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Comparing deliantra/server/common/button.C (file contents):
Revision 1.22 by pippijn, Sat Jan 6 14:42:28 2007 UTC vs.
Revision 1.59 by root, Wed Oct 21 00:44:39 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* 27/*
29 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
30 */ 29 */
31 30
32/* 31/*
33 * elmex: 32 * elmex:
34 * 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.
35 * 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.
36 * 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.
37 */ 37 */
38void 38static void
39activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
40{ 40{
41 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
42 { 42 {
43 if (!ol->ob) 43 if (!ol->ob)
44 { 44 {
60 object *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->set_speed (0.5); 78 tmp->set_speed (0.5);
74 break; 79 break;
75 80
76 case CF_HANDLE: 81 case T_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
79 break; 84 break;
80 85
81 case SIGN: 86 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 88 {
89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 91 if (tmp->stats.food)
86 tmp->last_eat++; 92 tmp->last_eat++;
87 } 93 }
88 break; 94 break;
89 95
90 case ALTAR: 96 case ALTAR:
97 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 98 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
94 break; 101 break;
95 102
96 case BUTTON: 103 case BUTTON:
97 case PEDESTAL: 104 case PEDESTAL:
105 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 106 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 107 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 108 update_object (tmp, UP_OBJ_FACE);
101 break; 109 break;
102 110
103 case MOOD_FLOOR: 111 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 112 do_mood_floor (tmp, activator);
105 break; 113 break;
106 114
107 case TIMED_GATE: 115 case TIMED_GATE:
116 if (!tmp->active)
117 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
118
108 tmp->set_speed (tmp->arch->clone.speed); 119 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 120 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 121 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 122 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 123 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 124 * from the head - this ensures that the data will consistent
114 */ 125 */
115 for (tmp = tmp->more; tmp; tmp = tmp->more) 126 for (object *part = tmp->more; part; part = part->more)
116 { 127 {
117 tmp->value = tmp->head->value; 128 part->value = tmp->value;
118 tmp->stats.sp = tmp->head->stats.sp; 129 part->stats.sp = tmp->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp; 130 part->stats.hp = tmp->stats.hp;
120 tmp->set_speed (tmp->head->speed); 131 part->set_speed (tmp->speed);
121 } 132 }
122 break; 133 break;
123 134
124 case DIRECTOR: 135 case DIRECTOR:
125 case FIREWALL: 136 case FIREWALL:
126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 137 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
127 move_firewall (tmp); 138 move_firewall (tmp);
128 else 139 else
129 { 140 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 141 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132 animate_turning (tmp); 142 animate_turning (tmp);
133 } 143 }
134 break; 144 break;
135 145
136 case TELEPORTER: 146 case TELEPORTER:
140 case CREATOR: 150 case CREATOR:
141 move_creator (tmp); 151 move_creator (tmp);
142 break; 152 break;
143 153
144 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
145 move_marker (tmp); 156 move_marker (tmp);
146 break; 157 break;
147 158
148 case DUPLICATOR: 159 case DUPLICATOR:
149 move_duplicator (tmp); 160 move_duplicator (tmp);
161 break;
162
163 case MAPSCRIPT:
164 cfperl_mapscript_activate (tmp, state, activator, originator);
150 break; 165 break;
151 } 166 }
152 } 167 }
153} 168}
154 169
163 * Changed the routine to loop through _all_ objects. 178 * Changed the routine to loop through _all_ objects.
164 * Better hurry with that linked list... 179 * Better hurry with that linked list...
165 * 180 *
166 */ 181 */
167void 182void
168push_button (object *op) 183push_button (object *op, object *originator)
169{ 184{
170 oblinkpt *obp = get_button_links (op); 185 if (oblinkpt *obp = op->find_link ())
171 186 {
172 if (!obp) 187 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
173 return; 188 return;
174 189
175 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
176 return;
177
178 activate_connection_link (obp->link, op->value, op); 190 activate_connection_link (obp->link, op->value, op, originator);
191 }
179} 192}
180 193
181/* 194/*
182 * elmex: 195 * elmex:
183 * 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
185 * 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
186 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 199 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
187 * 200 *
188 */ 201 */
189void 202void
190activate_connection (maptile *map, long connection, bool state) 203maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
191{ 204{
192 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)))
193 return; 206 return;
194 207
195 oblinkpt *obp = get_connection_links (map, connection); 208 if (oblinkpt *obp = find_link (id))
196
197 if (obp)
198 activate_connection_link (obp->link, state); 209 activate_connection_link (obp->link, state, activator, originator);
199} 210}
200 211
201/* 212/*
202 * Updates everything connected with the button op. 213 * Updates everything connected with the button op.
203 * 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
204 * 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
205 * button reacts to the (eventual) change of state. 216 * button reacts to the (eventual) change of state.
206 */ 217 */
207void 218void
208update_button (object *op) 219update_button (object *op, object *originator)
209{ 220{
210 object *ab, *tmp, *head;
211 int tot, any_down = 0, old_value = op->value; 221 int any_down = 0, old_value = op->value;
212 oblinkpt *obp = 0;
213 objectlink *ol;
214 222
215 obp = get_button_links (op); 223 if (oblinkpt *obp = op->find_link ())
216 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
217 if (obp)
218 for (ol = obp->link; ol; ol = ol->next) 224 for (objectlink *ol = obp->link; ol; ol = ol->next)
219 { 225 {
220 if (!ol->ob) 226 if (!ol->ob)
221 { 227 {
222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 228 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 229 continue;
224 } 230 }
225 231
226 tmp = ol->ob; 232 object *tmp = ol->ob;
233
227 if (tmp->type == BUTTON) 234 if (tmp->type == BUTTON)
228 { 235 {
236 sint32 total = 0;
237
229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 238 for (object *ab = tmp->above; ab; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop?
235 */
236
237 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 241 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
242 */ 244 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 246 total += ab->head_ ()->total_weight ();
245 247
246 tmp->value = (tot >= tmp->weight) ? 1 : 0; 248 tmp->value = total >= tmp->weight;
247 if (tmp->value) 249
248 any_down = 1; 250 any_down = any_down || tmp->value;
249 } 251 }
250 else if (tmp->type == PEDESTAL) 252 else if (tmp->type == PEDESTAL)
251 { 253 {
254 bool is_match = is_match_expr (tmp->slaying);
252 tmp->value = 0; 255 tmp->value = 0;
256
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 257 for (object *ab = tmp->above; ab; ab = ab->above)
254 { 258 {
255 head = ab->head ? ab->head : ab; 259 object *head = ab->head_ ();
260
256 /* Same note regarding move_type for buttons above apply here. */ 261 /* Same note regarding move_type for buttons above apply here. */
257 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)
258 (head->race == tmp->slaying || 265 : (head->race == tmp->slaying
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 266 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 267 || (tmp->slaying == shstr_player && head->type == PLAYER)))
268 {
261 tmp->value = 1; 269 tmp->value = 1;
270 break;
271 }
272 }
273
274 any_down = any_down || tmp->value;
275 }
276 else if (tmp->type == T_MATCH)
277 {
278 tmp->value = 0;
279
280 for (object *ab = tmp->above; ab; ab = ab->above)
262 } 281 {
263 if (tmp->value) 282 object *head = ab->head_ ();
264 any_down = 1; 283
284 /* Same note regarding move_type for buttons above apply here. */
285 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
286 if (match (tmp->slaying, head, tmp, originator))
287 {
288 tmp->value = 1;
289 break;
290 }
291 }
292
293 any_down = any_down || tmp->value;
265 } 294 }
266 } 295 }
296
267 if (any_down) /* If any other buttons were down, force this to remain down */ 297 if (any_down) /* If any other buttons were down, force this to remain down */
268 op->value = 1; 298 op->value = 1;
269 299
300 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
301
270 /* If this button hasn't changed, don't do anything */ 302 /* If this button hasn't changed, don't do anything */
271 if (op->value != old_value) 303 if (op->value != old_value)
272 { 304 {
273 SET_ANIMATION (op, op->value); 305 SET_ANIMATION (op, op->value);
274 update_object (op, UP_OBJ_FACE); 306 update_object (op, UP_OBJ_FACE);
275 push_button (op); /* Make all other buttons the same */ 307 push_button (op, originator); /* Make all other buttons the same */
276 } 308 }
277} 309}
278 310
279void 311void
280use_trigger (object *op) 312use_trigger (object *op, object *originator)
281{ 313{
282 /* Toggle value */ 314 /* Toggle value */
283 op->value = !op->value; 315 op->value = !op->value;
316
284 push_button (op); 317 push_button (op, originator);
285} 318}
286 319
287/* 320/*
288 * Note: animate_object should be used instead of this, 321 * Note: animate_object should be used instead of this,
289 * but it can't handle animations in the 8 directions 322 * but it can't handle animations in the 8 directions
310 * sacrificed. This fixes a bug of trying to put multiple altars/related 343 * sacrificed. This fixes a bug of trying to put multiple altars/related
311 * objects on the same space that take the same sacrifice. 344 * objects on the same space that take the same sacrifice.
312 */ 345 */
313 346
314int 347int
315check_altar_sacrifice (const object *altar, const object *sacrifice) 348check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
316{ 349{
317 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 350 if (sacrifice->flag [FLAG_UNPAID])
351 return 0;
352
353 if (is_match_expr (ARCH_SACRIFICE (altar)))
354 return match (ARCH_SACRIFICE (altar), altar, originator);
355
356 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
357 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
358 && sacrifice->type != PLAYER)
318 { 359 {
319 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 360 if (ARCH_SACRIFICE (altar) == shstr_money
320 ARCH_SACRIFICE (altar) == sacrifice->name || 361 && sacrifice->type == MONEY
321 ARCH_SACRIFICE (altar) == sacrifice->slaying || 362 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
322 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
323 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
324 return 1; 363 return 1;
325 364
326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 365 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 366 || ARCH_SACRIFICE (altar) == sacrifice->name
367 || ARCH_SACRIFICE (altar) == sacrifice->slaying
368 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
369 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
328 return 1; 370 return 1;
329 } 371 }
330 372
331 return 0; 373 return 0;
332} 374}
339 * 381 *
340 * If this function returns 1, '*sacrifice' is modified to point to the 382 * If this function returns 1, '*sacrifice' is modified to point to the
341 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 383 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
342 */ 384 */
343int 385int
344operate_altar (object *altar, object **sacrifice) 386operate_altar (object *altar, object **sacrifice, object *originator)
345{ 387{
346 if (!altar->map) 388 if (!altar->map)
347 { 389 {
348 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 390 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
349 return 0; 391 return 0;
350 } 392 }
351 393
352 if (!altar->slaying || altar->value) 394 if (!altar->slaying || altar->value)
353 return 0; 395 return 0;
354 396
355 if (!check_altar_sacrifice (altar, *sacrifice)) 397 if (!check_altar_sacrifice (altar, *sacrifice, originator))
356 return 0; 398 return 0;
357 399
358 /* check_altar_sacrifice should have already verified that enough money 400 /* check_altar_sacrifice should have already verified that enough money
359 * has been dropped. 401 * has been dropped.
360 */ 402 */
361 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 403 if (ARCH_SACRIFICE (altar) == shstr_money)
362 { 404 {
363 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 405 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
364 406
365 /* Round up any sacrifices. Altars don't make change either */ 407 /* Round up any sacrifices. Altars don't make change either */
366 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 408 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
367 number++; 409 number++;
368 410
369 *sacrifice = decrease_ob_nr (*sacrifice, number); 411 if (!(*sacrifice)->decrease (number))
412 *sacrifice = 0;
370 } 413 }
371 else 414 else
372 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 415 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
416 *sacrifice = 0;
373 417
374 if (altar->msg) 418 if (altar->msg)
375 new_info_map (NDI_BLACK, altar->map, altar->msg); 419 new_info_map (NDI_BLACK, altar->map, altar->msg);
376 420
377 return 1; 421 return 1;
378} 422}
379 423
380void 424void
381trigger_move (object *op, int state) /* 1 down and 0 up */ 425trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
382{ 426{
383 op->stats.wc = state; 427 op->stats.wc = state;
428
384 if (state) 429 if (state)
385 { 430 {
386 use_trigger (op); 431 use_trigger (op, originator);
387 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 432 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
388 op->speed_left = -1; 433 op->speed_left = -1;
389 } 434 }
390 else 435 else
391 { 436 {
392 use_trigger (op); 437 use_trigger (op, originator);
393 op->set_speed (0); 438 op->set_speed (0);
394 } 439 }
395} 440}
396 441
397 442
406 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 451 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
407 * 452 *
408 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 453 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
409 */ 454 */
410int 455int
411check_trigger (object *op, object *cause) 456check_trigger (object *op, object *cause, object *originator)
412{ 457{
413 object *tmp; 458 object *tmp;
414 int push = 0, tot = 0; 459 int push = 0, tot = 0;
415 int in_movement = op->stats.wc || op->speed; 460 int in_movement = op->stats.wc || op->speed;
416 461
417 switch (op->type) 462 switch (op->type)
418 { 463 {
419 case TRIGGER_BUTTON: 464 case TRIGGER_BUTTON:
420 if (op->weight > 0) 465 if (op->weight > 0)
421 { 466 {
422 if (cause) 467 if (cause)
423 { 468 {
424 for (tmp = op->above; tmp; tmp = tmp->above) 469 for (tmp = op->above; tmp; tmp = tmp->above)
425 /* Comment reproduced from update_buttons(): */ 470 /* Comment reproduced from update_buttons(): */
426 /* Basically, if the move_type matches that on what the 471 /* Basically, if the move_type matches that on what the
427 * button wants, we count it. The second check is so that 472 * button wants, we count it. The second check is so that
428 * objects that don't move (swords, etc) will count. Note that 473 * objects that don't move (swords, etc) will count. Note that
429 * this means that more work is needed to make buttons 474 * this means that more work is needed to make buttons
430 * that are only triggered by flying objects. 475 * that are only triggered by flying objects.
476 */
477 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
478 tot += tmp->head_ ()->total_weight ();
479
480 if (tot >= op->weight)
481 push = 1;
482
483 if (op->stats.ac == push)
484 return 0;
485
486 op->stats.ac = push;
487 if (NUM_ANIMATIONS (op) > 1)
488 {
489 SET_ANIMATION (op, push);
490 update_object (op, UP_OBJ_FACE);
491 }
492
493 if (in_movement || !push)
494 return 0;
495 }
496
497 trigger_move (op, push, cause);
498 }
499
500 return 0;
501
502 case TRIGGER_PEDESTAL:
503 if (cause)
504 {
505 for (tmp = op->above; tmp; tmp = tmp->above)
506 {
507 object *head = tmp->head_ ();
508
509 /* See comment in TRIGGER_BUTTON about move_types */
510 if (((head->move_type & op->move_on) || head->move_type == 0)
511 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
512 {
513 push = 1;
514 break;
515 }
516 }
517
518 if (op->stats.ac == push)
519 return 0;
520
521 op->stats.ac = push;
522
523 if (NUM_ANIMATIONS (op) > 1)
524 {
525 SET_ANIMATION (op, push);
526 update_object (op, UP_OBJ_FACE);
527 }
528
529 update_object (op, UP_OBJ_FACE);
530
531 if (in_movement || !push)
532 return 0;
533 }
534
535 trigger_move (op, push, cause);
536 return 0;
537
538 case TRIGGER_ALTAR:
539 if (cause)
540 {
541 if (in_movement)
542 return 0;
543
544 if (operate_altar (op, &cause)) /* TODO: originator? */
545 {
546 if (NUM_ANIMATIONS (op) > 1)
547 {
548 SET_ANIMATION (op, 1);
549 update_object (op, UP_OBJ_FACE);
550 }
551
552 if (op->last_sp >= 0)
553 {
554 trigger_move (op, 1, cause);
555
556 if (op->last_sp > 0)
557 op->last_sp = -op->last_sp;
558 }
559 else
560 {
561 /* for trigger altar with last_sp, the ON/OFF
562 * status (-> +/- value) is "simulated":
431 */ 563 */
432 564 op->value = !op->value;
433 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 565 trigger_move (op, 1, cause);
434 { 566 op->last_sp = -op->last_sp;
435 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 567 op->value = !op->value;
436 }
437 if (tot >= op->weight)
438 push = 1;
439 if (op->stats.ac == push)
440 return 0;
441 op->stats.ac = push;
442 if (NUM_ANIMATIONS (op) > 1)
443 {
444 SET_ANIMATION (op, push);
445 update_object (op, UP_OBJ_FACE);
446 } 568 }
447 if (in_movement || !push) 569
448 return 0; 570 return cause == NULL;
449 } 571 }
450 trigger_move (op, push);
451 } 572 else
452 return 0;
453
454 case TRIGGER_PEDESTAL:
455 if (cause)
456 {
457 for (tmp = op->above; tmp; tmp = tmp->above)
458 {
459 object *head = tmp->head ? tmp->head : tmp;
460
461 /* See comment in TRIGGER_BUTTON about move_types */
462 if (((head->move_type & op->move_on) || head->move_type == 0)
463 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
464 {
465 push = 1;
466 break;
467 }
468 }
469 if (op->stats.ac == push)
470 return 0; 573 return 0;
471 op->stats.ac = push; 574 }
575 else
576 {
472 if (NUM_ANIMATIONS (op) > 1) 577 if (NUM_ANIMATIONS (op) > 1)
473 { 578 {
474 SET_ANIMATION (op, push); 579 SET_ANIMATION (op, 0);
475 update_object (op, UP_OBJ_FACE); 580 update_object (op, UP_OBJ_FACE);
476 } 581 }
477 update_object (op, UP_OBJ_FACE);
478 if (in_movement || !push)
479 return 0;
480 }
481 trigger_move (op, push);
482 return 0;
483 582
484 case TRIGGER_ALTAR:
485 if (cause)
486 {
487 if (in_movement)
488 return 0;
489 if (operate_altar (op, &cause))
490 {
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, 1);
494 update_object (op, UP_OBJ_FACE);
495 }
496 if (op->last_sp >= 0)
497 {
498 trigger_move (op, 1);
499 if (op->last_sp > 0)
500 op->last_sp = -op->last_sp;
501 }
502 else
503 {
504 /* for trigger altar with last_sp, the ON/OFF
505 * status (-> +/- value) is "simulated":
506 */
507 op->value = !op->value;
508 trigger_move (op, 1);
509 op->last_sp = -op->last_sp;
510 op->value = !op->value;
511 }
512 return cause == NULL;
513 }
514 else
515 {
516 return 0;
517 }
518 }
519 else
520 {
521 if (NUM_ANIMATIONS (op) > 1)
522 {
523 SET_ANIMATION (op, 0);
524 update_object (op, UP_OBJ_FACE);
525 }
526
527 /* If trigger_altar has "last_sp > 0" set on the map, 583 /* If trigger_altar has "last_sp > 0" set on the map,
528 * it will push the connected value only once per sacrifice. 584 * it will push the connected value only once per sacrifice.
529 * Otherwise (default), the connected value will be 585 * Otherwise (default), the connected value will be
530 * pushed twice: First by sacrifice, second by reset! -AV 586 * pushed twice: First by sacrifice, second by reset! -AV
531 */ 587 */
532 if (!op->last_sp) 588 if (!op->last_sp)
533 trigger_move (op, 0); 589 trigger_move (op, 0, cause);
534 else 590 else
535 { 591 {
536 op->stats.wc = 0; 592 op->stats.wc = 0;
537 op->value = !op->value; 593 op->value = !op->value;
538 op->set_speed (0); 594 op->set_speed (0);
539 } 595 }
540 } 596 }
541 return 0; 597 return 0;
542 598
543 case TRIGGER: 599 case TRIGGER:
544 if (cause) 600 if (cause)
545 { 601 {
546 if (in_movement) 602 if (in_movement)
547 return 0; 603 return 0;
548 604
549 push = 1; 605 push = 1;
550 } 606 }
551 607
552 if (NUM_ANIMATIONS (op) > 1) 608 if (NUM_ANIMATIONS (op) > 1)
553 { 609 {
554 SET_ANIMATION (op, push); 610 SET_ANIMATION (op, push);
555 update_object (op, UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
556 } 612 }
557 613
558 trigger_move (op, push); 614 trigger_move (op, push, cause);
559 return 1; 615 return 1;
560 616
561 default: 617 default:
562 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 618 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
563 return 0; 619 return 0;
564 } 620 }
565} 621}
566 622
567void 623void
568add_button_link (object *button, maptile *map, int connected) 624object::add_link (maptile *map, shstr_tmp id)
569{ 625{
570 oblinkpt *obp;
571 objectlink *ol = get_objectlink ();
572
573 if (!map) 626 if (!map)
574 { 627 {
575 LOG (llevError, "Tried to add button-link without map.\n"); 628 LOG (llevError, "Tried to add button-link without map.\n");
576 return; 629 return;
577 } 630 }
578 631
579 button->path_attuned = connected; /* peterm: I need this so I can rebuild 632 flag [FLAG_IS_LINKED] = true;
580 a connected map from a template map. */
581 633
582 SET_FLAG (button, FLAG_IS_LINKED); 634 objectlink *ol = get_objectlink ();
583
584 ol->ob = button; 635 ol->ob = this;
585 636
586 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 637 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
587 ; 638 if (obp->id == id)
588
589 if (obp)
590 { 639 {
591 ol->next = obp->link; 640 ol->next = obp->link;
592 obp->link = ol; 641 obp->link = ol;
642 return;
593 } 643 }
594 else 644
595 {
596 obp = get_objectlinkpt (); 645 oblinkpt *obp = get_objectlinkpt ();
597 obp->value = connected; 646 obp->id = id;
598 647
599 obp->next = map->buttons; 648 obp->next = map->buttons;
600 map->buttons = obp; 649 map->buttons = obp;
601 obp->link = ol; 650 obp->link = ol;
602 }
603} 651}
604 652
605/* 653/*
606 * Remove the object from the linked lists of buttons in the map. 654 * Remove the object from the linked lists of buttons in the map.
607 * This is only needed by editors. 655 * This is only needed by editors.
608 */ 656 */
609
610void 657void
611remove_button_link (object *op) 658object::remove_link ()
612{ 659{
613 oblinkpt *obp; 660 if (!map)
614 objectlink **olp, *ol;
615
616 if (op->map == NULL)
617 { 661 {
618 LOG (llevError, "remove_button_link() in object without map.\n"); 662 LOG (llevError, "remove_button_link() in object without map.\n");
619 return; 663 return;
620 } 664 }
621 665
622 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 666 if (!flag [FLAG_IS_LINKED])
623 { 667 {
624 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 668 LOG (llevError, "remove_button_linked() in unlinked object.\n");
625 return; 669 return;
626 } 670 }
627 671
672 flag [FLAG_IS_LINKED] = false;
673
628 for (obp = op->map->buttons; obp; obp = obp->next) 674 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
629 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 675 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
630 if (ol->ob == op) 676 if ((*olp)->ob == this)
631 { 677 {
632 678 objectlink *ol = *olp;
633/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
634 obp->value, op->name, op->map->path);
635*/
636 *olp = ol->next; 679 *olp = ol->next;
637 delete ol; 680 delete ol;
638 return; 681 return;
639 } 682 }
640 683
641 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 684 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
642 CLEAR_FLAG (op, FLAG_IS_LINKED); 685}
686
687/*
688 * Updates every button on the map (by calling update_button() for them).
689 */
690void
691maptile::update_buttons ()
692{
693 for (oblinkpt *obp = buttons; obp; obp = obp->next)
694 for (objectlink *ol = obp->link; ol; ol = ol->next)
695 {
696 if (!ol->ob)
697 {
698 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
699 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
700 continue;
701 }
702
703 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
704 {
705 update_button (ol->ob, 0);
706 break;
707 }
708 }
643} 709}
644 710
645/* 711/*
646 * Gets the objectlink for this connection from the map. 712 * Gets the objectlink for this connection from the map.
647 */ 713 */
648oblinkpt * 714oblinkpt *
649get_connection_links (maptile *map, long connection) 715maptile::find_link (shstr_tmp id)
650{ 716{
651 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 717 for (oblinkpt *obp = buttons; obp; obp = obp->next)
652 if (obp->value == connection) 718 if (obp->id == id)
653 return obp; 719 return obp;
654 720
655 return 0; 721 return 0;
656} 722}
657 723
658/* 724/*
659 * Return the first objectlink in the objects linked to this one 725 * Return the first objectlink in the objects linked to this one
660 */ 726 */
661
662oblinkpt * 727oblinkpt *
663get_button_links (const object *button) 728object::find_link () const
664{ 729{
665 oblinkpt *obp; 730 if (map)
666 objectlink *ol;
667
668 if (!button->map)
669 return NULL;
670
671 for (obp = button->map->buttons; obp; obp = obp->next) 731 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
672 for (ol = obp->link; ol; ol = ol->next) 732 for (objectlink *ol = obp->link; ol; ol = ol->next)
673 if (ol->ob == button) 733 if (ol->ob == this)
674 return obp; 734 return obp;
675 735
676 return NULL;
677}
678
679/*
680 * Made as a separate function to increase efficiency
681 */
682
683int
684get_button_value (const object *button)
685{
686 oblinkpt *obp;
687 objectlink *ol;
688
689 if (!button->map)
690 return 0;
691 for (obp = button->map->buttons; obp; obp = obp->next)
692 for (ol = obp->link; ol; ol = ol->next)
693 if (ol->ob == button)
694 return obp->value;
695 return 0; 736 return 0;
696} 737}
697 738
698/* This routine makes monsters who are 739/* This routine makes monsters who are
699 * standing on the 'mood floor' change their 740 * standing on the 'mood floor' change their
701 * If floor is to be triggered must have 742 * If floor is to be triggered must have
702 * a speed of zero (default is 1 for all 743 * a speed of zero (default is 1 for all
703 * but the charm floor type). 744 * but the charm floor type).
704 * by b.t. thomas@nomad.astro.psu.edu 745 * by b.t. thomas@nomad.astro.psu.edu
705 */ 746 */
706
707void 747void
708do_mood_floor (object *op, object *source) 748do_mood_floor (object *op, object *source)
709{ 749{
710 object *tmp;
711 object *tmp2;
712
713 if (!source) 750 if (!source)
714 source = op; 751 source = op;
715 752
716 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 753 mapspace &ms = op->ms ();
754
755 if (!(ms.flags () & P_IS_ALIVE))
756 return;
757
758 object *tmp;
759
760 for (tmp = ms.top; tmp; tmp = tmp->below)
717 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 761 if (QUERY_FLAG (tmp, FLAG_MONSTER))
718 break; 762 break;
719 763
720 /* doesn't effect players, and if there is a player on this space, won't also 764 /* doesn't effect players, and if there is a player on this space, won't also
721 * be a monster here. 765 * be a monster here.
722 */ 766 */
767 //TODO: have players really FLAG_MONSTER? kept it for safety
723 if (!tmp || tmp->type == PLAYER) 768 if (!tmp || tmp->type == PLAYER)
724 return; 769 return;
725 770
726 switch (op->last_sp) 771 switch (op->last_sp)
727 { 772 {
728 case 0: /* furious--make all monsters mad */ 773 case 0: /* furious--make all monsters mad */
729 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 774 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
730 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 775 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
776
731 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 777 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
732 { 778 {
733 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
734 remove_friendly_object (tmp);
735 tmp->attack_movement = 0; 779 tmp->attack_movement = 0;
736 /* lots of checks here, but want to make sure we don't 780 /* lots of checks here, but want to make sure we don't
737 * dereference a null value 781 * dereference a null value
738 */ 782 */
739 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 783 if (tmp->type == GOLEM
784 && tmp->owner
785 && tmp->owner->type == PLAYER
786 && tmp->owner->contr->golem == tmp)
740 tmp->owner->contr->ranges[range_golem] = 0; 787 tmp->owner->contr->golem = 0;
741 788
742 tmp->owner = 0; 789 tmp->owner = 0;
790
791 remove_friendly_object (tmp);
743 } 792 }
744 break; 793 break;
794
745 case 1: /* angry -- get neutral monsters mad */ 795 case 1: /* angry -- get neutral monsters mad */
746 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 796 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
747 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 797 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
748 break; 798 break;
799
749 case 2: /* calm -- pacify unfriendly monsters */ 800 case 2: /* calm -- pacify unfriendly monsters */
750 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
751 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 801 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
752 break; 802 break;
803
753 case 3: /* make all monsters fall asleep */ 804 case 3: /* make all monsters fall asleep */
754 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
755 SET_FLAG (tmp, FLAG_SLEEP); 805 SET_FLAG (tmp, FLAG_SLEEP);
756 break; 806 break;
807
757 case 4: /* charm all monsters */ 808 case 4: /* charm all monsters */
758 if (op == source) 809 if (op == source)
759 break; /* only if 'connected' */ 810 break; /* only if 'connected' */
760 811
761 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 812 if (object *pl = source->ms ().player ())
762 tmp2->type != PLAYER; tmp2 = tmp2->above) 813 {
763 if (tmp2->above == NULL) 814 tmp->set_owner (pl);
815 SET_FLAG (tmp, FLAG_MONSTER);
816
817 tmp->stats.exp = 0;
818
819 add_friendly_object (tmp);
820 tmp->attack_movement = PETMOVE;
821 }
764 break; 822 break;
765 823
766 if (tmp2->type != PLAYER) 824 case 6: // kill monsters
825 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 break; 826 break;
768 827
769 tmp->set_owner (tmp2); 828 // FALL THROUGH
770 SET_FLAG (tmp, FLAG_MONSTER); 829 case 5: // kill all alives
771 830 if (!tmp->flag [FLAG_PRECIOUS])
772 tmp->stats.exp = 0; 831 {
773 SET_FLAG (tmp, FLAG_FRIENDLY); 832 archetype::get (shstr_burnout)->insert_at (tmp, source);
774 833 tmp->destroy ();
775 add_friendly_object (tmp); 834 }
776 tmp->attack_movement = PETMOVE;
777 break; 835 break;
778 836
779 default: 837 default:
780 break; 838 break;
781 } 839 }
793 object *tmp, *ret = NULL; 851 object *tmp, *ret = NULL;
794 852
795 /* First check the object itself. */ 853 /* First check the object itself. */
796 if ((trig->stats.hp && (op->type == trig->stats.hp)) 854 if ((trig->stats.hp && (op->type == trig->stats.hp))
797 || (trig->slaying && (op->slaying == trig->slaying)) 855 || (trig->slaying && (op->slaying == trig->slaying))
798 || (trig->race && (op->arch->name == trig->race))) 856 || (trig->race && (op->arch->archname == trig->race)))
799 return op; 857 return op;
800 858
801 for (tmp = op->inv; tmp; tmp = tmp->below) 859 for (tmp = op->inv; tmp; tmp = tmp->below)
802 { 860 {
803 if (tmp->inv) 861 if (tmp->inv)
806 if (ret) 864 if (ret)
807 return ret; 865 return ret;
808 } 866 }
809 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 867 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
810 || (trig->slaying && (tmp->slaying == trig->slaying)) 868 || (trig->slaying && (tmp->slaying == trig->slaying))
811 || (trig->race && (tmp->arch->name == trig->race))) 869 || (trig->race && (tmp->arch->archname == trig->race)))
812 return tmp; 870 return tmp;
813 } 871 }
814 return NULL; 872 return NULL;
815} 873}
816 874
829 * and has a matching item. Imagine what happens if someone steps on the inventory 887 * and has a matching item. Imagine what happens if someone steps on the inventory
830 * checker with a matching item, has it, activates the connection, throws the item 888 * checker with a matching item, has it, activates the connection, throws the item
831 * away, and then leaves the inventory checker. That would've caused an always-enabled 889 * away, and then leaves the inventory checker. That would've caused an always-enabled
832 * state in the inventory checker. This won't happen anymore now. 890 * state in the inventory checker. This won't happen anymore now.
833 * 891 *
892 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
893 * whether op is on this mapspace or not, because the value (1|0) depends
894 * on this information. also make sure to only push_button if op has
895 * a matching item (because when we do a push_button with value=0 timed gates
896 * will still open)! (i hope i got the semantics right this time)
897 *
834 */ 898 */
835void 899void
836check_inv (object *op, object *trig) 900check_inv (object *op, object *trig)
837{ 901{
838 trig->value = 0; // deactivate if none of the following conditions apply 902 trig->value = 0; // deactivate if none of the following conditions apply
839 903
840 if (object *pl = trig->ms ().player ()) 904 object *pl = trig->ms ().player ();
841 {
842 object *match = check_inv_recursive (pl, trig); 905 object *match = check_inv_recursive (op, trig);
843 906
907 // elmex: a note about (pl == op):
908 // if pl == 0 then the player has left this space
909 // if pl != 0 then a player is on this mapspace, but then
910 // we still have to check whether it's the player that triggered
911 // this inv-checker, because if not, then the op left this inv-checker
912 // and we have to set the value to 0
913
844 if (match && trig->last_sp) // match == having 914 if (match && trig->last_sp) // match == having
845 { 915 {
846 if (trig->last_heal) 916 if (trig->last_heal)
847 decrease_ob (match); 917 match->decrease ();
848 918
849 trig->value = 1; 919 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
850 } 920 push_button (trig, op);
921 }
851 else if (!match && !trig->last_sp) // match == not having 922 else if (!match && !trig->last_sp) // match == not having
852 trig->value = 1;
853 } 923 {
854 924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
855 push_button (trig); 925 push_button (trig, op);
926 }
856} 927}
857 928

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