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Comparing deliantra/server/common/button.C (file contents):
Revision 1.24 by elmex, Tue Jan 9 16:38:23 2007 UTC vs.
Revision 1.73 by root, Sun Jan 29 02:47:04 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 {
52 * is getting moved out of memory, the status of buttons and levers 52 * is getting moved out of memory, the status of buttons and levers
53 * probably isn't important - it will get sorted out when the map is 53 * probably isn't important - it will get sorted out when the map is
54 * 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.
55 */ 55 */
56 56
57 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (ol->ob->flag [FLAG_FREED])
58 return; 58 return;
59 59
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 && !tmp->flag [FLAG_ACTIVATE_ON_PUSH])
64 continue; 64 continue;
65
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !tmp->flag [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 ("msg_voice"));
90
91 if (originator && originator->contr)
92 originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg));
93
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 94 new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
95
85 if (tmp->stats.food) 96 if (tmp->stats.food)
86 tmp->last_eat++; 97 tmp->last_eat++;
87 } 98 }
88 break; 99 break;
89 100
90 case ALTAR: 101 case ALTAR:
102 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 103 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 104 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 105 update_object (tmp, UP_OBJ_FACE);
94 break; 106 break;
95 107
96 case BUTTON: 108 case BUTTON:
97 case PEDESTAL: 109 case PEDESTAL:
110 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 111 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 112 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 113 update_object (tmp, UP_OBJ_FACE);
101 break; 114 break;
102 115
103 case MOOD_FLOOR: 116 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 117 do_mood_floor (tmp, activator);
105 break; 118 break;
106 119
107 case TIMED_GATE: 120 case TIMED_GATE:
121 if (!tmp->active)
122 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
123
108 tmp->set_speed (tmp->arch->clone.speed); 124 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 125 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 126 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 127 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 128 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 129 * from the head - this ensures that the data will consistent
114 */ 130 */
115 for (tmp = tmp->more; tmp; tmp = tmp->more) 131 for (object *part = tmp->more; part; part = part->more)
116 { 132 {
117 tmp->value = tmp->head->value; 133 part->value = tmp->value;
118 tmp->stats.sp = tmp->head->stats.sp; 134 part->stats.sp = tmp->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp; 135 part->stats.hp = tmp->stats.hp;
120 tmp->set_speed (tmp->head->speed); 136 part->set_speed (tmp->speed);
121 } 137 }
122 break; 138 break;
123 139
124 case DIRECTOR: 140 case DIRECTOR:
125 case FIREWALL: 141 case FIREWALL:
126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 142 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
127 move_firewall (tmp); 143 move_firewall (tmp);
128 else 144 else
129 { 145 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 146 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); 147 animate_turning (tmp);
133 } 148 }
134 break; 149 break;
135 150
136 case TELEPORTER: 151 case TELEPORTER:
140 case CREATOR: 155 case CREATOR:
141 move_creator (tmp); 156 move_creator (tmp);
142 break; 157 break;
143 158
144 case TRIGGER_MARKER: 159 case TRIGGER_MARKER:
160 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
145 move_marker (tmp); 161 move_marker (tmp);
146 break; 162 break;
147 163
148 case DUPLICATOR: 164 case DUPLICATOR:
149 move_duplicator (tmp); 165 move_duplicator (tmp);
166 break;
167
168 case MAPSCRIPT:
169 cfperl_mapscript_activate (tmp, state, activator, originator);
150 break; 170 break;
151 } 171 }
152 } 172 }
153} 173}
154 174
163 * Changed the routine to loop through _all_ objects. 183 * Changed the routine to loop through _all_ objects.
164 * Better hurry with that linked list... 184 * Better hurry with that linked list...
165 * 185 *
166 */ 186 */
167void 187void
168push_button (object *op) 188push_button (object *op, object *originator)
169{ 189{
170 oblinkpt *obp = get_button_links (op); 190 if (oblinkpt *obp = op->find_link ())
171 191 {
172 if (!obp) 192 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
173 return; 193 return;
174 194
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); 195 activate_connection_link (obp->link, op->value, op, originator);
196 }
179} 197}
180 198
181/* 199/*
182 * elmex: 200 * elmex:
183 * This activates a connection, similar to push_button (object *op) but it takes 201 * This activates a connection, similar to push_button (object *op) but it takes
185 * the connection was 'state' or 'released'. So that you can activate objects 203 * the connection was 'state' or 'released'. So that you can activate objects
186 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 204 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
187 * 205 *
188 */ 206 */
189void 207void
190activate_connection (maptile *map, long connection, bool state) 208maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
191{ 209{
192 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 210 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
193 return; 211 return;
194 212
195 oblinkpt *obp = get_connection_links (map, connection); 213 if (oblinkpt *obp = find_link (id))
196
197 if (obp)
198 activate_connection_link (obp->link, state); 214 activate_connection_link (obp->link, state, activator, originator);
199} 215}
200 216
201/* 217/*
202 * Updates everything connected with the button op. 218 * Updates everything connected with the button op.
203 * After changing the state of a button, this function must be called 219 * After changing the state of a button, this function must be called
204 * to make sure that all gates and other buttons connected to the 220 * to make sure that all gates and other buttons connected to the
205 * button reacts to the (eventual) change of state. 221 * button reacts to the (eventual) change of state.
206 */ 222 */
207void 223void
208update_button (object *op) 224update_button (object *op, object *originator)
209{ 225{
210 object *ab, *tmp, *head;
211 int tot, any_down = 0, old_value = op->value; 226 int any_down = 0, old_value = op->value;
212 oblinkpt *obp = 0;
213 objectlink *ol;
214 227
215 obp = get_button_links (op); 228 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) 229 for (objectlink *ol = obp->link; ol; ol = ol->next)
219 { 230 {
220 if (!ol->ob) 231 if (!ol->ob)
221 { 232 {
222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 234 continue;
224 } 235 }
225 236
226 tmp = ol->ob; 237 object *tmp = ol->ob;
238
227 if (tmp->type == BUTTON) 239 if (tmp->type == BUTTON)
228 { 240 {
241 weight_t total = 0;
242
229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 243 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 244 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
242 */ 249 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 total += ab->head_ ()->total_weight ();
245 252
246 tmp->value = (tot >= tmp->weight) ? 1 : 0; 253 tmp->value = total >= tmp->weight;
247 if (tmp->value) 254
248 any_down = 1; 255 any_down = any_down || tmp->value;
249 } 256 }
250 else if (tmp->type == PEDESTAL) 257 else if (tmp->type == PEDESTAL)
251 { 258 {
259 bool is_match = is_match_expr (tmp->slaying);
252 tmp->value = 0; 260 tmp->value = 0;
261
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 262 for (object *ab = tmp->above; ab; ab = ab->above)
254 { 263 {
255 head = ab->head ? ab->head : ab; 264 object *head = ab->head_ ();
265
256 /* Same note regarding move_type for buttons above apply here. */ 266 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 267 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
268 if (is_match
269 ? match (tmp->slaying, head, tmp, originator)
258 (head->race == tmp->slaying || 270 : (head->race == tmp->slaying
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 271 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 272 || (tmp->slaying == shstr_player && head->type == PLAYER)))
273 {
261 tmp->value = 1; 274 tmp->value = 1;
275 break;
276 }
277 }
278
279 any_down = any_down || tmp->value;
280 }
281 else if (tmp->type == T_MATCH)
282 {
283 tmp->value = 0;
284
285 for (object *ab = tmp->above; ab; ab = ab->above)
262 } 286 {
263 if (tmp->value) 287 object *head = ab->head_ ();
264 any_down = 1; 288
289 /* Same note regarding move_type for buttons above apply here. */
290 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
291 if (match (tmp->slaying, head, tmp, originator))
292 {
293 tmp->value = 1;
294 break;
295 }
296 }
297
298 any_down = any_down || tmp->value;
265 } 299 }
266 } 300 }
301
267 if (any_down) /* If any other buttons were down, force this to remain down */ 302 if (any_down) /* If any other buttons were down, force this to remain down */
268 op->value = 1; 303 op->value = 1;
269 304
305 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306
270 /* If this button hasn't changed, don't do anything */ 307 /* If this button hasn't changed, don't do anything */
271 if (op->value != old_value) 308 if (op->value != old_value)
272 { 309 {
273 SET_ANIMATION (op, op->value); 310 SET_ANIMATION (op, op->value);
274 update_object (op, UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
275 push_button (op); /* Make all other buttons the same */ 312 push_button (op, originator); /* Make all other buttons the same */
276 } 313 }
277} 314}
278 315
279void 316void
280use_trigger (object *op) 317use_trigger (object *op, object *originator)
281{ 318{
282 /* Toggle value */ 319 /* Toggle value */
283 op->value = !op->value; 320 op->value = !op->value;
321
284 push_button (op); 322 push_button (op, originator);
285} 323}
286 324
287/* 325/*
288 * Note: animate_object should be used instead of this, 326 * Note: animate_object should be used instead of this,
289 * but it can't handle animations in the 8 directions 327 * but it can't handle animations in the 8 directions
308 * 346 *
309 * 0.93.4: Linked objects (ie, objects that are connected) can not be 347 * 0.93.4: Linked objects (ie, objects that are connected) can not be
310 * sacrificed. This fixes a bug of trying to put multiple altars/related 348 * sacrificed. This fixes a bug of trying to put multiple altars/related
311 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
312 */ 350 */
313
314int 351int
315check_altar_sacrifice (const object *altar, const object *sacrifice) 352check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
316{ 353{
317 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 354 if (sacrifice->flag [FLAG_UNPAID]
355 || sacrifice->flag [FLAG_IS_LINKED]
356 || sacrifice->is_player ())
357 return 0;
358
359 if (is_match_expr (ARCH_SACRIFICE (altar)))
360 return match (ARCH_SACRIFICE (altar), sacrifice, altar, originator);
361
362 if (!sacrifice->flag [FLAG_ALIVE])
318 { 363 {
319 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 364 if (ARCH_SACRIFICE (altar) == shstr_money
320 ARCH_SACRIFICE (altar) == sacrifice->name || 365 && sacrifice->type == MONEY
321 ARCH_SACRIFICE (altar) == sacrifice->slaying || 366 && 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; 367 return 1;
325 368
326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 369 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 370 || ARCH_SACRIFICE (altar) == sacrifice->name
371 || ARCH_SACRIFICE (altar) == sacrifice->slaying
372 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
373 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
328 return 1; 374 return 1;
329 } 375 }
330 376
331 return 0; 377 return 0;
332} 378}
339 * 385 *
340 * If this function returns 1, '*sacrifice' is modified to point to the 386 * If this function returns 1, '*sacrifice' is modified to point to the
341 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 387 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
342 */ 388 */
343int 389int
344operate_altar (object *altar, object **sacrifice) 390operate_altar (object *altar, object **sacrifice, object *originator)
345{ 391{
346 if (!altar->map) 392 if (!altar->map)
347 { 393 {
348 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 394 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
349 return 0; 395 return 0;
350 } 396 }
351 397
352 if (!altar->slaying || altar->value) 398 if (!altar->slaying || altar->value)
353 return 0; 399 return 0;
354 400
355 if (!check_altar_sacrifice (altar, *sacrifice)) 401 if (!check_altar_sacrifice (altar, *sacrifice, originator))
356 return 0; 402 return 0;
357 403
358 /* check_altar_sacrifice should have already verified that enough money 404 /* check_altar_sacrifice should have already verified that enough money
359 * has been dropped. 405 * has been dropped.
360 */ 406 */
361 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 407 if (ARCH_SACRIFICE (altar) == shstr_money)
362 { 408 {
363 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 409 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
364 410
365 /* Round up any sacrifices. Altars don't make change either */ 411 /* Round up any sacrifices. Altars don't make change either */
366 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 412 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
367 number++; 413 number++;
368 414
369 *sacrifice = decrease_ob_nr (*sacrifice, number); 415 if (!(*sacrifice)->decrease (number))
416 *sacrifice = 0;
370 } 417 }
371 else 418 else
372 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 419 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
420 *sacrifice = 0;
373 421
374 if (altar->msg) 422 if (altar->msg)
375 new_info_map (NDI_BLACK, altar->map, altar->msg); 423 new_info_map (NDI_BLACK, altar->map, altar->msg);
376 424
377 return 1; 425 return 1;
378} 426}
379 427
380void 428static void
381trigger_move (object *op, int state) /* 1 down and 0 up */ 429trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
382{ 430{
383 op->stats.wc = state; 431 op->stats.wc = state;
432
384 if (state) 433 if (state)
385 { 434 {
386 use_trigger (op); 435 use_trigger (op, originator);
387 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 436 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
388 op->speed_left = -1; 437 op->speed_left = -1;
389 } 438 }
390 else 439 else
391 { 440 {
392 use_trigger (op); 441 use_trigger (op, originator);
393 op->set_speed (0); 442 op->set_speed (0);
394 } 443 }
395} 444}
396 445
397 446
406 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 455 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
407 * 456 *
408 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 457 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
409 */ 458 */
410int 459int
411check_trigger (object *op, object *cause) 460check_trigger (object *op, object *cause, object *originator)
412{ 461{
413 object *tmp; 462 object *tmp;
414 int push = 0, tot = 0; 463 int push = 0, tot = 0;
415 int in_movement = op->stats.wc || op->speed; 464 int in_movement = op->stats.wc || op->has_active_speed ();
416 465
417 switch (op->type) 466 switch (op->type)
418 { 467 {
419 case TRIGGER_BUTTON: 468 case TRIGGER_BUTTON:
420 if (op->weight > 0) 469 if (op->weight > 0)
421 { 470 {
422 if (cause) 471 if (cause)
423 { 472 {
424 for (tmp = op->above; tmp; tmp = tmp->above) 473 for (tmp = op->above; tmp; tmp = tmp->above)
425 /* Comment reproduced from update_buttons(): */ 474 /* Comment reproduced from update_buttons(): */
426 /* Basically, if the move_type matches that on what the 475 /* Basically, if the move_type matches that on what the
427 * button wants, we count it. The second check is so that 476 * button wants, we count it. The second check is so that
428 * objects that don't move (swords, etc) will count. Note that 477 * objects that don't move (swords, etc) will count. Note that
429 * this means that more work is needed to make buttons 478 * this means that more work is needed to make buttons
430 * that are only triggered by flying objects. 479 * that are only triggered by flying objects.
480 */
481 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
482 tot += tmp->head_ ()->total_weight ();
483
484 if (tot >= op->weight)
485 push = 1;
486
487 if (op->stats.ac == push)
488 return 0;
489
490 op->stats.ac = push;
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push, cause);
502 }
503
504 return 0;
505
506 case TRIGGER_PEDESTAL:
507 if (cause)
508 {
509 for (tmp = op->above; tmp; tmp = tmp->above)
510 {
511 object *head = tmp->head_ ();
512
513 /* See comment in TRIGGER_BUTTON about move_types */
514 if (((head->move_type & op->move_on) || head->move_type == 0)
515 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
516 {
517 push = 1;
518 break;
519 }
520 }
521
522 if (op->stats.ac == push)
523 return 0;
524
525 op->stats.ac = push;
526
527 if (NUM_ANIMATIONS (op) > 1)
528 {
529 SET_ANIMATION (op, push);
530 update_object (op, UP_OBJ_FACE);
531 }
532
533 update_object (op, UP_OBJ_FACE);
534
535 if (in_movement || !push)
536 return 0;
537 }
538
539 trigger_move (op, push, cause);
540 return 0;
541
542 case TRIGGER_ALTAR:
543 if (cause)
544 {
545 if (in_movement)
546 return 0;
547
548 if (operate_altar (op, &cause)) /* TODO: originator? */
549 {
550 if (NUM_ANIMATIONS (op) > 1)
551 {
552 SET_ANIMATION (op, 1);
553 update_object (op, UP_OBJ_FACE);
554 }
555
556 if (op->last_sp >= 0)
557 {
558 trigger_move (op, 1, cause);
559
560 if (op->last_sp > 0)
561 op->last_sp = -op->last_sp;
562 }
563 else
564 {
565 /* for trigger altar with last_sp, the ON/OFF
566 * status (-> +/- value) is "simulated":
431 */ 567 */
432 568 op->value = !op->value;
433 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 569 trigger_move (op, 1, cause);
434 { 570 op->last_sp = -op->last_sp;
435 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 571 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 } 572 }
447 if (in_movement || !push) 573
448 return 0; 574 return cause == NULL;
449 } 575 }
450 trigger_move (op, push);
451 } 576 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; 577 return 0;
471 op->stats.ac = push; 578 }
579 else
580 {
472 if (NUM_ANIMATIONS (op) > 1) 581 if (NUM_ANIMATIONS (op) > 1)
473 { 582 {
474 SET_ANIMATION (op, push); 583 SET_ANIMATION (op, 0);
475 update_object (op, UP_OBJ_FACE); 584 update_object (op, UP_OBJ_FACE);
476 } 585 }
477 update_object (op, UP_OBJ_FACE);
478 if (in_movement || !push)
479 return 0;
480 }
481 trigger_move (op, push);
482 return 0;
483 586
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, 587 /* If trigger_altar has "last_sp > 0" set on the map,
528 * it will push the connected value only once per sacrifice. 588 * it will push the connected value only once per sacrifice.
529 * Otherwise (default), the connected value will be 589 * Otherwise (default), the connected value will be
530 * pushed twice: First by sacrifice, second by reset! -AV 590 * pushed twice: First by sacrifice, second by reset! -AV
531 */ 591 */
532 if (!op->last_sp) 592 if (!op->last_sp)
533 trigger_move (op, 0); 593 trigger_move (op, 0, cause);
534 else 594 else
535 { 595 {
536 op->stats.wc = 0; 596 op->stats.wc = 0;
537 op->value = !op->value; 597 op->value = !op->value;
538 op->set_speed (0); 598 op->set_speed (0);
539 } 599 }
540 } 600 }
541 return 0; 601 return 0;
542 602
543 case TRIGGER: 603 case TRIGGER:
544 if (cause) 604 if (cause)
545 { 605 {
546 if (in_movement) 606 if (in_movement)
547 return 0; 607 return 0;
548 608
549 push = 1; 609 push = 1;
550 } 610 }
551 611
552 if (NUM_ANIMATIONS (op) > 1) 612 if (NUM_ANIMATIONS (op) > 1)
553 { 613 {
554 SET_ANIMATION (op, push); 614 SET_ANIMATION (op, push);
555 update_object (op, UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
556 } 616 }
557 617
558 trigger_move (op, push); 618 trigger_move (op, push, cause);
559 return 1; 619 return 1;
560 620
561 default: 621 default:
562 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 622 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
563 return 0; 623 return 0;
564 } 624 }
565} 625}
566 626
567void 627void
568add_button_link (object *button, maptile *map, int connected) 628object::add_link (maptile *map, shstr_tmp id)
569{ 629{
570 oblinkpt *obp;
571 objectlink *ol = get_objectlink ();
572
573 if (!map) 630 if (!map)
574 { 631 {
575 LOG (llevError, "Tried to add button-link without map.\n"); 632 LOG (llevError, "Tried to add button-link without map.\n");
576 return; 633 return;
577 } 634 }
578 635
579 button->path_attuned = connected; /* peterm: I need this so I can rebuild 636 flag [FLAG_IS_LINKED] = true;
580 a connected map from a template map. */
581 637
582 SET_FLAG (button, FLAG_IS_LINKED); 638 objectlink *ol = get_objectlink ();
583
584 ol->ob = button; 639 ol->ob = this;
585 640
586 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 641 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
587 ; 642 if (obp->id == id)
588
589 if (obp)
590 { 643 {
591 ol->next = obp->link; 644 ol->next = obp->link;
592 obp->link = ol; 645 obp->link = ol;
646 return;
593 } 647 }
594 else 648
595 {
596 obp = get_objectlinkpt (); 649 oblinkpt *obp = get_objectlinkpt ();
597 obp->value = connected; 650 obp->id = id;
598 651
599 obp->next = map->buttons; 652 obp->next = map->buttons;
600 map->buttons = obp; 653 map->buttons = obp;
601 obp->link = ol; 654 obp->link = ol;
602 }
603} 655}
604 656
605/* 657/*
606 * Remove the object from the linked lists of buttons in the map. 658 * Remove the object from the linked lists of buttons in the map.
607 * This is only needed by editors. 659 * This is only needed by editors.
608 */ 660 */
609
610void 661void
611remove_button_link (object *op) 662object::remove_link ()
612{ 663{
613 oblinkpt *obp; 664 if (!map)
614 objectlink **olp, *ol;
615
616 if (op->map == NULL)
617 { 665 {
618 LOG (llevError, "remove_button_link() in object without map.\n"); 666 LOG (llevError, "remove_button_link() in object without map.\n");
619 return; 667 return;
620 } 668 }
621 669
622 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 670 if (!flag [FLAG_IS_LINKED])
623 { 671 {
624 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 672 LOG (llevError, "remove_button_linked() in unlinked object.\n");
625 return; 673 return;
626 } 674 }
627 675
676 flag [FLAG_IS_LINKED] = false;
677
628 for (obp = op->map->buttons; obp; obp = obp->next) 678 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
629 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 679 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
630 if (ol->ob == op) 680 if ((*olp)->ob == this)
631 { 681 {
632 682 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; 683 *olp = ol->next;
637 delete ol; 684 delete ol;
638 return; 685 return;
639 } 686 }
640 687
641 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 688 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
642 CLEAR_FLAG (op, FLAG_IS_LINKED); 689}
690
691/*
692 * Updates every button on the map (by calling update_button() for them).
693 */
694void
695maptile::update_buttons ()
696{
697 for (oblinkpt *obp = buttons; obp; obp = obp->next)
698 for (objectlink *ol = obp->link; ol; ol = ol->next)
699 {
700 if (!ol->ob)
701 {
702 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
703 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
704 continue;
705 }
706
707 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
708 {
709 update_button (ol->ob, 0);
710 break;
711 }
712 }
643} 713}
644 714
645/* 715/*
646 * Gets the objectlink for this connection from the map. 716 * Gets the objectlink for this connection from the map.
647 */ 717 */
648oblinkpt * 718oblinkpt *
649get_connection_links (maptile *map, long connection) 719maptile::find_link (shstr_tmp id)
650{ 720{
651 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 721 for (oblinkpt *obp = buttons; obp; obp = obp->next)
652 if (obp->value == connection) 722 if (obp->id == id)
653 return obp; 723 return obp;
654 724
655 return 0; 725 return 0;
656} 726}
657 727
658/* 728/*
659 * Return the first objectlink in the objects linked to this one 729 * Return the first objectlink in the objects linked to this one
660 */ 730 */
661
662oblinkpt * 731oblinkpt *
663get_button_links (const object *button) 732object::find_link () const
664{ 733{
665 oblinkpt *obp; 734 if (map)
666 objectlink *ol;
667
668 if (!button->map)
669 return NULL;
670
671 for (obp = button->map->buttons; obp; obp = obp->next) 735 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
672 for (ol = obp->link; ol; ol = ol->next) 736 for (objectlink *ol = obp->link; ol; ol = ol->next)
673 if (ol->ob == button) 737 if (ol->ob == this)
674 return obp; 738 return obp;
675 739
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; 740 return 0;
696} 741}
697 742
698/* This routine makes monsters who are 743/* This routine makes monsters who are
699 * standing on the 'mood floor' change their 744 * standing on the 'mood floor' change their
700 * disposition if it is different. 745 * disposition if it is different.
701 * If floor is to be triggered must have 746 * If floor is to be triggered must have
702 * a speed of zero (default is 1 for all 747 * a speed of zero (default is 1 for all
703 * but the charm floor type). 748 * but the charm floor type).
704 * by b.t. thomas@nomad.astro.psu.edu 749 * by b.t. thomas@nomad.astro.psu.edu
705 */ 750 */
706
707void 751void
708do_mood_floor (object *op, object *source) 752do_mood_floor (object *op, object *source)
709{ 753{
710 object *tmp;
711 object *tmp2;
712
713 if (!source) 754 if (!source)
714 source = op; 755 source = op;
715 756
716 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 757 mapspace &ms = op->ms ();
717 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 758
759 if (!(ms.flags () & P_IS_ALIVE))
760 return;
761
762 object *tmp;
763
764 for (tmp = ms.top; tmp; tmp = tmp->below)
765 if (tmp->flag [FLAG_MONSTER])
718 break; 766 break;
719 767
720 /* doesn't effect players, and if there is a player on this space, won't also 768 /* doesn't effect players, and if there is a player on this space, won't also
721 * be a monster here. 769 * be a monster here.
722 */ 770 */
771 //TODO: have players really FLAG_MONSTER? kept it for safety
723 if (!tmp || tmp->type == PLAYER) 772 if (!tmp || tmp->type == PLAYER)
724 return; 773 return;
725 774
726 switch (op->last_sp) 775 switch (op->last_sp)
727 { 776 {
728 case 0: /* furious--make all monsters mad */ 777 case 0: /* furious--make all monsters mad */
729 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 778 if (tmp->flag [FLAG_UNAGGRESSIVE])
730 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 779 tmp->clr_flag (FLAG_UNAGGRESSIVE);
731 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 780
781 if (tmp->flag [FLAG_FRIENDLY])
732 { 782 {
733 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
734 remove_friendly_object (tmp);
735 tmp->attack_movement = 0; 783 tmp->attack_movement = 0;
736 /* lots of checks here, but want to make sure we don't 784 /* lots of checks here, but want to make sure we don't
737 * dereference a null value 785 * dereference a null value
738 */ 786 */
739 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 787 if (tmp->type == GOLEM
788 && tmp->owner
789 && tmp->owner->type == PLAYER
790 && tmp->owner->contr->golem == tmp)
740 tmp->owner->contr->ranges[range_golem] = 0; 791 tmp->owner->contr->golem = 0;
741 792
742 tmp->owner = 0; 793 tmp->owner = 0;
794
795 remove_friendly_object (tmp);
743 } 796 }
744 break; 797 break;
798
745 case 1: /* angry -- get neutral monsters mad */ 799 case 1: /* angry -- get neutral monsters mad */
746 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 800 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
747 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 801 tmp->clr_flag (FLAG_UNAGGRESSIVE);
748 break; 802 break;
803
749 case 2: /* calm -- pacify unfriendly monsters */ 804 case 2: /* calm -- pacify unfriendly monsters */
750 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 805 tmp->set_flag (FLAG_UNAGGRESSIVE);
751 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
752 break; 806 break;
807
753 case 3: /* make all monsters fall asleep */ 808 case 3: /* make all monsters fall asleep */
754 if (!QUERY_FLAG (tmp, FLAG_SLEEP)) 809 tmp->set_flag (FLAG_SLEEP);
755 SET_FLAG (tmp, FLAG_SLEEP);
756 break; 810 break;
811
757 case 4: /* charm all monsters */ 812 case 4: /* charm all monsters */
758 if (op == source) 813 if (op == source)
759 break; /* only if 'connected' */ 814 break; /* only if 'connected' */
760 815
761 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 816 if (object *pl = source->ms ().player ())
762 tmp2->type != PLAYER; tmp2 = tmp2->above) 817 {
763 if (tmp2->above == NULL) 818 tmp->set_owner (pl);
819 tmp->set_flag (FLAG_MONSTER);
820
821 tmp->stats.exp = 0;
822
823 add_friendly_object (tmp);
824 tmp->attack_movement = PETMOVE;
825 }
764 break; 826 break;
765 827
766 if (tmp2->type != PLAYER) 828 case 6: // kill monsters
829 if (!tmp->flag [FLAG_FRIENDLY])
767 break; 830 break;
768 831
769 tmp->set_owner (tmp2); 832 // FALL THROUGH
770 SET_FLAG (tmp, FLAG_MONSTER); 833 case 5: // kill all alives
771 834 if (!tmp->flag [FLAG_PRECIOUS])
772 tmp->stats.exp = 0; 835 {
773 836 archetype::get (shstr_burnout)->insert_at (tmp, source);
774 add_friendly_object (tmp); 837 tmp->destroy ();
775 tmp->attack_movement = PETMOVE; 838 }
776 break; 839 break;
777 840
778 default: 841 default:
779 break; 842 break;
780 } 843 }
792 object *tmp, *ret = NULL; 855 object *tmp, *ret = NULL;
793 856
794 /* First check the object itself. */ 857 /* First check the object itself. */
795 if ((trig->stats.hp && (op->type == trig->stats.hp)) 858 if ((trig->stats.hp && (op->type == trig->stats.hp))
796 || (trig->slaying && (op->slaying == trig->slaying)) 859 || (trig->slaying && (op->slaying == trig->slaying))
797 || (trig->race && (op->arch->name == trig->race))) 860 || (trig->race && (op->arch->archname == trig->race)))
798 return op; 861 return op;
799 862
800 for (tmp = op->inv; tmp; tmp = tmp->below) 863 for (tmp = op->inv; tmp; tmp = tmp->below)
801 { 864 {
802 if (tmp->inv) 865 if (tmp->inv)
805 if (ret) 868 if (ret)
806 return ret; 869 return ret;
807 } 870 }
808 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 871 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
809 || (trig->slaying && (tmp->slaying == trig->slaying)) 872 || (trig->slaying && (tmp->slaying == trig->slaying))
810 || (trig->race && (tmp->arch->name == trig->race))) 873 || (trig->race && (tmp->arch->archname == trig->race)))
811 return tmp; 874 return tmp;
812 } 875 }
813 return NULL; 876 return NULL;
814} 877}
815 878
816/* check_inv(), a function to search the inventory, 879/* check_inv(), a function to search the inventory,
817 * of a player and then based on a set of conditions, 880 * of a player and then based on a set of conditions,
818 * the square will activate connected items. 881 * the square will activate connected items.
819 * Monsters can't trigger this square (for now) 882 * Monsters can't trigger this square (for now)
820 * Values are: last_sp = 1/0 obj/no obj triggers 883 * Values are: last_sp = 1/0 obj/no obj triggers
821 * last_heal = 1/0 remove/dont remove obj if triggered 884 * last_heal = 1/0 remove/dont remove obj if triggered
822 * -b.t. (thomas@nomad.astro.psu.edu 885 * -b.t. (thomas@nomad.astro.psu.edu
823 * 886 *
824 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op 887 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
825 * because the check-inventory semantic essentially only applies when 888 * because the check-inventory semantic essentially only applies when
826 * something is above the inventory checker. 889 * something is above the inventory checker.
827 * The semantic prior this change was: trigger if something has moved on or off 890 * The semantic prior this change was: trigger if something has moved on or off
828 * and has a matching item. Imagine what happens if someone steps on the inventory 891 * and has a matching item. Imagine what happens if someone steps on the inventory
829 * checker with a matching item, has it, activates the connection, throws the item 892 * checker with a matching item, has it, activates the connection, throws the item
830 * away, and then leaves the inventory checker. That would've caused an always-enabled 893 * away, and then leaves the inventory checker. That would've caused an always-enabled
831 * state in the inventory checker. This won't happen anymore now. 894 * state in the inventory checker. This won't happen anymore now.
832 * 895 *
896 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
897 * whether op is on this mapspace or not, because the value (1|0) depends
898 * on this information. also make sure to only push_button if op has
899 * a matching item (because when we do a push_button with value=0 timed gates
900 * will still open)! (i hope i got the semantics right this time)
901 *
833 */ 902 */
834void 903void
835check_inv (object *op, object *trig) 904check_inv (object *op, object *trig)
836{ 905{
837 sint32 prev_state = trig->value;
838 trig->value = 0; // deactivate if none of the following conditions apply 906 trig->value = 0; // deactivate if none of the following conditions apply
839 907
840 if (object *pl = trig->ms ().player ()) 908 object *pl = trig->ms ().player ();
841 {
842 object *match = check_inv_recursive (pl, trig); 909 object *match = check_inv_recursive (op, trig);
843 910
911 // elmex: a note about (pl == op):
912 // if pl == 0 then the player has left this space
913 // if pl != 0 then a player is on this mapspace, but then
914 // we still have to check whether it's the player that triggered
915 // this inv-checker, because if not, then the op left this inv-checker
916 // and we have to set the value to 0
917
844 if (match && trig->last_sp) // match == having 918 if (match && trig->last_sp) // match == having
845 { 919 {
846 if (trig->last_heal) 920 if (trig->last_heal)
847 decrease_ob (match); 921 match->decrease ();
848 922
849 trig->value = 1; 923 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
850 } 924 push_button (trig, op);
925 }
851 else if (!match && !trig->last_sp) // match == not having 926 else if (!match && !trig->last_sp) // match == not having
852 trig->value = 1;
853 } 927 {
854 928 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
855 if (prev_state != trig->value)
856 push_button (trig); 929 push_button (trig, op);
930 }
857} 931}
858 932

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