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Comparing deliantra/server/common/button.C (file contents):
Revision 1.32 by root, Thu May 17 21:32:08 2007 UTC vs.
Revision 1.46 by root, Sun May 4 18:24:11 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* 26/*
29 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
30 */ 28 */
31 29
60 object *tmp = ol->ob; 58 object *tmp = ol->ob;
61 59
62 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 62 continue;
63
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 65 continue;
67 66
68 switch (tmp->type) 67 switch (tmp->type)
69 { 68 {
70 case GATE: 69 case GATE:
71 case HOLE: 70 case HOLE:
71 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 76 tmp->set_speed (0.5);
74 break; 77 break;
75 78
76 case CF_HANDLE: 79 case CF_HANDLE:
79 break; 82 break;
80 83
81 case SIGN: 84 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 89 if (tmp->stats.food)
86 tmp->last_eat++; 90 tmp->last_eat++;
87 } 91 }
88 break; 92 break;
89 93
90 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 96 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
94 break; 99 break;
95 100
96 case BUTTON: 101 case BUTTON:
97 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 104 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
101 break; 107 break;
102 108
103 case MOOD_FLOOR: 109 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
105 break; 111 break;
106 112
107 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
108 tmp->set_speed (tmp->arch->clone.speed); 116 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 117 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 118 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 119 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 120 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 121 * from the head - this ensures that the data will consistent
114 */ 122 */
141 case CREATOR: 149 case CREATOR:
142 move_creator (tmp); 150 move_creator (tmp);
143 break; 151 break;
144 152
145 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
146 move_marker (tmp); 155 move_marker (tmp);
147 break; 156 break;
148 157
149 case DUPLICATOR: 158 case DUPLICATOR:
150 move_duplicator (tmp); 159 move_duplicator (tmp);
206 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
207 */ 216 */
208void 217void
209update_button (object *op) 218update_button (object *op)
210{ 219{
211 object *ab, *tmp, *head;
212 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
213 oblinkpt *obp = 0; 221 oblinkpt *obp = 0;
214 objectlink *ol; 222 objectlink *ol;
215 223
216 obp = get_button_links (op); 224 obp = get_button_links (op);
217 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
218 if (obp) 225 if (obp)
219 for (ol = obp->link; ol; ol = ol->next) 226 for (ol = obp->link; ol; ol = ol->next)
220 { 227 {
221 if (!ol->ob) 228 if (!ol->ob)
222 { 229 {
223 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 230 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
224 continue; 231 continue;
225 } 232 }
226 233
227 tmp = ol->ob; 234 object *tmp = ol->ob;
235
228 if (tmp->type == BUTTON) 236 if (tmp->type == BUTTON)
229 { 237 {
238 sint32 total = 0;
239
230 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (object *ab = tmp->above; ab; ab = ab->above)
231 /* Bug? The pedestal code below looks for the head of
232 * the object, this bit doesn't. I'd think we should check
233 * for head here also. Maybe it also makese sense to
234 * make the for ab=tmp->above loop common, and alter
235 * behaviour based on object within that loop?
236 */
237
238 /* Basically, if the move_type matches that on what the 241 /* Basically, if the move_type matches that on what the
239 * button wants, we count it. The second check is so that 242 * button wants, we count it. The second check is so that
240 * objects don't move (swords, etc) will count. Note that 243 * objects who don't move (swords, etc) will count. Note that
241 * this means that more work is needed to make buttons 244 * this means that more work is needed to make buttons
242 * that are only triggered by flying objects. 245 * that are only triggered by flying objects.
243 */ 246 */
244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
245 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 248 total += ab->head_ ()->total_weight ();
246 249
247 tmp->value = (tot >= tmp->weight) ? 1 : 0; 250 tmp->value = total >= tmp->weight;
248 if (tmp->value) 251
249 any_down = 1; 252 any_down = any_down || tmp->value;
250 } 253 }
251 else if (tmp->type == PEDESTAL) 254 else if (tmp->type == PEDESTAL)
252 { 255 {
253 tmp->value = 0; 256 tmp->value = 0;
257
254 for (ab = tmp->above; ab != NULL; ab = ab->above) 258 for (object *ab = tmp->above; ab; ab = ab->above)
255 { 259 {
256 head = ab->head_ (); 260 object *head = ab->head_ ();
261
257 /* Same note regarding move_type for buttons above apply here. */ 262 /* Same note regarding move_type for buttons above apply here. */
258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 263 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
259 (head->race == tmp->slaying || 264 && (head->race == tmp->slaying
260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
262 tmp->value = 1; 267 tmp->value = 1;
263 } 268 }
264 269
265 if (tmp->value) 270 any_down = any_down || tmp->value;
266 any_down = 1;
267 } 271 }
268 } 272 }
273
269 if (any_down) /* If any other buttons were down, force this to remain down */ 274 if (any_down) /* If any other buttons were down, force this to remain down */
270 op->value = 1; 275 op->value = 1;
276
277 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
271 278
272 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 280 if (op->value != old_value)
274 { 281 {
275 SET_ANIMATION (op, op->value); 282 SET_ANIMATION (op, op->value);
314 */ 321 */
315 322
316int 323int
317check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
318{ 325{
319 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
328 && sacrifice->type != PLAYER)
320 { 329 {
321 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
322 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
323 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
324 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
325 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
326 return 1; 333 return 1;
327 334
328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
329 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 336 || ARCH_SACRIFICE (altar) == sacrifice->name
337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
330 return 1; 340 return 1;
331 } 341 }
332 342
333 return 0; 343 return 0;
334} 344}
358 return 0; 368 return 0;
359 369
360 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
361 * has been dropped. 371 * has been dropped.
362 */ 372 */
363 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
364 { 374 {
365 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
366 376
367 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
368 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
369 number++; 379 number++;
370 380
371 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
372 } 383 }
373 else 384 else
374 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
375 387
376 if (altar->msg) 388 if (altar->msg)
377 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
378 390
379 return 1; 391 return 1;
416 int push = 0, tot = 0; 428 int push = 0, tot = 0;
417 int in_movement = op->stats.wc || op->speed; 429 int in_movement = op->stats.wc || op->speed;
418 430
419 switch (op->type) 431 switch (op->type)
420 { 432 {
421 case TRIGGER_BUTTON: 433 case TRIGGER_BUTTON:
422 if (op->weight > 0) 434 if (op->weight > 0)
423 { 435 {
424 if (cause) 436 if (cause)
425 { 437 {
426 for (tmp = op->above; tmp; tmp = tmp->above) 438 for (tmp = op->above; tmp; tmp = tmp->above)
427 /* Comment reproduced from update_buttons(): */ 439 /* Comment reproduced from update_buttons(): */
428 /* Basically, if the move_type matches that on what the 440 /* Basically, if the move_type matches that on what the
429 * button wants, we count it. The second check is so that 441 * button wants, we count it. The second check is so that
430 * objects that don't move (swords, etc) will count. Note that 442 * objects that don't move (swords, etc) will count. Note that
431 * this means that more work is needed to make buttons 443 * this means that more work is needed to make buttons
432 * that are only triggered by flying objects. 444 * that are only triggered by flying objects.
445 */
446 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
447 tot += tmp->head_ ()->total_weight ();
448
449 if (tot >= op->weight)
450 push = 1;
451
452 if (op->stats.ac == push)
453 return 0;
454
455 op->stats.ac = push;
456 if (NUM_ANIMATIONS (op) > 1)
457 {
458 SET_ANIMATION (op, push);
459 update_object (op, UP_OBJ_FACE);
460 }
461
462 if (in_movement || !push)
463 return 0;
464 }
465 trigger_move (op, push);
466 }
467
468 return 0;
469
470 case TRIGGER_PEDESTAL:
471 if (cause)
472 {
473 for (tmp = op->above; tmp; tmp = tmp->above)
474 {
475 object *head = tmp->head_ ();
476
477 /* See comment in TRIGGER_BUTTON about move_types */
478 if (((head->move_type & op->move_on) || head->move_type == 0)
479 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
480 {
481 push = 1;
482 break;
483 }
484 }
485
486 if (op->stats.ac == push)
487 return 0;
488
489 op->stats.ac = push;
490
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 update_object (op, UP_OBJ_FACE);
498
499 if (in_movement || !push)
500 return 0;
501 }
502
503 trigger_move (op, push);
504 return 0;
505
506 case TRIGGER_ALTAR:
507 if (cause)
508 {
509 if (in_movement)
510 return 0;
511
512 if (operate_altar (op, &cause))
513 {
514 if (NUM_ANIMATIONS (op) > 1)
515 {
516 SET_ANIMATION (op, 1);
517 update_object (op, UP_OBJ_FACE);
518 }
519
520 if (op->last_sp >= 0)
521 {
522 trigger_move (op, 1);
523 if (op->last_sp > 0)
524 op->last_sp = -op->last_sp;
525 }
526 else
527 {
528 /* for trigger altar with last_sp, the ON/OFF
529 * status (-> +/- value) is "simulated":
433 */ 530 */
434 531 op->value = !op->value;
435 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 532 trigger_move (op, 1);
436 { 533 op->last_sp = -op->last_sp;
437 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 534 op->value = !op->value;
438 }
439 if (tot >= op->weight)
440 push = 1;
441 if (op->stats.ac == push)
442 return 0;
443 op->stats.ac = push;
444 if (NUM_ANIMATIONS (op) > 1)
445 {
446 SET_ANIMATION (op, push);
447 update_object (op, UP_OBJ_FACE);
448 } 535 }
449 if (in_movement || !push) 536
450 return 0; 537 return cause == NULL;
451 } 538 }
452 trigger_move (op, push);
453 } 539 else
454 return 0;
455
456 case TRIGGER_PEDESTAL:
457 if (cause)
458 {
459 for (tmp = op->above; tmp; tmp = tmp->above)
460 {
461 object *head = tmp->head_ ();
462
463 /* See comment in TRIGGER_BUTTON about move_types */
464 if (((head->move_type & op->move_on) || head->move_type == 0)
465 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
466 {
467 push = 1;
468 break;
469 }
470 }
471
472 if (op->stats.ac == push)
473 return 0; 540 return 0;
474 541 }
475 op->stats.ac = push; 542 else
476 543 {
477 if (NUM_ANIMATIONS (op) > 1) 544 if (NUM_ANIMATIONS (op) > 1)
478 { 545 {
479 SET_ANIMATION (op, push); 546 SET_ANIMATION (op, 0);
480 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
481 } 548 }
482 549
483 update_object (op, UP_OBJ_FACE);
484
485 if (in_movement || !push)
486 return 0;
487 }
488
489 trigger_move (op, push);
490 return 0;
491
492 case TRIGGER_ALTAR:
493 if (cause)
494 {
495 if (in_movement)
496 return 0;
497
498 if (operate_altar (op, &cause))
499 {
500 if (NUM_ANIMATIONS (op) > 1)
501 {
502 SET_ANIMATION (op, 1);
503 update_object (op, UP_OBJ_FACE);
504 }
505
506 if (op->last_sp >= 0)
507 {
508 trigger_move (op, 1);
509 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp;
511 }
512 else
513 {
514 /* for trigger altar with last_sp, the ON/OFF
515 * status (-> +/- value) is "simulated":
516 */
517 op->value = !op->value;
518 trigger_move (op, 1);
519 op->last_sp = -op->last_sp;
520 op->value = !op->value;
521 }
522
523 return cause == NULL;
524 }
525 else
526 return 0;
527 }
528 else
529 {
530 if (NUM_ANIMATIONS (op) > 1)
531 {
532 SET_ANIMATION (op, 0);
533 update_object (op, UP_OBJ_FACE);
534 }
535
536 /* If trigger_altar has "last_sp > 0" set on the map, 550 /* If trigger_altar has "last_sp > 0" set on the map,
537 * it will push the connected value only once per sacrifice. 551 * it will push the connected value only once per sacrifice.
538 * Otherwise (default), the connected value will be 552 * Otherwise (default), the connected value will be
539 * pushed twice: First by sacrifice, second by reset! -AV 553 * pushed twice: First by sacrifice, second by reset! -AV
540 */ 554 */
541 if (!op->last_sp) 555 if (!op->last_sp)
542 trigger_move (op, 0); 556 trigger_move (op, 0);
543 else 557 else
544 { 558 {
545 op->stats.wc = 0; 559 op->stats.wc = 0;
546 op->value = !op->value; 560 op->value = !op->value;
547 op->set_speed (0); 561 op->set_speed (0);
548 } 562 }
549 } 563 }
550 return 0; 564 return 0;
551 565
552 case TRIGGER: 566 case TRIGGER:
553 if (cause) 567 if (cause)
554 { 568 {
555 if (in_movement) 569 if (in_movement)
556 return 0; 570 return 0;
557 571
558 push = 1; 572 push = 1;
559 } 573 }
560 574
561 if (NUM_ANIMATIONS (op) > 1) 575 if (NUM_ANIMATIONS (op) > 1)
562 { 576 {
563 SET_ANIMATION (op, push); 577 SET_ANIMATION (op, push);
564 update_object (op, UP_OBJ_FACE); 578 update_object (op, UP_OBJ_FACE);
565 } 579 }
566 580
567 trigger_move (op, push); 581 trigger_move (op, push);
568 return 1; 582 return 1;
569 583
570 default: 584 default:
571 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 585 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
572 return 0; 586 return 0;
573 } 587 }
574} 588}
575 589
576void 590void
577add_button_link (object *button, maptile *map, int connected) 591add_button_link (object *button, maptile *map, int connected)
796 810
797 // FALL THROUGH 811 // FALL THROUGH
798 case 5: // kill all alives 812 case 5: // kill all alives
799 if (!tmp->flag [FLAG_PRECIOUS]) 813 if (!tmp->flag [FLAG_PRECIOUS])
800 { 814 {
801 get_archetype ("burnout")->insert_at (tmp, source); 815 archetype::get (shstr_burnout)->insert_at (tmp, source);
802 tmp->destroy (); 816 tmp->destroy ();
803 } 817 }
804 break; 818 break;
805 819
806 default: 820 default:
820 object *tmp, *ret = NULL; 834 object *tmp, *ret = NULL;
821 835
822 /* First check the object itself. */ 836 /* First check the object itself. */
823 if ((trig->stats.hp && (op->type == trig->stats.hp)) 837 if ((trig->stats.hp && (op->type == trig->stats.hp))
824 || (trig->slaying && (op->slaying == trig->slaying)) 838 || (trig->slaying && (op->slaying == trig->slaying))
825 || (trig->race && (op->arch->name == trig->race))) 839 || (trig->race && (op->arch->archname == trig->race)))
826 return op; 840 return op;
827 841
828 for (tmp = op->inv; tmp; tmp = tmp->below) 842 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 843 {
830 if (tmp->inv) 844 if (tmp->inv)
833 if (ret) 847 if (ret)
834 return ret; 848 return ret;
835 } 849 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 850 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) 851 || (trig->slaying && (tmp->slaying == trig->slaying))
838 || (trig->race && (tmp->arch->name == trig->race))) 852 || (trig->race && (tmp->arch->archname == trig->race)))
839 return tmp; 853 return tmp;
840 } 854 }
841 return NULL; 855 return NULL;
842} 856}
843 857
881 // and we have to set the value to 0 895 // and we have to set the value to 0
882 896
883 if (match && trig->last_sp) // match == having 897 if (match && trig->last_sp) // match == having
884 { 898 {
885 if (trig->last_heal) 899 if (trig->last_heal)
886 decrease_ob (match); 900 match->decrease ();
887 901
888 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 902 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
889 push_button (trig); 903 push_button (trig);
890 } 904 }
891 else if (!match && !trig->last_sp) // match == not having 905 else if (!match && !trig->last_sp) // match == not having

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