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Comparing deliantra/server/common/button.C (file contents):
Revision 1.20 by root, Tue Dec 26 08:54:58 2006 UTC vs.
Revision 1.40 by root, Thu Nov 8 19:43:23 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26 26
27/* 27/*
59 object *tmp = ol->ob; 59 object *tmp = ol->ob;
60 60
61 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 63 continue;
64
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 66 continue;
66 67
67 switch (tmp->type) 68 switch (tmp->type)
68 { 69 {
69 case GATE: 70 case GATE:
70 case HOLE: 71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->set_speed (0.5); 77 tmp->set_speed (0.5);
73 break; 78 break;
74 79
75 case CF_HANDLE: 80 case CF_HANDLE:
78 break; 83 break;
79 84
80 case SIGN: 85 case SIGN:
81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
82 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
84 if (tmp->stats.food) 90 if (tmp->stats.food)
85 tmp->last_eat++; 91 tmp->last_eat++;
86 } 92 }
87 break; 93 break;
88 94
89 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
90 tmp->value = 1; 97 tmp->value = 1;
91 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
92 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
93 break; 100 break;
94 101
95 case BUTTON: 102 case BUTTON:
96 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
97 tmp->value = state; 105 tmp->value = state;
98 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
100 break; 108 break;
101 109
102 case MOOD_FLOOR: 110 case MOOD_FLOOR:
103 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, source);
104 break; 112 break;
105 113
106 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
107 tmp->set_speed (tmp->arch->clone.speed); 117 tmp->set_speed (tmp->arch->speed);
108 tmp->value = tmp->arch->clone.value; 118 tmp->value = tmp->arch->value;
109 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
110 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
111 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
112 * from the head - this ensures that the data will consistent 122 * from the head - this ensures that the data will consistent
113 */ 123 */
114 for (tmp = tmp->more; tmp; tmp = tmp->more) 124 for (object *part = tmp->more; part; part = part->more)
115 { 125 {
116 tmp->value = tmp->head->value; 126 part->value = tmp->value;
117 tmp->stats.sp = tmp->head->stats.sp; 127 part->stats.sp = tmp->stats.sp;
118 tmp->stats.hp = tmp->head->stats.hp; 128 part->stats.hp = tmp->stats.hp;
119 tmp->set_speed (tmp->head->speed); 129 part->set_speed (tmp->speed);
120 } 130 }
121 break; 131 break;
122 132
123 case DIRECTOR: 133 case DIRECTOR:
124 case FIREWALL: 134 case FIREWALL:
126 move_firewall (tmp); 136 move_firewall (tmp);
127 else 137 else
128 { 138 {
129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 139 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 140 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
141
131 animate_turning (tmp); 142 animate_turning (tmp);
132 } 143 }
133 break; 144 break;
134 145
135 case TELEPORTER: 146 case TELEPORTER:
139 case CREATOR: 150 case CREATOR:
140 move_creator (tmp); 151 move_creator (tmp);
141 break; 152 break;
142 153
143 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
144 move_marker (tmp); 156 move_marker (tmp);
145 break; 157 break;
146 158
147 case DUPLICATOR: 159 case DUPLICATOR:
148 move_duplicator (tmp); 160 move_duplicator (tmp);
249 else if (tmp->type == PEDESTAL) 261 else if (tmp->type == PEDESTAL)
250 { 262 {
251 tmp->value = 0; 263 tmp->value = 0;
252 for (ab = tmp->above; ab != NULL; ab = ab->above) 264 for (ab = tmp->above; ab != NULL; ab = ab->above)
253 { 265 {
254 head = ab->head ? ab->head : ab; 266 head = ab->head_ ();
255 /* Same note regarding move_type for buttons above apply here. */ 267 /* Same note regarding move_type for buttons above apply here. */
256 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 268 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
257 (head->race == tmp->slaying || 269 (head->race == tmp->slaying ||
258 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 270 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
259 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 271 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
260 tmp->value = 1; 272 tmp->value = 1;
261 } 273 }
274
262 if (tmp->value) 275 if (tmp->value)
263 any_down = 1; 276 any_down = 1;
264 } 277 }
265 } 278 }
266 if (any_down) /* If any other buttons were down, force this to remain down */ 279 if (any_down) /* If any other buttons were down, force this to remain down */
273 update_object (op, UP_OBJ_FACE); 286 update_object (op, UP_OBJ_FACE);
274 push_button (op); /* Make all other buttons the same */ 287 push_button (op); /* Make all other buttons the same */
275 } 288 }
276} 289}
277 290
278/*
279 * Updates every button on the map (by calling update_button() for them).
280 */
281
282void
283update_buttons (maptile *m)
284{
285 objectlink *ol;
286 oblinkpt *obp;
287
288 for (obp = m->buttons; obp; obp = obp->next)
289 for (ol = obp->link; ol; ol = ol->next)
290 {
291 if (!ol->ob)
292 {
293 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
294 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
295 continue;
296 }
297
298 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
299 {
300 update_button (ol->ob);
301 break;
302 }
303 }
304}
305
306void 291void
307use_trigger (object *op) 292use_trigger (object *op)
308{ 293{
309
310 /* Toggle value */ 294 /* Toggle value */
311 op->value = !op->value; 295 op->value = !op->value;
312 push_button (op); 296 push_button (op);
313} 297}
314 298
315/* 299/*
316 * Note: animate_object should be used instead of this, 300 * Note: animate_object should be used instead of this,
317 * but it can't handle animations in the 8 directions 301 * but it can't handle animations in the 8 directions
318 */ 302 */
319
320void 303void
321animate_turning (object *op) /* only one part objects */ 304animate_turning (object *op) /* only one part objects */
322{ 305{
323 if (++op->state >= NUM_ANIMATIONS (op) / 8) 306 if (++op->state >= NUM_ANIMATIONS (op) / 8)
324 op->state = 0; 307 op->state = 0;
341 */ 324 */
342 325
343int 326int
344check_altar_sacrifice (const object *altar, const object *sacrifice) 327check_altar_sacrifice (const object *altar, const object *sacrifice)
345{ 328{
346 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 329 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
330 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
331 && sacrifice->type != PLAYER)
347 { 332 {
333 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
334 && sacrifice->type == MONEY
335 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
336 return 1;
337
348 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 338 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
349 ARCH_SACRIFICE (altar) == sacrifice->name || 339 || ARCH_SACRIFICE (altar) == sacrifice->name
350 ARCH_SACRIFICE (altar) == sacrifice->slaying || 340 || ARCH_SACRIFICE (altar) == sacrifice->slaying
351 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 341 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
352 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 342 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
353 return 1;
354
355 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
356 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
357 return 1; 343 return 1;
358 } 344 }
359 345
360 return 0; 346 return 0;
361} 347}
483 case TRIGGER_PEDESTAL: 469 case TRIGGER_PEDESTAL:
484 if (cause) 470 if (cause)
485 { 471 {
486 for (tmp = op->above; tmp; tmp = tmp->above) 472 for (tmp = op->above; tmp; tmp = tmp->above)
487 { 473 {
488 object *head = tmp->head ? tmp->head : tmp; 474 object *head = tmp->head_ ();
489 475
490 /* See comment in TRIGGER_BUTTON about move_types */ 476 /* See comment in TRIGGER_BUTTON about move_types */
491 if (((head->move_type & op->move_on) || head->move_type == 0) 477 if (((head->move_type & op->move_on) || head->move_type == 0)
492 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) 478 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
493 { 479 {
494 push = 1; 480 push = 1;
495 break; 481 break;
496 } 482 }
497 } 483 }
484
498 if (op->stats.ac == push) 485 if (op->stats.ac == push)
499 return 0; 486 return 0;
487
500 op->stats.ac = push; 488 op->stats.ac = push;
489
501 if (NUM_ANIMATIONS (op) > 1) 490 if (NUM_ANIMATIONS (op) > 1)
502 { 491 {
503 SET_ANIMATION (op, push); 492 SET_ANIMATION (op, push);
504 update_object (op, UP_OBJ_FACE); 493 update_object (op, UP_OBJ_FACE);
505 } 494 }
495
506 update_object (op, UP_OBJ_FACE); 496 update_object (op, UP_OBJ_FACE);
497
507 if (in_movement || !push) 498 if (in_movement || !push)
508 return 0; 499 return 0;
509 } 500 }
501
510 trigger_move (op, push); 502 trigger_move (op, push);
511 return 0; 503 return 0;
512 504
513 case TRIGGER_ALTAR: 505 case TRIGGER_ALTAR:
514 if (cause) 506 if (cause)
515 { 507 {
516 if (in_movement) 508 if (in_movement)
517 return 0; 509 return 0;
510
518 if (operate_altar (op, &cause)) 511 if (operate_altar (op, &cause))
519 { 512 {
520 if (NUM_ANIMATIONS (op) > 1) 513 if (NUM_ANIMATIONS (op) > 1)
521 { 514 {
522 SET_ANIMATION (op, 1); 515 SET_ANIMATION (op, 1);
523 update_object (op, UP_OBJ_FACE); 516 update_object (op, UP_OBJ_FACE);
524 } 517 }
518
525 if (op->last_sp >= 0) 519 if (op->last_sp >= 0)
526 { 520 {
527 trigger_move (op, 1); 521 trigger_move (op, 1);
528 if (op->last_sp > 0) 522 if (op->last_sp > 0)
529 op->last_sp = -op->last_sp; 523 op->last_sp = -op->last_sp;
536 op->value = !op->value; 530 op->value = !op->value;
537 trigger_move (op, 1); 531 trigger_move (op, 1);
538 op->last_sp = -op->last_sp; 532 op->last_sp = -op->last_sp;
539 op->value = !op->value; 533 op->value = !op->value;
540 } 534 }
535
541 return cause == NULL; 536 return cause == NULL;
542 } 537 }
543 else 538 else
544 {
545 return 0; 539 return 0;
546 }
547 } 540 }
548 else 541 else
549 { 542 {
550 if (NUM_ANIMATIONS (op) > 1) 543 if (NUM_ANIMATIONS (op) > 1)
551 { 544 {
734 */ 727 */
735 728
736void 729void
737do_mood_floor (object *op, object *source) 730do_mood_floor (object *op, object *source)
738{ 731{
739 object *tmp;
740 object *tmp2;
741
742 if (!source) 732 if (!source)
743 source = op; 733 source = op;
744 734
745 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 735 mapspace &ms = op->ms ();
736
737 if (!(ms.flags () & P_IS_ALIVE))
738 return;
739
740 object *tmp;
741
742 for (tmp = ms.top; tmp; tmp = tmp->below)
746 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 743 if (QUERY_FLAG (tmp, FLAG_MONSTER))
747 break; 744 break;
748 745
749 /* doesn't effect players, and if there is a player on this space, won't also 746 /* doesn't effect players, and if there is a player on this space, won't also
750 * be a monster here. 747 * be a monster here.
751 */ 748 */
749 //TODO: have players really FLAG_MONSTER? kept it for safety
752 if (!tmp || tmp->type == PLAYER) 750 if (!tmp || tmp->type == PLAYER)
753 return; 751 return;
754 752
755 switch (op->last_sp) 753 switch (op->last_sp)
756 { 754 {
757 case 0: /* furious--make all monsters mad */ 755 case 0: /* furious--make all monsters mad */
758 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 756 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
759 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 757 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
758
760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 759 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
761 { 760 {
762 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
763 remove_friendly_object (tmp);
764 tmp->attack_movement = 0; 761 tmp->attack_movement = 0;
765 /* lots of checks here, but want to make sure we don't 762 /* lots of checks here, but want to make sure we don't
766 * dereference a null value 763 * dereference a null value
767 */ 764 */
768 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 765 if (tmp->type == GOLEM
766 && tmp->owner
767 && tmp->owner->type == PLAYER
768 && tmp->owner->contr->golem == tmp)
769 tmp->owner->contr->ranges[range_golem] = 0; 769 tmp->owner->contr->golem = 0;
770 770
771 tmp->owner = 0; 771 tmp->owner = 0;
772
773 remove_friendly_object (tmp);
772 } 774 }
773 break; 775 break;
776
774 case 1: /* angry -- get neutral monsters mad */ 777 case 1: /* angry -- get neutral monsters mad */
775 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 778 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
776 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 779 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
777 break; 780 break;
781
778 case 2: /* calm -- pacify unfriendly monsters */ 782 case 2: /* calm -- pacify unfriendly monsters */
779 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
780 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 783 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
781 break; 784 break;
785
782 case 3: /* make all monsters fall asleep */ 786 case 3: /* make all monsters fall asleep */
783 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
784 SET_FLAG (tmp, FLAG_SLEEP); 787 SET_FLAG (tmp, FLAG_SLEEP);
785 break; 788 break;
789
786 case 4: /* charm all monsters */ 790 case 4: /* charm all monsters */
787 if (op == source) 791 if (op == source)
788 break; /* only if 'connected' */ 792 break; /* only if 'connected' */
789 793
790 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 794 if (object *pl = source->ms ().player ())
791 tmp2->type != PLAYER; tmp2 = tmp2->above) 795 {
792 if (tmp2->above == NULL) 796 tmp->set_owner (pl);
797 SET_FLAG (tmp, FLAG_MONSTER);
798
799 tmp->stats.exp = 0;
800
801 add_friendly_object (tmp);
802 tmp->attack_movement = PETMOVE;
803 }
793 break; 804 break;
794 805
795 if (tmp2->type != PLAYER) 806 case 6: // kill monsters
807 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
796 break; 808 break;
797 809
798 tmp->set_owner (tmp2); 810 // FALL THROUGH
799 SET_FLAG (tmp, FLAG_MONSTER); 811 case 5: // kill all alives
800 812 if (!tmp->flag [FLAG_PRECIOUS])
801 tmp->stats.exp = 0; 813 {
802 SET_FLAG (tmp, FLAG_FRIENDLY); 814 get_archetype ("burnout")->insert_at (tmp, source);
803 815 tmp->destroy ();
804 add_friendly_object (tmp); 816 }
805 tmp->attack_movement = PETMOVE;
806 break; 817 break;
807 818
808 default: 819 default:
809 break; 820 break;
810 } 821 }
822 object *tmp, *ret = NULL; 833 object *tmp, *ret = NULL;
823 834
824 /* First check the object itself. */ 835 /* First check the object itself. */
825 if ((trig->stats.hp && (op->type == trig->stats.hp)) 836 if ((trig->stats.hp && (op->type == trig->stats.hp))
826 || (trig->slaying && (op->slaying == trig->slaying)) 837 || (trig->slaying && (op->slaying == trig->slaying))
827 || (trig->race && (op->arch->name == trig->race))) 838 || (trig->race && (op->arch->archname == trig->race)))
828 return op; 839 return op;
829 840
830 for (tmp = op->inv; tmp; tmp = tmp->below) 841 for (tmp = op->inv; tmp; tmp = tmp->below)
831 { 842 {
832 if (tmp->inv) 843 if (tmp->inv)
835 if (ret) 846 if (ret)
836 return ret; 847 return ret;
837 } 848 }
838 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 849 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
839 || (trig->slaying && (tmp->slaying == trig->slaying)) 850 || (trig->slaying && (tmp->slaying == trig->slaying))
840 || (trig->race && (tmp->arch->name == trig->race))) 851 || (trig->race && (tmp->arch->archname == trig->race)))
841 return tmp; 852 return tmp;
842 } 853 }
843 return NULL; 854 return NULL;
844} 855}
845 856
858 * and has a matching item. Imagine what happens if someone steps on the inventory 869 * and has a matching item. Imagine what happens if someone steps on the inventory
859 * checker with a matching item, has it, activates the connection, throws the item 870 * checker with a matching item, has it, activates the connection, throws the item
860 * away, and then leaves the inventory checker. That would've caused an always-enabled 871 * away, and then leaves the inventory checker. That would've caused an always-enabled
861 * state in the inventory checker. This won't happen anymore now. 872 * state in the inventory checker. This won't happen anymore now.
862 * 873 *
874 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
875 * whether op is on this mapspace or not, because the value (1|0) depends
876 * on this information. also make sure to only push_button if op has
877 * a matching item (because when we do a push_button with value=0 timed gates
878 * will still open)! (i hope i got the semantics right this time)
879 *
863 */ 880 */
864void 881void
865check_inv (object *op, object *trig) 882check_inv (object *op, object *trig)
866{ 883{
867 trig->value = 0; // deactivate if none of the following conditions apply 884 trig->value = 0; // deactivate if none of the following conditions apply
868 885
869 if (object *pl = trig->ms ().player ()) 886 object *pl = trig->ms ().player ();
870 {
871 object *match = check_inv_recursive (pl, trig); 887 object *match = check_inv_recursive (op, trig);
872 888
889 // elmex: a note about (pl == op):
890 // if pl == 0 then the player has left this space
891 // if pl != 0 then a player is on this mapspace, but then
892 // we still have to check whether it's the player that triggered
893 // this inv-checker, because if not, then the op left this inv-checker
894 // and we have to set the value to 0
895
873 if (match && trig->last_sp) // match == having 896 if (match && trig->last_sp) // match == having
874 { 897 {
875 if (trig->last_heal) 898 if (trig->last_heal)
876 decrease_ob (match); 899 decrease_ob (match);
877 900
878 trig->value = 1; 901 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
879 } 902 push_button (trig);
903 }
880 else if (!match && !trig->last_sp) // match == not having 904 else if (!match && !trig->last_sp) // match == not having
881 trig->value = 1;
882 } 905 {
883 906 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
884 push_button (trig); 907 push_button (trig);
908 }
885} 909}
886 910

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