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Comparing deliantra/server/common/button.C (file contents):
Revision 1.8 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.46 by root, Sun May 4 18:24:11 2008 UTC

1
2/* 1/*
3 * static char *rcsid_button_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: button.C,v 1.8 2006/09/11 20:28:37 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30#include <global.h> 24#include <global.h>
31#include <funcpoint.h>
32 25
33/* 26/*
34 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
35 */ 28 */
36 29
41 * The source argument can be 0 or the source object for this activation. 34 * The source argument can be 0 or the source object for this activation.
42 */ 35 */
43void 36void
44activate_connection_link (objectlink * ol, bool state, object *source = 0) 37activate_connection_link (objectlink * ol, bool state, object *source = 0)
45{ 38{
46 object *tmp = 0;
47
48 for (; ol; ol = ol->next) 39 for (; ol; ol = ol->next)
49 { 40 {
50 if (!ol->ob || ol->ob->count != ol->id) 41 if (!ol->ob)
51 { 42 {
52 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 43 LOG (llevError, "Internal error in activate_connection_link.\n");
53 continue; 44 continue;
54 } 45 }
46
55 /* a button link object can become freed when the map is saving. As 47 /* a button link object can become freed when the map is saving. As
56 * a map is saved, objects are removed and freed, and if an object is 48 * a map is saved, objects are removed and freed, and if an object is
57 * on top of a button, this function is eventually called. If a map 49 * on top of a button, this function is eventually called. If a map
58 * is getting moved out of memory, the status of buttons and levers 50 * is getting moved out of memory, the status of buttons and levers
59 * probably isn't important - it will get sorted out when the map is 51 * probably isn't important - it will get sorted out when the map is
60 * re-loaded. As such, just exit this function if that is the case. 52 * re-loaded. As such, just exit this function if that is the case.
61 */ 53 */
62 54
63 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 55 if (QUERY_FLAG (ol->ob, FLAG_FREED))
64 return; 56 return;
57
65 tmp = ol->ob; 58 object *tmp = ol->ob;
66 59
67 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
68 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
69 continue; 62 continue;
63
70 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
71 continue; 65 continue;
72 66
73 switch (tmp->type) 67 switch (tmp->type)
74 { 68 {
75 case GATE: 69 case GATE:
76 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"));
77 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
78 tmp->speed = 0.5; 76 tmp->set_speed (0.5);
79 update_ob_speed (tmp);
80 break; 77 break;
81 78
82 case CF_HANDLE: 79 case CF_HANDLE:
83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 80 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE); 81 update_object (tmp, UP_OBJ_FACE);
85 break; 82 break;
86 83
87 case SIGN: 84 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 89 if (tmp->stats.food)
92 tmp->last_eat++; 90 tmp->last_eat++;
93 } 91 }
94 break; 92 break;
95 93
96 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
97 tmp->value = 1; 96 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
100 break; 99 break;
101 100
102 case BUTTON: 101 case BUTTON:
103 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
104 tmp->value = state; 104 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
107 break; 107 break;
108 108
109 case MOOD_FLOOR: 109 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
111 break; 111 break;
112 112
113 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
114 tmp->speed = tmp->arch->clone.speed; 116 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 117 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 118 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 119 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 120 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 121 * from the head - this ensures that the data will consistent
121 */ 122 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 123 for (object *part = tmp->more; part; part = part->more)
123 { 124 {
124 tmp->speed = tmp->head->speed; 125 part->value = tmp->value;
125 tmp->value = tmp->head->value; 126 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 127 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 128 part->set_speed (tmp->speed);
129 } 129 }
130 break; 130 break;
131 131
132 case DIRECTOR: 132 case DIRECTOR:
133 case FIREWALL: 133 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 135 move_firewall (tmp);
136 else 136 else
137 { 137 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
140
140 animate_turning (tmp); 141 animate_turning (tmp);
141 } 142 }
142 break; 143 break;
143 144
144 case TELEPORTER: 145 case TELEPORTER:
145 move_teleporter (tmp); 146 move_teleporter (tmp);
146 break; 147 break;
147 148
148 case CREATOR: 149 case CREATOR:
149 move_creator (tmp); 150 move_creator (tmp);
150 break; 151 break;
151 152
152 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
153 move_marker (tmp); 155 move_marker (tmp);
154 break; 156 break;
155 157
156 case DUPLICATOR: 158 case DUPLICATOR:
157 move_duplicator (tmp); 159 move_duplicator (tmp);
158 break; 160 break;
159 } 161 }
160 } 162 }
161} 163}
162 164
163/* 165/*
193 * the connection was 'state' or 'released'. So that you can activate objects 195 * the connection was 'state' or 'released'. So that you can activate objects
194 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 196 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
195 * 197 *
196 */ 198 */
197void 199void
198activate_connection (mapstruct *map, long connection, bool state) 200activate_connection (maptile *map, long connection, bool state)
199{ 201{
200 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 202 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
201 return; 203 return;
202 204
203 oblinkpt *obp = get_connection_links (map, connection); 205 oblinkpt *obp = get_connection_links (map, connection);
210 * Updates everything connected with the button op. 212 * Updates everything connected with the button op.
211 * After changing the state of a button, this function must be called 213 * After changing the state of a button, this function must be called
212 * to make sure that all gates and other buttons connected to the 214 * to make sure that all gates and other buttons connected to the
213 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
214 */ 216 */
215
216void 217void
217update_button (object *op) 218update_button (object *op)
218{ 219{
219 object *ab, *tmp, *head;
220 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
221 oblinkpt *obp = 0; 221 oblinkpt *obp = 0;
222 objectlink *ol; 222 objectlink *ol;
223 223
224 obp = get_button_links (op); 224 obp = get_button_links (op);
225 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
226 if (obp) 225 if (obp)
227 for (ol = obp->link; ol; ol = ol->next) 226 for (ol = obp->link; ol; ol = ol->next)
228 { 227 {
229 if (!ol->ob || ol->ob->count != ol->id) 228 if (!ol->ob)
230 { 229 {
231 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 230 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
232 continue; 231 continue;
233 } 232 }
233
234 tmp = ol->ob; 234 object *tmp = ol->ob;
235
235 if (tmp->type == BUTTON) 236 if (tmp->type == BUTTON)
236 { 237 {
238 sint32 total = 0;
239
237 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (object *ab = tmp->above; ab; ab = ab->above)
238 /* Bug? The pedestal code below looks for the head of
239 * the object, this bit doesn't. I'd think we should check
240 * for head here also. Maybe it also makese sense to
241 * make the for ab=tmp->above loop common, and alter
242 * behaviour based on object within that loop?
243 */
244
245 /* Basically, if the move_type matches that on what the 241 /* Basically, if the move_type matches that on what the
246 * button wants, we count it. The second check is so that 242 * button wants, we count it. The second check is so that
247 * objects don't move (swords, etc) will count. Note that 243 * objects who don't move (swords, etc) will count. Note that
248 * this means that more work is needed to make buttons 244 * this means that more work is needed to make buttons
249 * that are only triggered by flying objects. 245 * that are only triggered by flying objects.
250 */ 246 */
251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
252 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 248 total += ab->head_ ()->total_weight ();
253 249
254 tmp->value = (tot >= tmp->weight) ? 1 : 0; 250 tmp->value = total >= tmp->weight;
255 if (tmp->value) 251
256 any_down = 1; 252 any_down = any_down || tmp->value;
257 } 253 }
258 else if (tmp->type == PEDESTAL) 254 else if (tmp->type == PEDESTAL)
259 { 255 {
260 tmp->value = 0; 256 tmp->value = 0;
257
261 for (ab = tmp->above; ab != NULL; ab = ab->above) 258 for (object *ab = tmp->above; ab; ab = ab->above)
262 { 259 {
263 head = ab->head ? ab->head : ab; 260 object *head = ab->head_ ();
261
264 /* Same note regarding move_type for buttons above apply here. */ 262 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 263 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
266 (head->race == tmp->slaying || 264 && (head->race == tmp->slaying
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
269 tmp->value = 1; 267 tmp->value = 1;
270 } 268 }
271 if (tmp->value) 269
272 any_down = 1; 270 any_down = any_down || tmp->value;
273 } 271 }
274 } 272 }
273
275 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 */
276 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);
277 278
278 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
279 if (op->value != old_value) 280 if (op->value != old_value)
280 { 281 {
281 SET_ANIMATION (op, op->value); 282 SET_ANIMATION (op, op->value);
282 update_object (op, UP_OBJ_FACE); 283 update_object (op, UP_OBJ_FACE);
283 push_button (op); /* Make all other buttons the same */ 284 push_button (op); /* Make all other buttons the same */
284 } 285 }
285} 286}
286 287
287/*
288 * Updates every button on the map (by calling update_button() for them).
289 */
290
291void
292update_buttons (mapstruct *m)
293{
294 objectlink *ol;
295 oblinkpt *obp;
296
297 for (obp = m->buttons; obp; obp = obp->next)
298 for (ol = obp->link; ol; ol = ol->next)
299 {
300 if (!ol->ob || ol->ob->count != ol->id)
301 {
302 LOG (llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
303 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value);
304 continue;
305 }
306 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
307 {
308 update_button (ol->ob);
309 break;
310 }
311 }
312}
313
314void 288void
315use_trigger (object *op) 289use_trigger (object *op)
316{ 290{
317
318 /* Toggle value */ 291 /* Toggle value */
319 op->value = !op->value; 292 op->value = !op->value;
320 push_button (op); 293 push_button (op);
321} 294}
322 295
323/* 296/*
324 * Note: animate_object should be used instead of this, 297 * Note: animate_object should be used instead of this,
325 * but it can't handle animations in the 8 directions 298 * but it can't handle animations in the 8 directions
326 */ 299 */
327
328void 300void
329animate_turning (object *op) /* only one part objects */ 301animate_turning (object *op) /* only one part objects */
330{ 302{
331 if (++op->state >= NUM_ANIMATIONS (op) / 8) 303 if (++op->state >= NUM_ANIMATIONS (op) / 8)
332 op->state = 0; 304 op->state = 0;
349 */ 321 */
350 322
351int 323int
352check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
353{ 325{
354 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)
355 { 329 {
356 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 330 if (ARCH_SACRIFICE (altar) == shstr_money
357 ARCH_SACRIFICE (altar) == sacrifice->name || 331 && sacrifice->type == MONEY
358 ARCH_SACRIFICE (altar) == sacrifice->slaying || 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
359 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
360 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
361 return 1; 333 return 1;
362 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 334
363 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
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 ())
364 return 1; 340 return 1;
365 } 341 }
342
366 return 0; 343 return 0;
367} 344}
368
369 345
370/* 346/*
371 * operate_altar checks if sacrifice was accepted and removes sacrificed 347 * operate_altar checks if sacrifice was accepted and removes sacrificed
372 * objects. If sacrifice was succeed return 1 else 0. Might be better to 348 * objects. If sacrifice was succeed return 1 else 0. Might be better to
373 * call check_altar_sacrifice (above) than depend on the return value, 349 * call check_altar_sacrifice (above) than depend on the return value,
374 * since operate_altar will remove the sacrifice also. 350 * since operate_altar will remove the sacrifice also.
375 * 351 *
376 * If this function returns 1, '*sacrifice' is modified to point to the 352 * If this function returns 1, '*sacrifice' is modified to point to the
377 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 353 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
378 */ 354 */
379
380int 355int
381operate_altar (object *altar, object **sacrifice) 356operate_altar (object *altar, object **sacrifice)
382{ 357{
383
384 if (!altar->map) 358 if (!altar->map)
385 { 359 {
386 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 360 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
387 return 0; 361 return 0;
388 } 362 }
394 return 0; 368 return 0;
395 369
396 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
397 * has been dropped. 371 * has been dropped.
398 */ 372 */
399 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
400 { 374 {
401 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
402 376
403 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
404 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
405 number++; 379 number++;
406 *sacrifice = decrease_ob_nr (*sacrifice, number); 380
381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
407 } 383 }
408 else 384 else
409 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
410 387
411 if (altar->msg) 388 if (altar->msg)
412 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
390
413 return 1; 391 return 1;
414} 392}
415 393
416void 394void
417trigger_move (object *op, int state) /* 1 down and 0 up */ 395trigger_move (object *op, int state) /* 1 down and 0 up */
418{ 396{
419 op->stats.wc = state; 397 op->stats.wc = state;
420 if (state) 398 if (state)
421 { 399 {
422 use_trigger (op); 400 use_trigger (op);
423 if (op->stats.exp > 0) /* check sanity */ 401 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
424 op->speed = 1.0 / op->stats.exp;
425 else
426 op->speed = 1.0;
427 update_ob_speed (op);
428 op->speed_left = -1; 402 op->speed_left = -1;
429 } 403 }
430 else 404 else
431 { 405 {
432 use_trigger (op); 406 use_trigger (op);
433 op->speed = 0; 407 op->set_speed (0);
434 update_ob_speed (op);
435 } 408 }
436} 409}
437 410
438 411
439/* 412/*
455 int push = 0, tot = 0; 428 int push = 0, tot = 0;
456 int in_movement = op->stats.wc || op->speed; 429 int in_movement = op->stats.wc || op->speed;
457 430
458 switch (op->type) 431 switch (op->type)
459 { 432 {
460 case TRIGGER_BUTTON: 433 case TRIGGER_BUTTON:
461 if (op->weight > 0) 434 if (op->weight > 0)
462 { 435 {
463 if (cause) 436 if (cause)
464 { 437 {
465 for (tmp = op->above; tmp; tmp = tmp->above) 438 for (tmp = op->above; tmp; tmp = tmp->above)
466 /* Comment reproduced from update_buttons(): */ 439 /* Comment reproduced from update_buttons(): */
467 /* Basically, if the move_type matches that on what the 440 /* Basically, if the move_type matches that on what the
468 * button wants, we count it. The second check is so that 441 * button wants, we count it. The second check is so that
469 * objects that don't move (swords, etc) will count. Note that 442 * objects that don't move (swords, etc) will count. Note that
470 * this means that more work is needed to make buttons 443 * this means that more work is needed to make buttons
471 * 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":
472 */ 530 */
473 531 op->value = !op->value;
474 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 532 trigger_move (op, 1);
475 { 533 op->last_sp = -op->last_sp;
476 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 534 op->value = !op->value;
477 }
478 if (tot >= op->weight)
479 push = 1;
480 if (op->stats.ac == push)
481 return 0;
482 op->stats.ac = push;
483 if (NUM_ANIMATIONS (op) > 1)
484 {
485 SET_ANIMATION (op, push);
486 update_object (op, UP_OBJ_FACE);
487 } 535 }
488 if (in_movement || !push) 536
489 return 0; 537 return cause == NULL;
490 } 538 }
491 trigger_move (op, push);
492 } 539 else
493 return 0;
494
495 case TRIGGER_PEDESTAL:
496 if (cause)
497 {
498 for (tmp = op->above; tmp; tmp = tmp->above)
499 {
500 object *head = tmp->head ? tmp->head : tmp;
501
502 /* See comment in TRIGGER_BUTTON about move_types */
503 if (((head->move_type & op->move_on) || head->move_type == 0)
504 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
505 {
506 push = 1;
507 break;
508 }
509 }
510 if (op->stats.ac == push)
511 return 0; 540 return 0;
512 op->stats.ac = push; 541 }
542 else
543 {
513 if (NUM_ANIMATIONS (op) > 1) 544 if (NUM_ANIMATIONS (op) > 1)
514 { 545 {
515 SET_ANIMATION (op, push); 546 SET_ANIMATION (op, 0);
516 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
517 } 548 }
518 update_object (op, UP_OBJ_FACE);
519 if (in_movement || !push)
520 return 0;
521 }
522 trigger_move (op, push);
523 return 0;
524 549
525 case TRIGGER_ALTAR:
526 if (cause)
527 {
528 if (in_movement)
529 return 0;
530 if (operate_altar (op, &cause))
531 {
532 if (NUM_ANIMATIONS (op) > 1)
533 {
534 SET_ANIMATION (op, 1);
535 update_object (op, UP_OBJ_FACE);
536 }
537 if (op->last_sp >= 0)
538 {
539 trigger_move (op, 1);
540 if (op->last_sp > 0)
541 op->last_sp = -op->last_sp;
542 }
543 else
544 {
545 /* for trigger altar with last_sp, the ON/OFF
546 * status (-> +/- value) is "simulated":
547 */
548 op->value = !op->value;
549 trigger_move (op, 1);
550 op->last_sp = -op->last_sp;
551 op->value = !op->value;
552 }
553 return cause == NULL;
554 }
555 else
556 {
557 return 0;
558 }
559 }
560 else
561 {
562 if (NUM_ANIMATIONS (op) > 1)
563 {
564 SET_ANIMATION (op, 0);
565 update_object (op, UP_OBJ_FACE);
566 }
567
568 /* If trigger_altar has "last_sp > 0" set on the map, 550 /* If trigger_altar has "last_sp > 0" set on the map,
569 * it will push the connected value only once per sacrifice. 551 * it will push the connected value only once per sacrifice.
570 * Otherwise (default), the connected value will be 552 * Otherwise (default), the connected value will be
571 * pushed twice: First by sacrifice, second by reset! -AV 553 * pushed twice: First by sacrifice, second by reset! -AV
572 */ 554 */
573 if (!op->last_sp) 555 if (!op->last_sp)
574 trigger_move (op, 0); 556 trigger_move (op, 0);
575 else 557 else
576 { 558 {
577 op->stats.wc = 0; 559 op->stats.wc = 0;
578 op->value = !op->value; 560 op->value = !op->value;
579 op->speed = 0; 561 op->set_speed (0);
580 update_ob_speed (op);
581 } 562 }
582 } 563 }
583 return 0; 564 return 0;
584 565
585 case TRIGGER: 566 case TRIGGER:
586 if (cause) 567 if (cause)
587 { 568 {
588 if (in_movement) 569 if (in_movement)
589 return 0; 570 return 0;
571
590 push = 1; 572 push = 1;
591 } 573 }
574
592 if (NUM_ANIMATIONS (op) > 1) 575 if (NUM_ANIMATIONS (op) > 1)
593 { 576 {
594 SET_ANIMATION (op, push); 577 SET_ANIMATION (op, push);
595 update_object (op, UP_OBJ_FACE); 578 update_object (op, UP_OBJ_FACE);
596 } 579 }
580
597 trigger_move (op, push); 581 trigger_move (op, push);
598 return 1; 582 return 1;
599 583
600 default: 584 default:
601 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);
602 return 0; 586 return 0;
603 } 587 }
604} 588}
605 589
606void 590void
607add_button_link (object *button, mapstruct *map, int connected) 591add_button_link (object *button, maptile *map, int connected)
608{ 592{
609 oblinkpt *obp; 593 oblinkpt *obp;
610 objectlink *ol = get_objectlink (); 594 objectlink *ol = get_objectlink ();
611 595
612 if (!map) 596 if (!map)
613 { 597 {
614 LOG (llevError, "Tried to add button-link without map.\n"); 598 LOG (llevError, "Tried to add button-link without map.\n");
615 return; 599 return;
616 } 600 }
617 if (!editor) 601
618 button->path_attuned = connected; /* peterm: I need this so I can rebuild 602 button->path_attuned = connected; /* peterm: I need this so I can rebuild
619 a connected map from a template map. */ 603 a connected map from a template map. */
620
621/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
622 604
623 SET_FLAG (button, FLAG_IS_LINKED); 605 SET_FLAG (button, FLAG_IS_LINKED);
624 606
625 ol->ob = button; 607 ol->ob = button;
626 ol->id = button->count;
627 608
628 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 609 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
610 ;
629 611
630 if (obp) 612 if (obp)
631 { 613 {
632 ol->next = obp->link; 614 ol->next = obp->link;
633 obp->link = ol; 615 obp->link = ol;
657 if (op->map == NULL) 639 if (op->map == NULL)
658 { 640 {
659 LOG (llevError, "remove_button_link() in object without map.\n"); 641 LOG (llevError, "remove_button_link() in object without map.\n");
660 return; 642 return;
661 } 643 }
644
662 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 645 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
663 { 646 {
664 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 647 LOG (llevError, "remove_button_linked() in unlinked object.\n");
665 return; 648 return;
666 } 649 }
650
667 for (obp = op->map->buttons; obp; obp = obp->next) 651 for (obp = op->map->buttons; obp; obp = obp->next)
668 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 652 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
669 if (ol->ob == op) 653 if (ol->ob == op)
670 { 654 {
671 655
672/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 656/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
673 obp->value, op->name, op->map->path); 657 obp->value, op->name, op->map->path);
674*/ 658*/
675 *olp = ol->next; 659 *olp = ol->next;
676 free (ol); 660 delete ol;
677 return; 661 return;
678 } 662 }
663
679 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 664 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
680 CLEAR_FLAG (op, FLAG_IS_LINKED); 665 CLEAR_FLAG (op, FLAG_IS_LINKED);
681} 666}
682 667
683/* 668/*
684 * Gets the objectlink for this connection from the map. 669 * Gets the objectlink for this connection from the map.
685 */ 670 */
686oblinkpt * 671oblinkpt *
687get_connection_links (mapstruct *map, long connection) 672get_connection_links (maptile *map, long connection)
688{ 673{
689 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 674 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
690 if (obp->value == connection) 675 if (obp->value == connection)
691 return obp; 676 return obp;
677
692 return 0; 678 return 0;
693} 679}
694 680
695/* 681/*
696 * Return the first objectlink in the objects linked to this one 682 * Return the first objectlink in the objects linked to this one
702 oblinkpt *obp; 688 oblinkpt *obp;
703 objectlink *ol; 689 objectlink *ol;
704 690
705 if (!button->map) 691 if (!button->map)
706 return NULL; 692 return NULL;
693
707 for (obp = button->map->buttons; obp; obp = obp->next) 694 for (obp = button->map->buttons; obp; obp = obp->next)
708 for (ol = obp->link; ol; ol = ol->next) 695 for (ol = obp->link; ol; ol = ol->next)
709 if (ol->ob == button && ol->id == button->count) 696 if (ol->ob == button)
710 return obp; 697 return obp;
698
711 return NULL; 699 return NULL;
712} 700}
713 701
714/* 702/*
715 * Made as a separate function to increase efficiency 703 * Made as a separate function to increase efficiency
723 711
724 if (!button->map) 712 if (!button->map)
725 return 0; 713 return 0;
726 for (obp = button->map->buttons; obp; obp = obp->next) 714 for (obp = button->map->buttons; obp; obp = obp->next)
727 for (ol = obp->link; ol; ol = ol->next) 715 for (ol = obp->link; ol; ol = ol->next)
728 if (ol->ob == button && ol->id == button->count) 716 if (ol->ob == button)
729 return obp->value; 717 return obp->value;
730 return 0; 718 return 0;
731} 719}
732 720
733/* This routine makes monsters who are 721/* This routine makes monsters who are
740 */ 728 */
741 729
742void 730void
743do_mood_floor (object *op, object *source) 731do_mood_floor (object *op, object *source)
744{ 732{
745 object *tmp;
746 object *tmp2;
747
748 if (!source) 733 if (!source)
749 source = op; 734 source = op;
750 735
751 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 736 mapspace &ms = op->ms ();
737
738 if (!(ms.flags () & P_IS_ALIVE))
739 return;
740
741 object *tmp;
742
743 for (tmp = ms.top; tmp; tmp = tmp->below)
752 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 744 if (QUERY_FLAG (tmp, FLAG_MONSTER))
753 break; 745 break;
754 746
755 /* doesn't effect players, and if there is a player on this space, won't also 747 /* doesn't effect players, and if there is a player on this space, won't also
756 * be a monster here. 748 * be a monster here.
757 */ 749 */
750 //TODO: have players really FLAG_MONSTER? kept it for safety
758 if (!tmp || tmp->type == PLAYER) 751 if (!tmp || tmp->type == PLAYER)
759 return; 752 return;
760 753
761 switch (op->last_sp) 754 switch (op->last_sp)
762 { 755 {
763 case 0: /* furious--make all monsters mad */ 756 case 0: /* furious--make all monsters mad */
764 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 757 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
765 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 758 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
759
766 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 { 761 {
768 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
769 remove_friendly_object (tmp);
770 tmp->attack_movement = 0; 762 tmp->attack_movement = 0;
771 /* lots of checks here, but want to make sure we don't 763 /* lots of checks here, but want to make sure we don't
772 * dereference a null value 764 * dereference a null value
773 */ 765 */
774 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 766 if (tmp->type == GOLEM
775 { 767 && tmp->owner
776 tmp->owner->contr->ranges[range_golem] = NULL; 768 && tmp->owner->type == PLAYER
769 && tmp->owner->contr->golem == tmp)
777 tmp->owner->contr->golem_count = 0; 770 tmp->owner->contr->golem = 0;
778 } 771
779 tmp->owner = 0; 772 tmp->owner = 0;
773
774 remove_friendly_object (tmp);
780 } 775 }
781 break; 776 break;
777
782 case 1: /* angry -- get neutral monsters mad */ 778 case 1: /* angry -- get neutral monsters mad */
783 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 779 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
784 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 780 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
785 break; 781 break;
782
786 case 2: /* calm -- pacify unfriendly monsters */ 783 case 2: /* calm -- pacify unfriendly monsters */
787 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
788 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 784 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
789 break; 785 break;
786
790 case 3: /* make all monsters fall asleep */ 787 case 3: /* make all monsters fall asleep */
791 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
792 SET_FLAG (tmp, FLAG_SLEEP); 788 SET_FLAG (tmp, FLAG_SLEEP);
793 break; 789 break;
790
794 case 4: /* charm all monsters */ 791 case 4: /* charm all monsters */
795 if (op == source) 792 if (op == source)
796 break; /* only if 'connected' */ 793 break; /* only if 'connected' */
797 794
798 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 795 if (object *pl = source->ms ().player ())
799 tmp2->type != PLAYER; tmp2 = tmp2->above) 796 {
800 if (tmp2->above == NULL) 797 tmp->set_owner (pl);
798 SET_FLAG (tmp, FLAG_MONSTER);
799
800 tmp->stats.exp = 0;
801
802 add_friendly_object (tmp);
803 tmp->attack_movement = PETMOVE;
804 }
801 break; 805 break;
802 806
803 if (tmp2->type != PLAYER) 807 case 6: // kill monsters
808 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
804 break; 809 break;
805 set_owner (tmp, tmp2); 810
806 SET_FLAG (tmp, FLAG_MONSTER); 811 // FALL THROUGH
807 tmp->stats.exp = 0; 812 case 5: // kill all alives
808 SET_FLAG (tmp, FLAG_FRIENDLY); 813 if (!tmp->flag [FLAG_PRECIOUS])
809 add_friendly_object (tmp); 814 {
810 tmp->attack_movement = PETMOVE; 815 archetype::get (shstr_burnout)->insert_at (tmp, source);
816 tmp->destroy ();
817 }
811 break; 818 break;
812 819
813 default: 820 default:
814 break; 821 break;
815 } 822 }
819 * It will descend through containers to find the object. 826 * It will descend through containers to find the object.
820 * slaying = match object slaying flag 827 * slaying = match object slaying flag
821 * race = match object archetype name flag 828 * race = match object archetype name flag
822 * hp = match object type (excpt type '0'== PLAYER) 829 * hp = match object type (excpt type '0'== PLAYER)
823 */ 830 */
824
825object * 831object *
826check_inv_recursive (object *op, const object *trig) 832check_inv_recursive (object *op, const object *trig)
827{ 833{
828 object *tmp, *ret = NULL; 834 object *tmp, *ret = NULL;
829 835
830 /* First check the object itself. */ 836 /* First check the object itself. */
831 if ((trig->stats.hp && (op->type == trig->stats.hp)) 837 if ((trig->stats.hp && (op->type == trig->stats.hp))
832 || (trig->slaying && (op->slaying == trig->slaying)) || (trig->race && (op->arch->name == trig->race))) 838 || (trig->slaying && (op->slaying == trig->slaying))
839 || (trig->race && (op->arch->archname == trig->race)))
833 return op; 840 return op;
834 841
835 for (tmp = op->inv; tmp; tmp = tmp->below) 842 for (tmp = op->inv; tmp; tmp = tmp->below)
836 { 843 {
837 if (tmp->inv) 844 if (tmp->inv)
839 ret = check_inv_recursive (tmp, trig); 846 ret = check_inv_recursive (tmp, trig);
840 if (ret) 847 if (ret)
841 return ret; 848 return ret;
842 } 849 }
843 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 850 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
844 || (trig->slaying && (tmp->slaying == trig->slaying)) || (trig->race && (tmp->arch->name == trig->race))) 851 || (trig->slaying && (tmp->slaying == trig->slaying))
852 || (trig->race && (tmp->arch->archname == trig->race)))
845 return tmp; 853 return tmp;
846 } 854 }
847 return NULL; 855 return NULL;
848} 856}
849 857
852 * the square will activate connected items. 860 * the square will activate connected items.
853 * Monsters can't trigger this square (for now) 861 * Monsters can't trigger this square (for now)
854 * Values are: last_sp = 1/0 obj/no obj triggers 862 * Values are: last_sp = 1/0 obj/no obj triggers
855 * last_heal = 1/0 remove/dont remove obj if triggered 863 * last_heal = 1/0 remove/dont remove obj if triggered
856 * -b.t. (thomas@nomad.astro.psu.edu 864 * -b.t. (thomas@nomad.astro.psu.edu
857 */ 865 *
858 866 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
867 * because the check-inventory semantic essentially only applies when
868 * something is above the inventory checker.
869 * The semantic prior this change was: trigger if something has moved on or off
870 * and has a matching item. Imagine what happens if someone steps on the inventory
871 * checker with a matching item, has it, activates the connection, throws the item
872 * away, and then leaves the inventory checker. That would've caused an always-enabled
873 * state in the inventory checker. This won't happen anymore now.
874 *
875 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
876 * whether op is on this mapspace or not, because the value (1|0) depends
877 * on this information. also make sure to only push_button if op has
878 * a matching item (because when we do a push_button with value=0 timed gates
879 * will still open)! (i hope i got the semantics right this time)
880 *
881 */
859void 882void
860check_inv (object *op, object *trig) 883check_inv (object *op, object *trig)
861{ 884{
862 object *match; 885 trig->value = 0; // deactivate if none of the following conditions apply
863 886
864 if (op->type != PLAYER) 887 object *pl = trig->ms ().player ();
865 return;
866 match = check_inv_recursive (op, trig); 888 object *match = check_inv_recursive (op, trig);
889
890 // elmex: a note about (pl == op):
891 // if pl == 0 then the player has left this space
892 // if pl != 0 then a player is on this mapspace, but then
893 // we still have to check whether it's the player that triggered
894 // this inv-checker, because if not, then the op left this inv-checker
895 // and we have to set the value to 0
896
867 if (match && trig->last_sp) 897 if (match && trig->last_sp) // match == having
868 { 898 {
869 if (trig->last_heal) 899 if (trig->last_heal)
870 decrease_ob (match); 900 match->decrease ();
871 use_trigger (trig);
872 }
873 else if (!match && !trig->last_sp)
874 use_trigger (trig);
875}
876 901
877 902 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
878/* This does a minimal check of the button link consistency for object 903 push_button (trig);
879 * map. All it really does it much sure the object id link that is set
880 * matches what the object has.
881 */
882void
883verify_button_links (const mapstruct *map)
884{
885 oblinkpt *obp;
886 objectlink *ol;
887
888 if (!map)
889 return;
890
891 for (obp = map->buttons; obp; obp = obp->next)
892 { 904 }
893 for (ol = obp->link; ol; ol = ol->next) 905 else if (!match && !trig->last_sp) // match == not having
894 {
895 if (ol->id != ol->ob->count)
896 LOG (llevError, "verify_button_links: object %s on list is corrupt (%d!=%d)\n", &ol->ob->name, ol->id, ol->ob->count);
897 }
898 } 906 {
907 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
908 push_button (trig);
909 }
899} 910}
911

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