ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/button.C
(Generate patch)

Comparing deliantra/server/common/button.C (file contents):
Revision 1.20 by root, Tue Dec 26 08:54:58 2006 UTC vs.
Revision 1.60 by root, Mon Oct 26 03:43:22 2009 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 (©) 2005,2006,2007,2008,2009 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* 27/*
28 * This code is no longer highly inefficient 8) 28 * This code is no longer highly inefficient 8)
29 */ 29 */
30 30
31/* 31/*
32 * elmex: 32 * elmex:
33 * This function takes a objectlink list with all the objects are going to be activated. 33 * This function takes a objectlink list with all the objects are going to be activated.
34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
35 * The source argument can be 0 or the source object for this activation. 35 * The activator argument can be 0 or the source object for this activation.
36 * the originator is the player or monster who did something.
36 */ 37 */
37void 38static void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
39{ 40{
40 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
41 { 42 {
42 if (!ol->ob) 43 if (!ol->ob)
43 { 44 {
59 object *tmp = ol->ob; 60 object *tmp = ol->ob;
60 61
61 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 64 continue;
65
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 66 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 67 continue;
66 68
67 switch (tmp->type) 69 switch (tmp->type)
68 { 70 {
69 case GATE: 71 case GATE:
70 case HOLE: 72 case HOLE:
73 if (!tmp->active)
74 tmp->play_sound (tmp->sound
75 ? tmp->sound
76 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 77 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->set_speed (0.5); 78 tmp->set_speed (0.5);
73 break; 79 break;
74 80
75 case CF_HANDLE: 81 case T_HANDLE:
76 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 82 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
77 update_object (tmp, UP_OBJ_FACE); 83 update_object (tmp, UP_OBJ_FACE);
78 break; 84 break;
79 85
80 case SIGN: 86 case SIGN:
81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 87 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
82 { 88 {
89 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice"));
90
91 if (originator && originator->contr)
92 originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg));
93
83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 94 new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
95
84 if (tmp->stats.food) 96 if (tmp->stats.food)
85 tmp->last_eat++; 97 tmp->last_eat++;
86 } 98 }
87 break; 99 break;
88 100
89 case ALTAR: 101 case ALTAR:
102 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
90 tmp->value = 1; 103 tmp->value = 1;
91 SET_ANIMATION (tmp, tmp->value); 104 SET_ANIMATION (tmp, tmp->value);
92 update_object (tmp, UP_OBJ_FACE); 105 update_object (tmp, UP_OBJ_FACE);
93 break; 106 break;
94 107
95 case BUTTON: 108 case BUTTON:
96 case PEDESTAL: 109 case PEDESTAL:
110 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
97 tmp->value = state; 111 tmp->value = state;
98 SET_ANIMATION (tmp, tmp->value); 112 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 113 update_object (tmp, UP_OBJ_FACE);
100 break; 114 break;
101 115
102 case MOOD_FLOOR: 116 case MOOD_FLOOR:
103 do_mood_floor (tmp, source); 117 do_mood_floor (tmp, activator);
104 break; 118 break;
105 119
106 case TIMED_GATE: 120 case TIMED_GATE:
121 if (!tmp->active)
122 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
123
107 tmp->set_speed (tmp->arch->clone.speed); 124 tmp->set_speed (tmp->arch->speed);
108 tmp->value = tmp->arch->clone.value; 125 tmp->value = tmp->arch->value;
109 tmp->stats.sp = 1; 126 tmp->stats.sp = 1;
110 tmp->stats.hp = tmp->stats.maxhp; 127 tmp->stats.hp = tmp->stats.maxhp;
111 /* Handle multipart gates. We copy the value for the other parts 128 /* Handle multipart gates. We copy the value for the other parts
112 * from the head - this ensures that the data will consistent 129 * from the head - this ensures that the data will consistent
113 */ 130 */
114 for (tmp = tmp->more; tmp; tmp = tmp->more) 131 for (object *part = tmp->more; part; part = part->more)
115 { 132 {
116 tmp->value = tmp->head->value; 133 part->value = tmp->value;
117 tmp->stats.sp = tmp->head->stats.sp; 134 part->stats.sp = tmp->stats.sp;
118 tmp->stats.hp = tmp->head->stats.hp; 135 part->stats.hp = tmp->stats.hp;
119 tmp->set_speed (tmp->head->speed); 136 part->set_speed (tmp->speed);
120 } 137 }
121 break; 138 break;
122 139
123 case DIRECTOR: 140 case DIRECTOR:
124 case FIREWALL: 141 case FIREWALL:
125 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 142 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
126 move_firewall (tmp); 143 move_firewall (tmp);
127 else 144 else
128 { 145 {
129 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 146 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
130 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
131 animate_turning (tmp); 147 animate_turning (tmp);
132 } 148 }
133 break; 149 break;
134 150
135 case TELEPORTER: 151 case TELEPORTER:
139 case CREATOR: 155 case CREATOR:
140 move_creator (tmp); 156 move_creator (tmp);
141 break; 157 break;
142 158
143 case TRIGGER_MARKER: 159 case TRIGGER_MARKER:
160 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
144 move_marker (tmp); 161 move_marker (tmp);
145 break; 162 break;
146 163
147 case DUPLICATOR: 164 case DUPLICATOR:
148 move_duplicator (tmp); 165 move_duplicator (tmp);
166 break;
167
168 case MAPSCRIPT:
169 cfperl_mapscript_activate (tmp, state, activator, originator);
149 break; 170 break;
150 } 171 }
151 } 172 }
152} 173}
153 174
162 * Changed the routine to loop through _all_ objects. 183 * Changed the routine to loop through _all_ objects.
163 * Better hurry with that linked list... 184 * Better hurry with that linked list...
164 * 185 *
165 */ 186 */
166void 187void
167push_button (object *op) 188push_button (object *op, object *originator)
168{ 189{
169 oblinkpt *obp = get_button_links (op); 190 if (oblinkpt *obp = op->find_link ())
170 191 {
171 if (!obp) 192 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
172 return; 193 return;
173 194
174 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
175 return;
176
177 activate_connection_link (obp->link, op->value, op); 195 activate_connection_link (obp->link, op->value, op, originator);
196 }
178} 197}
179 198
180/* 199/*
181 * elmex: 200 * elmex:
182 * This activates a connection, similar to push_button (object *op) but it takes 201 * This activates a connection, similar to push_button (object *op) but it takes
184 * the connection was 'state' or 'released'. So that you can activate objects 203 * the connection was 'state' or 'released'. So that you can activate objects
185 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 204 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
186 * 205 *
187 */ 206 */
188void 207void
189activate_connection (maptile *map, long connection, bool state) 208maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
190{ 209{
191 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 210 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
192 return; 211 return;
193 212
194 oblinkpt *obp = get_connection_links (map, connection); 213 if (oblinkpt *obp = find_link (id))
195
196 if (obp)
197 activate_connection_link (obp->link, state); 214 activate_connection_link (obp->link, state, activator, originator);
198} 215}
199 216
200/* 217/*
201 * Updates everything connected with the button op. 218 * Updates everything connected with the button op.
202 * After changing the state of a button, this function must be called 219 * After changing the state of a button, this function must be called
203 * to make sure that all gates and other buttons connected to the 220 * to make sure that all gates and other buttons connected to the
204 * button reacts to the (eventual) change of state. 221 * button reacts to the (eventual) change of state.
205 */ 222 */
206void 223void
207update_button (object *op) 224update_button (object *op, object *originator)
208{ 225{
209 object *ab, *tmp, *head;
210 int tot, any_down = 0, old_value = op->value; 226 int any_down = 0, old_value = op->value;
211 oblinkpt *obp = 0;
212 objectlink *ol;
213 227
214 obp = get_button_links (op); 228 if (oblinkpt *obp = op->find_link ())
215 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
216 if (obp)
217 for (ol = obp->link; ol; ol = ol->next) 229 for (objectlink *ol = obp->link; ol; ol = ol->next)
218 { 230 {
219 if (!ol->ob) 231 if (!ol->ob)
220 { 232 {
221 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
222 continue; 234 continue;
223 } 235 }
224 236
225 tmp = ol->ob; 237 object *tmp = ol->ob;
238
226 if (tmp->type == BUTTON) 239 if (tmp->type == BUTTON)
227 { 240 {
241 sint32 total = 0;
242
228 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 243 for (object *ab = tmp->above; ab; ab = ab->above)
229 /* Bug? The pedestal code below looks for the head of
230 * the object, this bit doesn't. I'd think we should check
231 * for head here also. Maybe it also makese sense to
232 * make the for ab=tmp->above loop common, and alter
233 * behaviour based on object within that loop?
234 */
235
236 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
237 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
238 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
239 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
240 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
241 */ 249 */
242 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
243 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 total += ab->head_ ()->total_weight ();
244 252
245 tmp->value = (tot >= tmp->weight) ? 1 : 0; 253 tmp->value = total >= tmp->weight;
246 if (tmp->value) 254
247 any_down = 1; 255 any_down = any_down || tmp->value;
248 } 256 }
249 else if (tmp->type == PEDESTAL) 257 else if (tmp->type == PEDESTAL)
250 { 258 {
259 bool is_match = is_match_expr (tmp->slaying);
251 tmp->value = 0; 260 tmp->value = 0;
261
252 for (ab = tmp->above; ab != NULL; ab = ab->above) 262 for (object *ab = tmp->above; ab; ab = ab->above)
253 { 263 {
254 head = ab->head ? ab->head : ab; 264 object *head = ab->head_ ();
265
255 /* Same note regarding move_type for buttons above apply here. */ 266 /* Same note regarding move_type for buttons above apply here. */
256 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 267 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
268 if (is_match
269 ? match (tmp->slaying, head, tmp, originator)
257 (head->race == tmp->slaying || 270 : (head->race == tmp->slaying
258 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 271 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
259 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 272 || (tmp->slaying == shstr_player && head->type == PLAYER)))
273 {
260 tmp->value = 1; 274 tmp->value = 1;
275 break;
276 }
277 }
278
279 any_down = any_down || tmp->value;
280 }
281 else if (tmp->type == T_MATCH)
282 {
283 tmp->value = 0;
284
285 for (object *ab = tmp->above; ab; ab = ab->above)
261 } 286 {
262 if (tmp->value) 287 object *head = ab->head_ ();
263 any_down = 1; 288
289 /* Same note regarding move_type for buttons above apply here. */
290 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
291 if (match (tmp->slaying, head, tmp, originator))
292 {
293 tmp->value = 1;
294 break;
295 }
296 }
297
298 any_down = any_down || tmp->value;
264 } 299 }
265 } 300 }
301
266 if (any_down) /* If any other buttons were down, force this to remain down */ 302 if (any_down) /* If any other buttons were down, force this to remain down */
267 op->value = 1; 303 op->value = 1;
268 304
305 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
306
269 /* If this button hasn't changed, don't do anything */ 307 /* If this button hasn't changed, don't do anything */
270 if (op->value != old_value) 308 if (op->value != old_value)
271 { 309 {
272 SET_ANIMATION (op, op->value); 310 SET_ANIMATION (op, op->value);
273 update_object (op, UP_OBJ_FACE); 311 update_object (op, UP_OBJ_FACE);
274 push_button (op); /* Make all other buttons the same */ 312 push_button (op, originator); /* Make all other buttons the same */
275 }
276}
277
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 } 313 }
304} 314}
305 315
306void 316void
307use_trigger (object *op) 317use_trigger (object *op, object *originator)
308{ 318{
309
310 /* Toggle value */ 319 /* Toggle value */
311 op->value = !op->value; 320 op->value = !op->value;
321
312 push_button (op); 322 push_button (op, originator);
313} 323}
314 324
315/* 325/*
316 * Note: animate_object should be used instead of this, 326 * Note: animate_object should be used instead of this,
317 * but it can't handle animations in the 8 directions 327 * but it can't handle animations in the 8 directions
318 */ 328 */
319
320void 329void
321animate_turning (object *op) /* only one part objects */ 330animate_turning (object *op) /* only one part objects */
322{ 331{
323 if (++op->state >= NUM_ANIMATIONS (op) / 8) 332 if (++op->state >= NUM_ANIMATIONS (op) / 8)
324 op->state = 0; 333 op->state = 0;
339 * sacrificed. This fixes a bug of trying to put multiple altars/related 348 * sacrificed. This fixes a bug of trying to put multiple altars/related
340 * objects on the same space that take the same sacrifice. 349 * objects on the same space that take the same sacrifice.
341 */ 350 */
342 351
343int 352int
344check_altar_sacrifice (const object *altar, const object *sacrifice) 353check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
345{ 354{
346 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 355 if (sacrifice->flag [FLAG_UNPAID])
356 return 0;
357
358 if (is_match_expr (ARCH_SACRIFICE (altar)))
359 return match (ARCH_SACRIFICE (altar), altar, originator);
360
361 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
362 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
363 && sacrifice->type != PLAYER)
347 { 364 {
348 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 365 if (ARCH_SACRIFICE (altar) == shstr_money
349 ARCH_SACRIFICE (altar) == sacrifice->name || 366 && sacrifice->type == MONEY
350 ARCH_SACRIFICE (altar) == sacrifice->slaying || 367 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
351 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
352 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
353 return 1; 368 return 1;
354 369
355 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 370 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
356 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 371 || ARCH_SACRIFICE (altar) == sacrifice->name
372 || ARCH_SACRIFICE (altar) == sacrifice->slaying
373 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
374 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
357 return 1; 375 return 1;
358 } 376 }
359 377
360 return 0; 378 return 0;
361} 379}
368 * 386 *
369 * If this function returns 1, '*sacrifice' is modified to point to the 387 * If this function returns 1, '*sacrifice' is modified to point to the
370 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 388 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
371 */ 389 */
372int 390int
373operate_altar (object *altar, object **sacrifice) 391operate_altar (object *altar, object **sacrifice, object *originator)
374{ 392{
375 if (!altar->map) 393 if (!altar->map)
376 { 394 {
377 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 395 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
378 return 0; 396 return 0;
379 } 397 }
380 398
381 if (!altar->slaying || altar->value) 399 if (!altar->slaying || altar->value)
382 return 0; 400 return 0;
383 401
384 if (!check_altar_sacrifice (altar, *sacrifice)) 402 if (!check_altar_sacrifice (altar, *sacrifice, originator))
385 return 0; 403 return 0;
386 404
387 /* check_altar_sacrifice should have already verified that enough money 405 /* check_altar_sacrifice should have already verified that enough money
388 * has been dropped. 406 * has been dropped.
389 */ 407 */
390 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 408 if (ARCH_SACRIFICE (altar) == shstr_money)
391 { 409 {
392 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 410 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
393 411
394 /* Round up any sacrifices. Altars don't make change either */ 412 /* Round up any sacrifices. Altars don't make change either */
395 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 413 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
396 number++; 414 number++;
397 415
398 *sacrifice = decrease_ob_nr (*sacrifice, number); 416 if (!(*sacrifice)->decrease (number))
417 *sacrifice = 0;
399 } 418 }
400 else 419 else
401 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 420 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
421 *sacrifice = 0;
402 422
403 if (altar->msg) 423 if (altar->msg)
404 new_info_map (NDI_BLACK, altar->map, altar->msg); 424 new_info_map (NDI_BLACK, altar->map, altar->msg);
405 425
406 return 1; 426 return 1;
407} 427}
408 428
409void 429void
410trigger_move (object *op, int state) /* 1 down and 0 up */ 430trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
411{ 431{
412 op->stats.wc = state; 432 op->stats.wc = state;
433
413 if (state) 434 if (state)
414 { 435 {
415 use_trigger (op); 436 use_trigger (op, originator);
416 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.); 437 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
417 op->speed_left = -1; 438 op->speed_left = -1;
418 } 439 }
419 else 440 else
420 { 441 {
421 use_trigger (op); 442 use_trigger (op, originator);
422 op->set_speed (0); 443 op->set_speed (0);
423 } 444 }
424} 445}
425 446
426 447
435 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 456 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
436 * 457 *
437 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 458 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
438 */ 459 */
439int 460int
440check_trigger (object *op, object *cause) 461check_trigger (object *op, object *cause, object *originator)
441{ 462{
442 object *tmp; 463 object *tmp;
443 int push = 0, tot = 0; 464 int push = 0, tot = 0;
444 int in_movement = op->stats.wc || op->speed; 465 int in_movement = op->stats.wc || op->speed;
445 466
446 switch (op->type) 467 switch (op->type)
447 { 468 {
448 case TRIGGER_BUTTON: 469 case TRIGGER_BUTTON:
449 if (op->weight > 0) 470 if (op->weight > 0)
450 { 471 {
451 if (cause) 472 if (cause)
452 { 473 {
453 for (tmp = op->above; tmp; tmp = tmp->above) 474 for (tmp = op->above; tmp; tmp = tmp->above)
454 /* Comment reproduced from update_buttons(): */ 475 /* Comment reproduced from update_buttons(): */
455 /* Basically, if the move_type matches that on what the 476 /* Basically, if the move_type matches that on what the
456 * button wants, we count it. The second check is so that 477 * button wants, we count it. The second check is so that
457 * objects that don't move (swords, etc) will count. Note that 478 * objects that don't move (swords, etc) will count. Note that
458 * this means that more work is needed to make buttons 479 * this means that more work is needed to make buttons
459 * that are only triggered by flying objects. 480 * that are only triggered by flying objects.
481 */
482 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
483 tot += tmp->head_ ()->total_weight ();
484
485 if (tot >= op->weight)
486 push = 1;
487
488 if (op->stats.ac == push)
489 return 0;
490
491 op->stats.ac = push;
492 if (NUM_ANIMATIONS (op) > 1)
493 {
494 SET_ANIMATION (op, push);
495 update_object (op, UP_OBJ_FACE);
496 }
497
498 if (in_movement || !push)
499 return 0;
500 }
501
502 trigger_move (op, push, cause);
503 }
504
505 return 0;
506
507 case TRIGGER_PEDESTAL:
508 if (cause)
509 {
510 for (tmp = op->above; tmp; tmp = tmp->above)
511 {
512 object *head = tmp->head_ ();
513
514 /* See comment in TRIGGER_BUTTON about move_types */
515 if (((head->move_type & op->move_on) || head->move_type == 0)
516 && (head->race == op->slaying || (op->slaying == shstr_player && head->type == PLAYER)))
517 {
518 push = 1;
519 break;
520 }
521 }
522
523 if (op->stats.ac == push)
524 return 0;
525
526 op->stats.ac = push;
527
528 if (NUM_ANIMATIONS (op) > 1)
529 {
530 SET_ANIMATION (op, push);
531 update_object (op, UP_OBJ_FACE);
532 }
533
534 update_object (op, UP_OBJ_FACE);
535
536 if (in_movement || !push)
537 return 0;
538 }
539
540 trigger_move (op, push, cause);
541 return 0;
542
543 case TRIGGER_ALTAR:
544 if (cause)
545 {
546 if (in_movement)
547 return 0;
548
549 if (operate_altar (op, &cause)) /* TODO: originator? */
550 {
551 if (NUM_ANIMATIONS (op) > 1)
552 {
553 SET_ANIMATION (op, 1);
554 update_object (op, UP_OBJ_FACE);
555 }
556
557 if (op->last_sp >= 0)
558 {
559 trigger_move (op, 1, cause);
560
561 if (op->last_sp > 0)
562 op->last_sp = -op->last_sp;
563 }
564 else
565 {
566 /* for trigger altar with last_sp, the ON/OFF
567 * status (-> +/- value) is "simulated":
460 */ 568 */
461 569 op->value = !op->value;
462 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 570 trigger_move (op, 1, cause);
463 { 571 op->last_sp = -op->last_sp;
464 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 572 op->value = !op->value;
465 }
466 if (tot >= op->weight)
467 push = 1;
468 if (op->stats.ac == push)
469 return 0;
470 op->stats.ac = push;
471 if (NUM_ANIMATIONS (op) > 1)
472 {
473 SET_ANIMATION (op, push);
474 update_object (op, UP_OBJ_FACE);
475 } 573 }
476 if (in_movement || !push) 574
477 return 0; 575 return cause == NULL;
478 } 576 }
479 trigger_move (op, push);
480 } 577 else
481 return 0;
482
483 case TRIGGER_PEDESTAL:
484 if (cause)
485 {
486 for (tmp = op->above; tmp; tmp = tmp->above)
487 {
488 object *head = tmp->head ? tmp->head : tmp;
489
490 /* See comment in TRIGGER_BUTTON about move_types */
491 if (((head->move_type & op->move_on) || head->move_type == 0)
492 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
493 {
494 push = 1;
495 break;
496 }
497 }
498 if (op->stats.ac == push)
499 return 0; 578 return 0;
500 op->stats.ac = push; 579 }
580 else
581 {
501 if (NUM_ANIMATIONS (op) > 1) 582 if (NUM_ANIMATIONS (op) > 1)
502 { 583 {
503 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, 0);
504 update_object (op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
505 } 586 }
506 update_object (op, UP_OBJ_FACE);
507 if (in_movement || !push)
508 return 0;
509 }
510 trigger_move (op, push);
511 return 0;
512 587
513 case TRIGGER_ALTAR:
514 if (cause)
515 {
516 if (in_movement)
517 return 0;
518 if (operate_altar (op, &cause))
519 {
520 if (NUM_ANIMATIONS (op) > 1)
521 {
522 SET_ANIMATION (op, 1);
523 update_object (op, UP_OBJ_FACE);
524 }
525 if (op->last_sp >= 0)
526 {
527 trigger_move (op, 1);
528 if (op->last_sp > 0)
529 op->last_sp = -op->last_sp;
530 }
531 else
532 {
533 /* for trigger altar with last_sp, the ON/OFF
534 * status (-> +/- value) is "simulated":
535 */
536 op->value = !op->value;
537 trigger_move (op, 1);
538 op->last_sp = -op->last_sp;
539 op->value = !op->value;
540 }
541 return cause == NULL;
542 }
543 else
544 {
545 return 0;
546 }
547 }
548 else
549 {
550 if (NUM_ANIMATIONS (op) > 1)
551 {
552 SET_ANIMATION (op, 0);
553 update_object (op, UP_OBJ_FACE);
554 }
555
556 /* If trigger_altar has "last_sp > 0" set on the map, 588 /* If trigger_altar has "last_sp > 0" set on the map,
557 * it will push the connected value only once per sacrifice. 589 * it will push the connected value only once per sacrifice.
558 * Otherwise (default), the connected value will be 590 * Otherwise (default), the connected value will be
559 * pushed twice: First by sacrifice, second by reset! -AV 591 * pushed twice: First by sacrifice, second by reset! -AV
560 */ 592 */
561 if (!op->last_sp) 593 if (!op->last_sp)
562 trigger_move (op, 0); 594 trigger_move (op, 0, cause);
563 else 595 else
564 { 596 {
565 op->stats.wc = 0; 597 op->stats.wc = 0;
566 op->value = !op->value; 598 op->value = !op->value;
567 op->set_speed (0); 599 op->set_speed (0);
568 } 600 }
569 } 601 }
570 return 0; 602 return 0;
571 603
572 case TRIGGER: 604 case TRIGGER:
573 if (cause) 605 if (cause)
574 { 606 {
575 if (in_movement) 607 if (in_movement)
576 return 0; 608 return 0;
577 609
578 push = 1; 610 push = 1;
579 } 611 }
580 612
581 if (NUM_ANIMATIONS (op) > 1) 613 if (NUM_ANIMATIONS (op) > 1)
582 { 614 {
583 SET_ANIMATION (op, push); 615 SET_ANIMATION (op, push);
584 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_FACE);
585 } 617 }
586 618
587 trigger_move (op, push); 619 trigger_move (op, push, cause);
588 return 1; 620 return 1;
589 621
590 default: 622 default:
591 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 623 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
592 return 0; 624 return 0;
593 } 625 }
594} 626}
595 627
596void 628void
597add_button_link (object *button, maptile *map, int connected) 629object::add_link (maptile *map, shstr_tmp id)
598{ 630{
599 oblinkpt *obp;
600 objectlink *ol = get_objectlink ();
601
602 if (!map) 631 if (!map)
603 { 632 {
604 LOG (llevError, "Tried to add button-link without map.\n"); 633 LOG (llevError, "Tried to add button-link without map.\n");
605 return; 634 return;
606 } 635 }
607 636
608 button->path_attuned = connected; /* peterm: I need this so I can rebuild 637 flag [FLAG_IS_LINKED] = true;
609 a connected map from a template map. */
610 638
611 SET_FLAG (button, FLAG_IS_LINKED); 639 objectlink *ol = get_objectlink ();
612
613 ol->ob = button; 640 ol->ob = this;
614 641
615 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
616 ; 643 if (obp->id == id)
617
618 if (obp)
619 { 644 {
620 ol->next = obp->link; 645 ol->next = obp->link;
621 obp->link = ol; 646 obp->link = ol;
647 return;
622 } 648 }
623 else 649
624 {
625 obp = get_objectlinkpt (); 650 oblinkpt *obp = get_objectlinkpt ();
626 obp->value = connected; 651 obp->id = id;
627 652
628 obp->next = map->buttons; 653 obp->next = map->buttons;
629 map->buttons = obp; 654 map->buttons = obp;
630 obp->link = ol; 655 obp->link = ol;
631 }
632} 656}
633 657
634/* 658/*
635 * Remove the object from the linked lists of buttons in the map. 659 * Remove the object from the linked lists of buttons in the map.
636 * This is only needed by editors. 660 * This is only needed by editors.
637 */ 661 */
638
639void 662void
640remove_button_link (object *op) 663object::remove_link ()
641{ 664{
642 oblinkpt *obp; 665 if (!map)
643 objectlink **olp, *ol;
644
645 if (op->map == NULL)
646 { 666 {
647 LOG (llevError, "remove_button_link() in object without map.\n"); 667 LOG (llevError, "remove_button_link() in object without map.\n");
648 return; 668 return;
649 } 669 }
650 670
651 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 671 if (!flag [FLAG_IS_LINKED])
652 { 672 {
653 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 673 LOG (llevError, "remove_button_linked() in unlinked object.\n");
654 return; 674 return;
655 } 675 }
656 676
677 flag [FLAG_IS_LINKED] = false;
678
657 for (obp = op->map->buttons; obp; obp = obp->next) 679 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
658 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 680 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
659 if (ol->ob == op) 681 if ((*olp)->ob == this)
660 { 682 {
661 683 objectlink *ol = *olp;
662/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
663 obp->value, op->name, op->map->path);
664*/
665 *olp = ol->next; 684 *olp = ol->next;
666 delete ol; 685 delete ol;
667 return; 686 return;
668 } 687 }
669 688
670 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 689 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
671 CLEAR_FLAG (op, FLAG_IS_LINKED); 690}
691
692/*
693 * Updates every button on the map (by calling update_button() for them).
694 */
695void
696maptile::update_buttons ()
697{
698 for (oblinkpt *obp = buttons; obp; obp = obp->next)
699 for (objectlink *ol = obp->link; ol; ol = ol->next)
700 {
701 if (!ol->ob)
702 {
703 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
704 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, &obp->id);
705 continue;
706 }
707
708 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
709 {
710 update_button (ol->ob, 0);
711 break;
712 }
713 }
672} 714}
673 715
674/* 716/*
675 * Gets the objectlink for this connection from the map. 717 * Gets the objectlink for this connection from the map.
676 */ 718 */
677oblinkpt * 719oblinkpt *
678get_connection_links (maptile *map, long connection) 720maptile::find_link (shstr_tmp id)
679{ 721{
680 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 722 for (oblinkpt *obp = buttons; obp; obp = obp->next)
681 if (obp->value == connection) 723 if (obp->id == id)
682 return obp; 724 return obp;
683 725
684 return 0; 726 return 0;
685} 727}
686 728
687/* 729/*
688 * Return the first objectlink in the objects linked to this one 730 * Return the first objectlink in the objects linked to this one
689 */ 731 */
690
691oblinkpt * 732oblinkpt *
692get_button_links (const object *button) 733object::find_link () const
693{ 734{
694 oblinkpt *obp; 735 if (map)
695 objectlink *ol;
696
697 if (!button->map)
698 return NULL;
699
700 for (obp = button->map->buttons; obp; obp = obp->next) 736 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
701 for (ol = obp->link; ol; ol = ol->next) 737 for (objectlink *ol = obp->link; ol; ol = ol->next)
702 if (ol->ob == button) 738 if (ol->ob == this)
703 return obp; 739 return obp;
704 740
705 return NULL;
706}
707
708/*
709 * Made as a separate function to increase efficiency
710 */
711
712int
713get_button_value (const object *button)
714{
715 oblinkpt *obp;
716 objectlink *ol;
717
718 if (!button->map)
719 return 0;
720 for (obp = button->map->buttons; obp; obp = obp->next)
721 for (ol = obp->link; ol; ol = ol->next)
722 if (ol->ob == button)
723 return obp->value;
724 return 0; 741 return 0;
725} 742}
726 743
727/* This routine makes monsters who are 744/* This routine makes monsters who are
728 * standing on the 'mood floor' change their 745 * standing on the 'mood floor' change their
730 * If floor is to be triggered must have 747 * If floor is to be triggered must have
731 * a speed of zero (default is 1 for all 748 * a speed of zero (default is 1 for all
732 * but the charm floor type). 749 * but the charm floor type).
733 * by b.t. thomas@nomad.astro.psu.edu 750 * by b.t. thomas@nomad.astro.psu.edu
734 */ 751 */
735
736void 752void
737do_mood_floor (object *op, object *source) 753do_mood_floor (object *op, object *source)
738{ 754{
739 object *tmp;
740 object *tmp2;
741
742 if (!source) 755 if (!source)
743 source = op; 756 source = op;
744 757
745 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 758 mapspace &ms = op->ms ();
759
760 if (!(ms.flags () & P_IS_ALIVE))
761 return;
762
763 object *tmp;
764
765 for (tmp = ms.top; tmp; tmp = tmp->below)
746 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 766 if (QUERY_FLAG (tmp, FLAG_MONSTER))
747 break; 767 break;
748 768
749 /* doesn't effect players, and if there is a player on this space, won't also 769 /* doesn't effect players, and if there is a player on this space, won't also
750 * be a monster here. 770 * be a monster here.
751 */ 771 */
772 //TODO: have players really FLAG_MONSTER? kept it for safety
752 if (!tmp || tmp->type == PLAYER) 773 if (!tmp || tmp->type == PLAYER)
753 return; 774 return;
754 775
755 switch (op->last_sp) 776 switch (op->last_sp)
756 { 777 {
757 case 0: /* furious--make all monsters mad */ 778 case 0: /* furious--make all monsters mad */
758 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 779 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
759 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 780 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
781
760 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 782 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
761 { 783 {
762 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
763 remove_friendly_object (tmp);
764 tmp->attack_movement = 0; 784 tmp->attack_movement = 0;
765 /* lots of checks here, but want to make sure we don't 785 /* lots of checks here, but want to make sure we don't
766 * dereference a null value 786 * dereference a null value
767 */ 787 */
768 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type == PLAYER && tmp->owner->contr->ranges[range_golem] == tmp) 788 if (tmp->type == GOLEM
789 && tmp->owner
790 && tmp->owner->type == PLAYER
791 && tmp->owner->contr->golem == tmp)
769 tmp->owner->contr->ranges[range_golem] = 0; 792 tmp->owner->contr->golem = 0;
770 793
771 tmp->owner = 0; 794 tmp->owner = 0;
795
796 remove_friendly_object (tmp);
772 } 797 }
773 break; 798 break;
799
774 case 1: /* angry -- get neutral monsters mad */ 800 case 1: /* angry -- get neutral monsters mad */
775 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 801 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
776 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 802 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
777 break; 803 break;
804
778 case 2: /* calm -- pacify unfriendly monsters */ 805 case 2: /* calm -- pacify unfriendly monsters */
779 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
780 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 806 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
781 break; 807 break;
808
782 case 3: /* make all monsters fall asleep */ 809 case 3: /* make all monsters fall asleep */
783 if (!QUERY_FLAG (tmp, FLAG_SLEEP))
784 SET_FLAG (tmp, FLAG_SLEEP); 810 SET_FLAG (tmp, FLAG_SLEEP);
785 break; 811 break;
812
786 case 4: /* charm all monsters */ 813 case 4: /* charm all monsters */
787 if (op == source) 814 if (op == source)
788 break; /* only if 'connected' */ 815 break; /* only if 'connected' */
789 816
790 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 817 if (object *pl = source->ms ().player ())
791 tmp2->type != PLAYER; tmp2 = tmp2->above) 818 {
792 if (tmp2->above == NULL) 819 tmp->set_owner (pl);
820 SET_FLAG (tmp, FLAG_MONSTER);
821
822 tmp->stats.exp = 0;
823
824 add_friendly_object (tmp);
825 tmp->attack_movement = PETMOVE;
826 }
793 break; 827 break;
794 828
795 if (tmp2->type != PLAYER) 829 case 6: // kill monsters
830 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
796 break; 831 break;
797 832
798 tmp->set_owner (tmp2); 833 // FALL THROUGH
799 SET_FLAG (tmp, FLAG_MONSTER); 834 case 5: // kill all alives
800 835 if (!tmp->flag [FLAG_PRECIOUS])
801 tmp->stats.exp = 0; 836 {
802 SET_FLAG (tmp, FLAG_FRIENDLY); 837 archetype::get (shstr_burnout)->insert_at (tmp, source);
803 838 tmp->destroy ();
804 add_friendly_object (tmp); 839 }
805 tmp->attack_movement = PETMOVE;
806 break; 840 break;
807 841
808 default: 842 default:
809 break; 843 break;
810 } 844 }
822 object *tmp, *ret = NULL; 856 object *tmp, *ret = NULL;
823 857
824 /* First check the object itself. */ 858 /* First check the object itself. */
825 if ((trig->stats.hp && (op->type == trig->stats.hp)) 859 if ((trig->stats.hp && (op->type == trig->stats.hp))
826 || (trig->slaying && (op->slaying == trig->slaying)) 860 || (trig->slaying && (op->slaying == trig->slaying))
827 || (trig->race && (op->arch->name == trig->race))) 861 || (trig->race && (op->arch->archname == trig->race)))
828 return op; 862 return op;
829 863
830 for (tmp = op->inv; tmp; tmp = tmp->below) 864 for (tmp = op->inv; tmp; tmp = tmp->below)
831 { 865 {
832 if (tmp->inv) 866 if (tmp->inv)
835 if (ret) 869 if (ret)
836 return ret; 870 return ret;
837 } 871 }
838 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 872 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
839 || (trig->slaying && (tmp->slaying == trig->slaying)) 873 || (trig->slaying && (tmp->slaying == trig->slaying))
840 || (trig->race && (tmp->arch->name == trig->race))) 874 || (trig->race && (tmp->arch->archname == trig->race)))
841 return tmp; 875 return tmp;
842 } 876 }
843 return NULL; 877 return NULL;
844} 878}
845 879
858 * and has a matching item. Imagine what happens if someone steps on the inventory 892 * 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 893 * 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 894 * 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. 895 * state in the inventory checker. This won't happen anymore now.
862 * 896 *
897 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
898 * whether op is on this mapspace or not, because the value (1|0) depends
899 * on this information. also make sure to only push_button if op has
900 * a matching item (because when we do a push_button with value=0 timed gates
901 * will still open)! (i hope i got the semantics right this time)
902 *
863 */ 903 */
864void 904void
865check_inv (object *op, object *trig) 905check_inv (object *op, object *trig)
866{ 906{
867 trig->value = 0; // deactivate if none of the following conditions apply 907 trig->value = 0; // deactivate if none of the following conditions apply
868 908
869 if (object *pl = trig->ms ().player ()) 909 object *pl = trig->ms ().player ();
870 {
871 object *match = check_inv_recursive (pl, trig); 910 object *match = check_inv_recursive (op, trig);
872 911
912 // elmex: a note about (pl == op):
913 // if pl == 0 then the player has left this space
914 // if pl != 0 then a player is on this mapspace, but then
915 // we still have to check whether it's the player that triggered
916 // this inv-checker, because if not, then the op left this inv-checker
917 // and we have to set the value to 0
918
873 if (match && trig->last_sp) // match == having 919 if (match && trig->last_sp) // match == having
874 { 920 {
875 if (trig->last_heal) 921 if (trig->last_heal)
876 decrease_ob (match); 922 match->decrease ();
877 923
878 trig->value = 1; 924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
879 } 925 push_button (trig, op);
926 }
880 else if (!match && !trig->last_sp) // match == not having 927 else if (!match && !trig->last_sp) // match == not having
881 trig->value = 1;
882 } 928 {
883 929 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
884 push_button (trig); 930 push_button (trig, op);
931 }
885} 932}
886 933

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines