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Comparing deliantra/server/common/button.C (file contents):
Revision 1.27 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.75 by root, Sun Nov 18 15:19:48 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <funcpoint.h>
27 27
28/* 28/*
29 * This code is no longer highly inefficient 8) 29 * This code is no longer highly inefficient 8)
30 */ 30 */
31 31
32/* 32/*
33 * elmex: 33 * elmex:
34 * This function takes a objectlink list with all the objects are going to be activated. 34 * 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. 35 * 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. 36 * The activator argument can be 0 or the source object for this activation.
37 * the originator is the player or monster who did something.
37 */ 38 */
38void 39static void
39activate_connection_link (objectlink * ol, bool state, object *source = 0) 40activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
40{ 41{
41 for (; ol; ol = ol->next) 42 for (; ol; ol = ol->next)
42 { 43 {
43 if (!ol->ob) 44 if (!ol->ob)
44 { 45 {
52 * is getting moved out of memory, the status of buttons and levers 53 * 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 54 * 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. 55 * re-loaded. As such, just exit this function if that is the case.
55 */ 56 */
56 57
57 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 58 if (ol->ob->flag [FLAG_FREED])
58 return; 59 return;
59 60
60 object *tmp = ol->ob; 61 object *tmp = ol->ob;
61 62
62 /* if the criteria isn't appropriate, don't do anything */ 63 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 64 if (state && !tmp->flag [FLAG_ACTIVATE_ON_PUSH])
64 continue; 65 continue;
66
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 67 if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE])
66 continue; 68 continue;
67 69
68 switch (tmp->type) 70 switch (tmp->type)
69 { 71 {
70 case GATE: 72 case GATE:
71 case HOLE: 73 case HOLE:
74 if (!tmp->active)
75 tmp->play_sound (tmp->sound
76 ? tmp->sound
77 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 78 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 79 tmp->set_speed (0.5);
74 break; 80 break;
75 81
76 case CF_HANDLE: 82 case T_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 83 tmp->value = tmp->stats.maxsp ? !state : state;
78 update_object (tmp, UP_OBJ_FACE); 84 tmp->update_anim_frame (tmp->value);
79 break; 85 break;
80 86
81 case SIGN: 87 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 89 {
90 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice"));
91
92 if (originator && originator->contr)
93 originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg));
94
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 95 new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
96
85 if (tmp->stats.food) 97 if (tmp->stats.food)
86 tmp->last_eat++; 98 tmp->last_eat++;
87 } 99 }
88 break; 100 break;
89 101
90 case ALTAR: 102 case ALTAR:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 104 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 105 tmp->update_anim_frame (tmp->value);
93 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 tmp->update_anim_frame (tmp->value);
100 update_object (tmp, UP_OBJ_FACE);
101 break; 113 break;
102 114
103 case MOOD_FLOOR: 115 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 116 do_mood_floor (tmp, activator);
105 break; 117 break;
106 118
107 case TIMED_GATE: 119 case TIMED_GATE:
120 if (!tmp->active)
121 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
122
108 tmp->set_speed (tmp->arch->clone.speed); 123 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 124 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 125 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 126 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 127 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 128 * from the head - this ensures that the data will consistent
114 */ 129 */
115 for (tmp = tmp->more; tmp; tmp = tmp->more) 130 for (object *part = tmp->more; part; part = part->more)
116 { 131 {
117 tmp->value = tmp->head->value; 132 part->value = tmp->value;
118 tmp->stats.sp = tmp->head->stats.sp; 133 part->stats.sp = tmp->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp; 134 part->stats.hp = tmp->stats.hp;
120 tmp->set_speed (tmp->head->speed); 135 part->set_speed (tmp->speed);
121 } 136 }
122 break; 137 break;
123 138
124 case DIRECTOR: 139 case DIRECTOR:
125 case FIREWALL: 140 case FIREWALL:
126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 141 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
127 move_firewall (tmp); 142 move_firewall (tmp);
128 else 143 else
129 { 144 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 145 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); 146 animate_turning (tmp);
133 } 147 }
134 break; 148 break;
135 149
136 case TELEPORTER: 150 case TELEPORTER:
140 case CREATOR: 154 case CREATOR:
141 move_creator (tmp); 155 move_creator (tmp);
142 break; 156 break;
143 157
144 case TRIGGER_MARKER: 158 case TRIGGER_MARKER:
159 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
145 move_marker (tmp); 160 move_marker (tmp);
146 break; 161 break;
147 162
148 case DUPLICATOR: 163 case DUPLICATOR:
149 move_duplicator (tmp); 164 move_duplicator (tmp);
165 break;
166
167 case MAPSCRIPT:
168 cfperl_mapscript_activate (tmp, state, activator, originator);
150 break; 169 break;
151 } 170 }
152 } 171 }
153} 172}
154 173
163 * Changed the routine to loop through _all_ objects. 182 * Changed the routine to loop through _all_ objects.
164 * Better hurry with that linked list... 183 * Better hurry with that linked list...
165 * 184 *
166 */ 185 */
167void 186void
168push_button (object *op) 187push_button (object *op, object *originator)
169{ 188{
170 oblinkpt *obp = get_button_links (op); 189 if (oblinkpt *obp = op->find_link ())
171 190 {
172 if (!obp) 191 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
173 return; 192 return;
174 193
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); 194 activate_connection_link (obp->link, op->value, op, originator);
195 }
179} 196}
180 197
181/* 198/*
182 * elmex: 199 * elmex:
183 * This activates a connection, similar to push_button (object *op) but it takes 200 * 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 202 * the connection was 'state' or 'released'. So that you can activate objects
186 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 203 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
187 * 204 *
188 */ 205 */
189void 206void
190activate_connection (maptile *map, long connection, bool state) 207maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
191{ 208{
192 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 209 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
193 return; 210 return;
194 211
195 oblinkpt *obp = get_connection_links (map, connection); 212 if (oblinkpt *obp = find_link (id))
196
197 if (obp)
198 activate_connection_link (obp->link, state); 213 activate_connection_link (obp->link, state, activator, originator);
199} 214}
200 215
201/* 216/*
202 * Updates everything connected with the button op. 217 * Updates everything connected with the button op.
203 * After changing the state of a button, this function must be called 218 * 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 219 * to make sure that all gates and other buttons connected to the
205 * button reacts to the (eventual) change of state. 220 * button reacts to the (eventual) change of state.
206 */ 221 */
207void 222void
208update_button (object *op) 223update_button (object *op, object *originator)
209{ 224{
210 object *ab, *tmp, *head;
211 int tot, any_down = 0, old_value = op->value; 225 int any_down = 0, old_value = op->value;
212 oblinkpt *obp = 0;
213 objectlink *ol;
214 226
215 obp = get_button_links (op); 227 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) 228 for (objectlink *ol = obp->link; ol; ol = ol->next)
219 { 229 {
220 if (!ol->ob) 230 if (!ol->ob)
221 { 231 {
222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 232 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 233 continue;
224 } 234 }
225 235
226 tmp = ol->ob; 236 object *tmp = ol->ob;
237
227 if (tmp->type == BUTTON) 238 if (tmp->type == BUTTON)
228 { 239 {
240 weight_t total = 0;
241
229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 242 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 243 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 244 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 245 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 246 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 247 * that are only triggered by flying objects.
242 */ 248 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 249 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 250 total += ab->head_ ()->total_weight ();
245 251
246 tmp->value = (tot >= tmp->weight) ? 1 : 0; 252 tmp->value = total >= tmp->weight;
247 if (tmp->value) 253
248 any_down = 1; 254 any_down = any_down || tmp->value;
249 } 255 }
250 else if (tmp->type == PEDESTAL) 256 else if (tmp->type == PEDESTAL)
251 { 257 {
258 bool is_match = is_match_expr (tmp->slaying);
252 tmp->value = 0; 259 tmp->value = 0;
260
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 261 for (object *ab = tmp->above; ab; ab = ab->above)
254 { 262 {
255 head = ab->head ? ab->head : ab; 263 object *head = ab->head_ ();
264
256 /* Same note regarding move_type for buttons above apply here. */ 265 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 266 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
267 if (is_match
268 ? match (tmp->slaying, head, tmp, originator)
258 (head->race == tmp->slaying || 269 : (head->race == tmp->slaying
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 270 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 271 || (tmp->slaying == shstr_player && head->type == PLAYER)))
272 {
261 tmp->value = 1; 273 tmp->value = 1;
274 break;
275 }
262 } 276 }
277
278 any_down = any_down || tmp->value;
279 }
280 else if (tmp->type == T_MATCH)
281 {
263 if (tmp->value) 282 tmp->value = 0;
264 any_down = 1; 283
284 for (object *ab = tmp->above; ab; ab = ab->above)
285 {
286 object *head = ab->head_ ();
287
288 /* Same note regarding move_type for buttons above apply here. */
289 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
290 if (match (tmp->slaying, head, tmp, originator))
291 {
292 tmp->value = 1;
293 break;
294 }
295 }
296
297 any_down = any_down || tmp->value;
265 } 298 }
266 } 299 }
300
267 if (any_down) /* If any other buttons were down, force this to remain down */ 301 if (any_down) /* If any other buttons were down, force this to remain down */
268 op->value = 1; 302 op->value = 1;
269 303
304 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
305
270 /* If this button hasn't changed, don't do anything */ 306 /* If this button hasn't changed, don't do anything */
271 if (op->value != old_value) 307 if (op->value != old_value)
272 { 308 {
273 SET_ANIMATION (op, op->value); 309 op->update_anim_frame (op->value);
274 update_object (op, UP_OBJ_FACE);
275 push_button (op); /* Make all other buttons the same */ 310 push_button (op, originator); /* Make all other buttons the same */
276 } 311 }
277} 312}
278 313
279void 314void
280use_trigger (object *op) 315use_trigger (object *op, object *originator)
281{ 316{
282 /* Toggle value */ 317 /* Toggle value */
283 op->value = !op->value; 318 op->value = !op->value;
319
284 push_button (op); 320 push_button (op, originator);
285} 321}
286 322
287/* 323/*
288 * Note: animate_object should be used instead of this, 324 * Note: animate_object should be used instead of this,
289 * but it can't handle animations in the 8 directions 325 * but it can't handle animations in the 8 directions
290 */ 326 */
291void 327void
292animate_turning (object *op) /* only one part objects */ 328animate_turning (object *op) /* only one part objects */
293{ 329{
294 if (++op->state >= NUM_ANIMATIONS (op) / 8) 330 if (++op->state >= op->anim_frames () / 8)
295 op->state = 0; 331 op->state = 0;
296 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state); 332
297 update_object (op, UP_OBJ_FACE); 333 op->update_anim_frame ((op->stats.sp - 1) * op->anim_frames () / 8 + op->state);
298} 334}
299 335
300#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 336#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
301#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 337#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
302 338
308 * 344 *
309 * 0.93.4: Linked objects (ie, objects that are connected) can not be 345 * 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 346 * sacrificed. This fixes a bug of trying to put multiple altars/related
311 * objects on the same space that take the same sacrifice. 347 * objects on the same space that take the same sacrifice.
312 */ 348 */
313
314int 349int
315check_altar_sacrifice (const object *altar, const object *sacrifice) 350check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
316{ 351{
317 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 352 if (sacrifice->flag [FLAG_UNPAID]
353 || sacrifice->flag [FLAG_IS_LINKED]
354 || sacrifice->is_player ())
355 return 0;
356
357 if (is_match_expr (ARCH_SACRIFICE (altar)))
358 return match (ARCH_SACRIFICE (altar), sacrifice, altar, originator);
359
360 if (!sacrifice->flag [FLAG_ALIVE])
318 { 361 {
319 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 362 if (ARCH_SACRIFICE (altar) == shstr_money
320 ARCH_SACRIFICE (altar) == sacrifice->name || 363 && sacrifice->type == MONEY
321 ARCH_SACRIFICE (altar) == sacrifice->slaying || 364 && 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; 365 return 1;
325 366
326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 367 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 368 || ARCH_SACRIFICE (altar) == sacrifice->name
369 || ARCH_SACRIFICE (altar) == sacrifice->slaying
370 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
371 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
328 return 1; 372 return 1;
329 } 373 }
330 374
331 return 0; 375 return 0;
332} 376}
339 * 383 *
340 * If this function returns 1, '*sacrifice' is modified to point to the 384 * 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. 385 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
342 */ 386 */
343int 387int
344operate_altar (object *altar, object **sacrifice) 388operate_altar (object *altar, object **sacrifice, object *originator)
345{ 389{
346 if (!altar->map) 390 if (!altar->map)
347 { 391 {
348 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 392 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
349 return 0; 393 return 0;
350 } 394 }
351 395
352 if (!altar->slaying || altar->value) 396 if (!altar->slaying || altar->value)
353 return 0; 397 return 0;
354 398
355 if (!check_altar_sacrifice (altar, *sacrifice)) 399 if (!check_altar_sacrifice (altar, *sacrifice, originator))
356 return 0; 400 return 0;
357 401
358 /* check_altar_sacrifice should have already verified that enough money 402 /* check_altar_sacrifice should have already verified that enough money
359 * has been dropped. 403 * has been dropped.
360 */ 404 */
361 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 405 if (ARCH_SACRIFICE (altar) == shstr_money)
362 { 406 {
363 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 407 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
364 408
365 /* Round up any sacrifices. Altars don't make change either */ 409 /* Round up any sacrifices. Altars don't make change either */
366 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 410 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
367 number++; 411 number++;
368 412
369 *sacrifice = decrease_ob_nr (*sacrifice, number); 413 if (!(*sacrifice)->decrease (number))
414 *sacrifice = 0;
370 } 415 }
371 else 416 else
372 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 417 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
418 *sacrifice = 0;
373 419
374 if (altar->msg) 420 if (altar->msg)
375 new_info_map (NDI_BLACK, altar->map, altar->msg); 421 new_info_map (NDI_BLACK, altar->map, altar->msg);
376 422
377 return 1; 423 return 1;
378} 424}
379 425
380void 426static void
381trigger_move (object *op, int state) /* 1 down and 0 up */ 427trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
382{ 428{
383 op->stats.wc = state; 429 op->stats.wc = state;
430
384 if (state) 431 if (state)
385 { 432 {
386 use_trigger (op); 433 use_trigger (op, originator);
387 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 434 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
388 op->speed_left = -1; 435 op->speed_left = -1;
389 } 436 }
390 else 437 else
391 { 438 {
392 use_trigger (op); 439 use_trigger (op, originator);
393 op->set_speed (0); 440 op->set_speed (0);
394 } 441 }
395} 442}
396 443
397 444
406 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 453 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
407 * 454 *
408 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 455 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
409 */ 456 */
410int 457int
411check_trigger (object *op, object *cause) 458check_trigger (object *op, object *cause, object *originator)
412{ 459{
413 object *tmp; 460 object *tmp;
414 int push = 0, tot = 0; 461 int push = 0, tot = 0;
415 int in_movement = op->stats.wc || op->speed; 462 int in_movement = op->stats.wc || op->has_active_speed ();
416 463
417 switch (op->type) 464 switch (op->type)
418 { 465 {
419 case TRIGGER_BUTTON: 466 case TRIGGER_BUTTON:
420 if (op->weight > 0) 467 if (op->weight > 0)
421 { 468 {
422 if (cause) 469 if (cause)
423 { 470 {
424 for (tmp = op->above; tmp; tmp = tmp->above) 471 for (tmp = op->above; tmp; tmp = tmp->above)
425 /* Comment reproduced from update_buttons(): */ 472 /* Comment reproduced from update_buttons(): */
426 /* Basically, if the move_type matches that on what the 473 /* Basically, if the move_type matches that on what the
427 * button wants, we count it. The second check is so that 474 * button wants, we count it. The second check is so that
428 * objects that don't move (swords, etc) will count. Note that 475 * objects that don't move (swords, etc) will count. Note that
429 * this means that more work is needed to make buttons 476 * this means that more work is needed to make buttons
430 * that are only triggered by flying objects. 477 * that are only triggered by flying objects.
478 */
479 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
480 tot += tmp->head_ ()->total_weight ();
481
482 if (tot >= op->weight)
483 push = 1;
484
485 if (op->stats.ac == push)
486 return 0;
487
488 op->stats.ac = push;
489 op->update_anim_frame (push);
490
491 if (in_movement || !push)
492 return 0;
493 }
494
495 trigger_move (op, push, cause);
496 }
497
498 return 0;
499
500 case TRIGGER_PEDESTAL:
501 if (cause)
502 {
503 for (tmp = op->above; tmp; tmp = tmp->above)
504 {
505 object *head = tmp->head_ ();
506
507 /* See comment in TRIGGER_BUTTON about move_types */
508 if (((head->move_type & op->move_on) || head->move_type == 0)
509 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
510 {
511 push = 1;
512 break;
513 }
514 }
515
516 if (op->stats.ac == push)
517 return 0;
518
519 op->stats.ac = push;
520 op->update_anim_frame (push);
521
522 if (in_movement || !push)
523 return 0;
524 }
525
526 trigger_move (op, push, cause);
527 return 0;
528
529 case TRIGGER_ALTAR:
530 if (cause)
531 {
532 if (in_movement)
533 return 0;
534
535 if (operate_altar (op, &cause)) /* TODO: originator? */
536 {
537 op->update_anim_frame (1);
538
539 if (op->last_sp >= 0)
540 {
541 trigger_move (op, 1, cause);
542
543 if (op->last_sp > 0)
544 op->last_sp = -op->last_sp;
545 }
546 else
547 {
548 /* for trigger altar with last_sp, the ON/OFF
549 * status (-> +/- value) is "simulated":
431 */ 550 */
432
433 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
434 {
435 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
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 }
447 if (in_movement || !push)
448 return 0;
449 }
450 trigger_move (op, push);
451 }
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;
471 op->stats.ac = push;
472 if (NUM_ANIMATIONS (op) > 1)
473 {
474 SET_ANIMATION (op, push);
475 update_object (op, UP_OBJ_FACE);
476 }
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
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; 551 op->value = !op->value;
508 trigger_move (op, 1); 552 trigger_move (op, 1, cause);
509 op->last_sp = -op->last_sp; 553 op->last_sp = -op->last_sp;
510 op->value = !op->value; 554 op->value = !op->value;
511 } 555 }
556
512 return cause == NULL; 557 return cause == NULL;
513 } 558 }
514 else 559 else
515 {
516 return 0; 560 return 0;
517 }
518 } 561 }
519 else 562 else
520 { 563 {
521 if (NUM_ANIMATIONS (op) > 1) 564 op->update_anim_frame (0);
522 {
523 SET_ANIMATION (op, 0);
524 update_object (op, UP_OBJ_FACE);
525 }
526 565
527 /* If trigger_altar has "last_sp > 0" set on the map, 566 /* If trigger_altar has "last_sp > 0" set on the map,
528 * it will push the connected value only once per sacrifice. 567 * it will push the connected value only once per sacrifice.
529 * Otherwise (default), the connected value will be 568 * Otherwise (default), the connected value will be
530 * pushed twice: First by sacrifice, second by reset! -AV 569 * pushed twice: First by sacrifice, second by reset! -AV
531 */ 570 */
532 if (!op->last_sp) 571 if (!op->last_sp)
533 trigger_move (op, 0); 572 trigger_move (op, 0, cause);
534 else 573 else
535 { 574 {
536 op->stats.wc = 0; 575 op->stats.wc = 0;
537 op->value = !op->value; 576 op->value = !op->value;
538 op->set_speed (0); 577 op->set_speed (0);
539 } 578 }
540 } 579 }
541 return 0; 580 return 0;
542 581
543 case TRIGGER: 582 case TRIGGER:
544 if (cause) 583 if (cause)
545 { 584 {
546 if (in_movement) 585 if (in_movement)
547 return 0; 586 return 0;
548 587
549 push = 1; 588 push = 1;
550 } 589 }
551 590
552 if (NUM_ANIMATIONS (op) > 1) 591 op->update_anim_frame (push);
553 {
554 SET_ANIMATION (op, push);
555 update_object (op, UP_OBJ_FACE);
556 }
557 592
558 trigger_move (op, push); 593 trigger_move (op, push, cause);
559 return 1; 594 return 1;
560 595
561 default: 596 default:
562 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
563 return 0; 598 return 0;
564 } 599 }
565} 600}
566 601
567void 602void
568add_button_link (object *button, maptile *map, int connected) 603object::add_link (maptile *map, shstr_tmp id)
569{ 604{
570 oblinkpt *obp;
571 objectlink *ol = get_objectlink ();
572
573 if (!map) 605 if (!map)
574 { 606 {
575 LOG (llevError, "Tried to add button-link without map.\n"); 607 LOG (llevError, "Tried to add button-link without map.\n");
576 return; 608 return;
577 } 609 }
578 610
579 button->path_attuned = connected; /* peterm: I need this so I can rebuild 611 flag [FLAG_IS_LINKED] = true;
580 a connected map from a template map. */
581 612
582 SET_FLAG (button, FLAG_IS_LINKED); 613 objectlink *ol = get_objectlink ();
583
584 ol->ob = button; 614 ol->ob = this;
585 615
586 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 616 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
587 ; 617 if (obp->id == id)
588
589 if (obp)
590 { 618 {
591 ol->next = obp->link; 619 ol->next = obp->link;
592 obp->link = ol; 620 obp->link = ol;
621 return;
593 } 622 }
594 else 623
595 {
596 obp = get_objectlinkpt (); 624 oblinkpt *obp = get_objectlinkpt ();
597 obp->value = connected; 625 obp->id = id;
598 626
599 obp->next = map->buttons; 627 obp->next = map->buttons;
600 map->buttons = obp; 628 map->buttons = obp;
601 obp->link = ol; 629 obp->link = ol;
602 }
603} 630}
604 631
605/* 632/*
606 * Remove the object from the linked lists of buttons in the map. 633 * Remove the object from the linked lists of buttons in the map.
607 * This is only needed by editors. 634 * This is only needed by editors.
608 */ 635 */
609
610void 636void
611remove_button_link (object *op) 637object::remove_link ()
612{ 638{
613 oblinkpt *obp; 639 if (!map)
614 objectlink **olp, *ol;
615
616 if (op->map == NULL)
617 { 640 {
618 LOG (llevError, "remove_button_link() in object without map.\n"); 641 LOG (llevError, "remove_button_link() in object without map.\n");
619 return; 642 return;
620 } 643 }
621 644
622 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 645 if (!flag [FLAG_IS_LINKED])
623 { 646 {
624 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 647 LOG (llevError, "remove_button_linked() in unlinked object.\n");
625 return; 648 return;
626 } 649 }
627 650
651 flag [FLAG_IS_LINKED] = false;
652
628 for (obp = op->map->buttons; obp; obp = obp->next) 653 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
629 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 654 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
630 if (ol->ob == op) 655 if ((*olp)->ob == this)
631 { 656 {
632 657 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; 658 *olp = ol->next;
637 delete ol; 659 delete ol;
638 return; 660 return;
639 } 661 }
640 662
641 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 663 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
642 CLEAR_FLAG (op, FLAG_IS_LINKED); 664}
665
666/*
667 * Updates every button on the map (by calling update_button() for them).
668 */
669void
670maptile::update_buttons ()
671{
672 for (oblinkpt *obp = buttons; obp; obp = obp->next)
673 for (objectlink *ol = obp->link; ol; ol = ol->next)
674 {
675 if (!ol->ob)
676 {
677 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
678 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
679 continue;
680 }
681
682 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
683 {
684 update_button (ol->ob, 0);
685 break;
686 }
687 }
643} 688}
644 689
645/* 690/*
646 * Gets the objectlink for this connection from the map. 691 * Gets the objectlink for this connection from the map.
647 */ 692 */
648oblinkpt * 693oblinkpt *
649get_connection_links (maptile *map, long connection) 694maptile::find_link (shstr_tmp id)
650{ 695{
651 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 696 for (oblinkpt *obp = buttons; obp; obp = obp->next)
652 if (obp->value == connection) 697 if (obp->id == id)
653 return obp; 698 return obp;
654 699
655 return 0; 700 return 0;
656} 701}
657 702
658/* 703/*
659 * Return the first objectlink in the objects linked to this one 704 * Return the first objectlink in the objects linked to this one
660 */ 705 */
661
662oblinkpt * 706oblinkpt *
663get_button_links (const object *button) 707object::find_link () const
664{ 708{
665 oblinkpt *obp; 709 if (map)
666 objectlink *ol;
667
668 if (!button->map)
669 return NULL;
670
671 for (obp = button->map->buttons; obp; obp = obp->next) 710 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
672 for (ol = obp->link; ol; ol = ol->next) 711 for (objectlink *ol = obp->link; ol; ol = ol->next)
673 if (ol->ob == button) 712 if (ol->ob == this)
674 return obp; 713 return obp;
675 714
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; 715 return 0;
696} 716}
697 717
698/* This routine makes monsters who are 718/* This routine makes monsters who are
699 * standing on the 'mood floor' change their 719 * standing on the 'mood floor' change their
700 * disposition if it is different. 720 * disposition if it is different.
701 * If floor is to be triggered must have 721 * If floor is to be triggered must have
702 * a speed of zero (default is 1 for all 722 * a speed of zero (default is 1 for all
703 * but the charm floor type). 723 * but the charm floor type).
704 * by b.t. thomas@nomad.astro.psu.edu 724 * by b.t. thomas@nomad.astro.psu.edu
705 */ 725 */
706
707void 726void
708do_mood_floor (object *op, object *source) 727do_mood_floor (object *op, object *source)
709{ 728{
710 object *tmp;
711 object *tmp2;
712
713 if (!source) 729 if (!source)
714 source = op; 730 source = op;
715 731
716 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 732 mapspace &ms = op->ms ();
717 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 733
734 if (!(ms.flags () & P_IS_ALIVE))
735 return;
736
737 object *tmp;
738
739 for (tmp = ms.top; tmp; tmp = tmp->below)
740 if (tmp->flag [FLAG_MONSTER])
718 break; 741 break;
719 742
720 /* doesn't effect players, and if there is a player on this space, won't also 743 /* doesn't effect players, and if there is a player on this space, won't also
721 * be a monster here. 744 * be a monster here.
722 */ 745 */
746 //TODO: have players really FLAG_MONSTER? kept it for safety
723 if (!tmp || tmp->type == PLAYER) 747 if (!tmp || tmp->type == PLAYER)
724 return; 748 return;
725 749
726 switch (op->last_sp) 750 switch (op->last_sp)
727 { 751 {
728 case 0: /* furious--make all monsters mad */ 752 case 0: /* furious--make all monsters mad */
729 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 753 if (tmp->flag [FLAG_UNAGGRESSIVE])
730 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 754 tmp->clr_flag (FLAG_UNAGGRESSIVE);
731 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 755
756 if (tmp->flag [FLAG_FRIENDLY])
732 { 757 {
733 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
734 remove_friendly_object (tmp);
735 tmp->attack_movement = 0; 758 tmp->attack_movement = 0;
736 /* lots of checks here, but want to make sure we don't 759 /* lots of checks here, but want to make sure we don't
737 * dereference a null value 760 * dereference a null value
738 */ 761 */
739 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 762 if (tmp->type == GOLEM
763 && tmp->owner
764 && tmp->owner->type == PLAYER
765 && tmp->owner->contr->golem == tmp)
740 tmp->owner->contr->ranges[range_golem] = 0; 766 tmp->owner->contr->golem = 0;
741 767
742 tmp->owner = 0; 768 tmp->owner = 0;
769
770 remove_friendly_object (tmp);
743 } 771 }
744 break; 772 break;
773
745 case 1: /* angry -- get neutral monsters mad */ 774 case 1: /* angry -- get neutral monsters mad */
746 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 775 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
747 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 776 tmp->clr_flag (FLAG_UNAGGRESSIVE);
748 break; 777 break;
778
749 case 2: /* calm -- pacify unfriendly monsters */ 779 case 2: /* calm -- pacify unfriendly monsters */
750 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 780 tmp->set_flag (FLAG_UNAGGRESSIVE);
751 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
752 break; 781 break;
782
753 case 3: /* make all monsters fall asleep */ 783 case 3: /* make all monsters fall asleep */
754 if (!QUERY_FLAG (tmp, FLAG_SLEEP)) 784 tmp->set_flag (FLAG_SLEEP);
755 SET_FLAG (tmp, FLAG_SLEEP);
756 break; 785 break;
786
757 case 4: /* charm all monsters */ 787 case 4: /* charm all monsters */
758 if (op == source) 788 if (op == source)
759 break; /* only if 'connected' */ 789 break; /* only if 'connected' */
760 790
761 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 791 if (object *pl = source->ms ().player ())
762 tmp2->type != PLAYER; tmp2 = tmp2->above) 792 {
763 if (tmp2->above == NULL) 793 tmp->set_owner (pl);
794 tmp->set_flag (FLAG_MONSTER);
795
796 tmp->stats.exp = 0;
797
798 add_friendly_object (tmp);
799 tmp->attack_movement = PETMOVE;
800 }
764 break; 801 break;
765 802
766 if (tmp2->type != PLAYER) 803 case 6: // kill monsters
804 if (!tmp->flag [FLAG_FRIENDLY])
767 break; 805 break;
768 806
769 tmp->set_owner (tmp2); 807 // FALL THROUGH
770 SET_FLAG (tmp, FLAG_MONSTER); 808 case 5: // kill all alives
771 809 if (!tmp->flag [FLAG_PRECIOUS])
772 tmp->stats.exp = 0; 810 {
773 811 archetype::get (shstr_burnout)->insert_at (tmp, source);
774 add_friendly_object (tmp); 812 tmp->destroy ();
775 tmp->attack_movement = PETMOVE; 813 }
776 break; 814 break;
777 815
778 default: 816 default:
779 break; 817 break;
780 } 818 }
792 object *tmp, *ret = NULL; 830 object *tmp, *ret = NULL;
793 831
794 /* First check the object itself. */ 832 /* First check the object itself. */
795 if ((trig->stats.hp && (op->type == trig->stats.hp)) 833 if ((trig->stats.hp && (op->type == trig->stats.hp))
796 || (trig->slaying && (op->slaying == trig->slaying)) 834 || (trig->slaying && (op->slaying == trig->slaying))
797 || (trig->race && (op->arch->name == trig->race))) 835 || (trig->race && (op->arch->archname == trig->race)))
798 return op; 836 return op;
799 837
800 for (tmp = op->inv; tmp; tmp = tmp->below) 838 for (tmp = op->inv; tmp; tmp = tmp->below)
801 { 839 {
802 if (tmp->inv) 840 if (tmp->inv)
805 if (ret) 843 if (ret)
806 return ret; 844 return ret;
807 } 845 }
808 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 846 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
809 || (trig->slaying && (tmp->slaying == trig->slaying)) 847 || (trig->slaying && (tmp->slaying == trig->slaying))
810 || (trig->race && (tmp->arch->name == trig->race))) 848 || (trig->race && (tmp->arch->archname == trig->race)))
811 return tmp; 849 return tmp;
812 } 850 }
813 return NULL; 851 return NULL;
814} 852}
815 853
816/* check_inv(), a function to search the inventory, 854/* check_inv(), a function to search the inventory,
817 * of a player and then based on a set of conditions, 855 * of a player and then based on a set of conditions,
818 * the square will activate connected items. 856 * the square will activate connected items.
819 * Monsters can't trigger this square (for now) 857 * Monsters can't trigger this square (for now)
820 * Values are: last_sp = 1/0 obj/no obj triggers 858 * Values are: last_sp = 1/0 obj/no obj triggers
821 * last_heal = 1/0 remove/dont remove obj if triggered 859 * last_heal = 1/0 remove/dont remove obj if triggered
822 * -b.t. (thomas@nomad.astro.psu.edu 860 * -b.t. (thomas@nomad.astro.psu.edu
823 * 861 *
824 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op 862 * 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 863 * because the check-inventory semantic essentially only applies when
826 * something is above the inventory checker. 864 * something is above the inventory checker.
827 * The semantic prior this change was: trigger if something has moved on or off 865 * The semantic prior this change was: trigger if something has moved on or off
830 * away, and then leaves the inventory checker. That would've caused an always-enabled 868 * 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. 869 * state in the inventory checker. This won't happen anymore now.
832 * 870 *
833 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check 871 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
834 * whether op is on this mapspace or not, because the value (1|0) depends 872 * whether op is on this mapspace or not, because the value (1|0) depends
835 * on this information. also make sure to only push_button if op has 873 * on this information. also make sure to only push_button if op has
836 * a matching item (because when we do a push_button with value=0 timed gates 874 * a matching item (because when we do a push_button with value=0 timed gates
837 * will still open)! (i hope i got the semantics right this time) 875 * will still open)! (i hope i got the semantics right this time)
838 * 876 *
839 */ 877 */
840void 878void
853 // and we have to set the value to 0 891 // and we have to set the value to 0
854 892
855 if (match && trig->last_sp) // match == having 893 if (match && trig->last_sp) // match == having
856 { 894 {
857 if (trig->last_heal) 895 if (trig->last_heal)
858 decrease_ob (match); 896 match->decrease ();
859 897
860 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 898 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
861 push_button (trig); 899 push_button (trig, op);
862 } 900 }
863 else if (!match && !trig->last_sp) // match == not having 901 else if (!match && !trig->last_sp) // match == not having
864 { 902 {
865 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 903 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
866 push_button (trig); 904 push_button (trig, op);
867 } 905 }
868} 906}
869 907

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