = 0; 763 tmp->owner = 0;
764
765 remove_friendly_object (tmp);
780 } 766 }
781 break; 767 break;
768
782 case 1: /* angry -- get neutral monsters mad */ 769 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 770 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 771 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break; 772 break;
773
786 case 2: /* calm -- pacify unfriendly monsters */ 774 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 775 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break; 776 break;
777
790 case 3: /* make all monsters fall asleep */ 778 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP); 779 SET_FLAG (tmp, FLAG_SLEEP);
793 break; 780 break;
781
794 case 4: /* charm all monsters */ 782 case 4: /* charm all monsters */
795 if (op == source) 783 if (op == source)
796 break; /* only if 'connected' */ 784 break; /* only if 'connected' */
797 785
798 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 786 if (object *pl = source->ms ().player ())
799 tmp2->type != PLAYER; tmp2 = tmp2->above) 787 {
800 if (tmp2->above == NULL) 788 tmp->set_owner (pl);
789 SET_FLAG (tmp, FLAG_MONSTER);
790
791 tmp->stats.exp = 0;
792
793 add_friendly_object (tmp);
794 tmp->attack_movement = PETMOVE;
795 }
801 break; 796 break;
802 797
803 if (tmp2->type != PLAYER) 798 case 6: // kill monsters
799 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
804 break; 800 break;
805 801
806 tmp->set_owner (tmp2); 802 // FALL THROUGH
807 SET_FLAG (tmp, FLAG_MONSTER); 803 case 5: // kill all alives
808 804 if (!tmp->flag [FLAG_PRECIOUS])
809 tmp->stats.exp = 0; 805 {
810 SET_FLAG (tmp, FLAG_FRIENDLY); 806 archetype::get (shstr_burnout)->insert_at (tmp, source);
811 807 tmp->destroy ();
812 add_friendly_object (tmp); 808 }
813 tmp->attack_movement = PETMOVE;
814 break; 809 break;
815 810
816 default: 811 default:
817 break; 812 break;
818 } 813 }
830 object *tmp, *ret = NULL; 825 object *tmp, *ret = NULL;
831 826
832 /* First check the object itself. */ 827 /* First check the object itself. */
833 if ((trig->stats.hp && (op->type == trig->stats.hp)) 828 if ((trig->stats.hp && (op->type == trig->stats.hp))
834 || (trig->slaying && (op->slaying == trig->slaying)) 829 || (trig->slaying && (op->slaying == trig->slaying))
835 || (trig->race && (op->arch->name == trig->race))) 830 || (trig->race && (op->arch->archname == trig->race)))
836 return op; 831 return op;
837 832
838 for (tmp = op->inv; tmp; tmp = tmp->below) 833 for (tmp = op->inv; tmp; tmp = tmp->below)
839 { 834 {
840 if (tmp->inv) 835 if (tmp->inv)
843 if (ret) 838 if (ret)
844 return ret; 839 return ret;
845 } 840 }
846 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 841 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
847 || (trig->slaying && (tmp->slaying == trig->slaying)) 842 || (trig->slaying && (tmp->slaying == trig->slaying))
848 || (trig->race && (tmp->arch->name == trig->race))) 843 || (trig->race && (tmp->arch->archname == trig->race)))
849 return tmp; 844 return tmp;
850 } 845 }
851 return NULL; 846 return NULL;
852} 847}
853 848
866 * and has a matching item. Imagine what happens if someone steps on the inventory 861 * 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 862 * 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 863 * 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. 864 * state in the inventory checker. This won't happen anymore now.
870 * 865 *
866 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
867 * whether op is on this mapspace or not, because the value (1|0) depends
868 * on this information. also make sure to only push_button if op has
869 * a matching item (because when we do a push_button with value=0 timed gates
870 * will still open)! (i hope i got the semantics right this time)
871 *
871 */ 872 */
872void 873void
873check_inv (object *op, object *trig) 874check_inv (object *op, object *trig)
874{ 875{
875 trig->value = 0; // deactivate if none of the following conditions apply 876 trig->value = 0; // deactivate if none of the following conditions apply
876 877
877 if (object *pl = trig->ms ().player ()) 878 object *pl = trig->ms ().player ();
878 {
879 object *match = check_inv_recursive (pl, trig); 879 object *match = check_inv_recursive (op, trig);
880 880
881 // elmex: a note about (pl == op):
882 // if pl == 0 then the player has left this space
883 // if pl != 0 then a player is on this mapspace, but then
884 // we still have to check whether it's the player that triggered
885 // this inv-checker, because if not, then the op left this inv-checker
886 // and we have to set the value to 0
887
881 if (match && trig->last_sp) // match == having 888 if (match && trig->last_sp) // match == having
882 { 889 {
883 if (trig->last_heal) 890 if (trig->last_heal)
884 decrease_ob (match); 891 match->decrease ();
885 892
886 trig->value = 1; 893 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
887 } 894 push_button (trig, op);
895 }
888 else if (!match && !trig->last_sp) // match == not having 896 else if (!match && !trig->last_sp) // match == not having
889 trig->value = 1;
890 } 897 {
891 898 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
892 push_button (trig); 899 push_button (trig, op);
900 }
893} 901}
894 902

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