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Comparing deliantra/server/common/button.C (file contents):
Revision 1.22 by pippijn, Sat Jan 6 14:42:28 2007 UTC vs.
Revision 1.74 by root, Sat Nov 17 23:39:59 2018 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 8 *
8 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 12 * option) any later version.
12 13 *
13 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 17 * GNU General Public License for more details.
17 18 *
18 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 22 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <funcpoint.h>
27 27
28/* 28/*
29 * This code is no longer highly inefficient 8) 29 * This code is no longer highly inefficient 8)
30 */ 30 */
31 31
32/* 32/*
33 * elmex: 33 * elmex:
34 * This function takes a objectlink list with all the objects are going to be activated. 34 * This function takes a objectlink list with all the objects are going to be activated.
35 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 35 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
36 * The source argument can be 0 or the source object for this activation. 36 * The activator argument can be 0 or the source object for this activation.
37 * the originator is the player or monster who did something.
37 */ 38 */
38void 39static void
39activate_connection_link (objectlink * ol, bool state, object *source = 0) 40activate_connection_link (objectlink *ol, int state, object *activator, object *originator)
40{ 41{
41 for (; ol; ol = ol->next) 42 for (; ol; ol = ol->next)
42 { 43 {
43 if (!ol->ob) 44 if (!ol->ob)
44 { 45 {
52 * is getting moved out of memory, the status of buttons and levers 53 * is getting moved out of memory, the status of buttons and levers
53 * probably isn't important - it will get sorted out when the map is 54 * probably isn't important - it will get sorted out when the map is
54 * re-loaded. As such, just exit this function if that is the case. 55 * re-loaded. As such, just exit this function if that is the case.
55 */ 56 */
56 57
57 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 58 if (ol->ob->flag [FLAG_FREED])
58 return; 59 return;
59 60
60 object *tmp = ol->ob; 61 object *tmp = ol->ob;
61 62
62 /* if the criteria isn't appropriate, don't do anything */ 63 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 64 if (state && !tmp->flag [FLAG_ACTIVATE_ON_PUSH])
64 continue; 65 continue;
66
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 67 if (!state && !tmp->flag [FLAG_ACTIVATE_ON_RELEASE])
66 continue; 68 continue;
67 69
68 switch (tmp->type) 70 switch (tmp->type)
69 { 71 {
70 case GATE: 72 case GATE:
71 case HOLE: 73 case HOLE:
74 if (!tmp->active)
75 tmp->play_sound (tmp->sound
76 ? tmp->sound
77 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 78 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 79 tmp->set_speed (0.5);
74 break; 80 break;
75 81
76 case CF_HANDLE: 82 case T_HANDLE:
77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 83 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
78 update_object (tmp, UP_OBJ_FACE); 84 update_object (tmp, UP_OBJ_FACE);
79 break; 85 break;
80 86
81 case SIGN: 87 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 89 {
90 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("msg_voice"));
91
92 if (originator && originator->contr)
93 originator->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &tmp->name, &tmp->msg));
94
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 95 new_info_map_except (NDI_UNIQUE | NDI_NAVY, tmp->map, originator, tmp->msg);
96
85 if (tmp->stats.food) 97 if (tmp->stats.food)
86 tmp->last_eat++; 98 tmp->last_eat++;
87 } 99 }
88 break; 100 break;
89 101
90 case ALTAR: 102 case ALTAR:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 104 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
94 break; 107 break;
95 108
96 case BUTTON: 109 case BUTTON:
97 case PEDESTAL: 110 case PEDESTAL:
111 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 112 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 113 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 114 update_object (tmp, UP_OBJ_FACE);
101 break; 115 break;
102 116
103 case MOOD_FLOOR: 117 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 118 do_mood_floor (tmp, activator);
105 break; 119 break;
106 120
107 case TIMED_GATE: 121 case TIMED_GATE:
122 if (!tmp->active)
123 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
124
108 tmp->set_speed (tmp->arch->clone.speed); 125 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 126 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 127 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 128 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 129 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 130 * from the head - this ensures that the data will consistent
114 */ 131 */
115 for (tmp = tmp->more; tmp; tmp = tmp->more) 132 for (object *part = tmp->more; part; part = part->more)
116 { 133 {
117 tmp->value = tmp->head->value; 134 part->value = tmp->value;
118 tmp->stats.sp = tmp->head->stats.sp; 135 part->stats.sp = tmp->stats.sp;
119 tmp->stats.hp = tmp->head->stats.hp; 136 part->stats.hp = tmp->stats.hp;
120 tmp->set_speed (tmp->head->speed); 137 part->set_speed (tmp->speed);
121 } 138 }
122 break; 139 break;
123 140
124 case DIRECTOR: 141 case DIRECTOR:
125 case FIREWALL: 142 case FIREWALL:
126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 143 if (!tmp->flag [FLAG_ANIMATE] && tmp->type == FIREWALL)
127 move_firewall (tmp); 144 move_firewall (tmp);
128 else 145 else
129 { 146 {
130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 147 tmp->stats.sp = absdir (tmp->stats.sp + tmp->stats.maxsp); /* next direction */
131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
132 animate_turning (tmp); 148 animate_turning (tmp);
133 } 149 }
134 break; 150 break;
135 151
136 case TELEPORTER: 152 case TELEPORTER:
140 case CREATOR: 156 case CREATOR:
141 move_creator (tmp); 157 move_creator (tmp);
142 break; 158 break;
143 159
144 case TRIGGER_MARKER: 160 case TRIGGER_MARKER:
161 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
145 move_marker (tmp); 162 move_marker (tmp);
146 break; 163 break;
147 164
148 case DUPLICATOR: 165 case DUPLICATOR:
149 move_duplicator (tmp); 166 move_duplicator (tmp);
167 break;
168
169 case MAPSCRIPT:
170 cfperl_mapscript_activate (tmp, state, activator, originator);
150 break; 171 break;
151 } 172 }
152 } 173 }
153} 174}
154 175
163 * Changed the routine to loop through _all_ objects. 184 * Changed the routine to loop through _all_ objects.
164 * Better hurry with that linked list... 185 * Better hurry with that linked list...
165 * 186 *
166 */ 187 */
167void 188void
168push_button (object *op) 189push_button (object *op, object *originator)
169{ 190{
170 oblinkpt *obp = get_button_links (op); 191 if (oblinkpt *obp = op->find_link ())
171 192 {
172 if (!obp) 193 if (INVOKE_MAP (TRIGGER, op->map, ARG_STRING (&obp->id), ARG_INT (op->value), ARG_OBJECT (op), ARG_OBJECT (originator)))
173 return; 194 return;
174 195
175 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
176 return;
177
178 activate_connection_link (obp->link, op->value, op); 196 activate_connection_link (obp->link, op->value, op, originator);
197 }
179} 198}
180 199
181/* 200/*
182 * elmex: 201 * elmex:
183 * This activates a connection, similar to push_button (object *op) but it takes 202 * This activates a connection, similar to push_button (object *op) but it takes
185 * the connection was 'state' or 'released'. So that you can activate objects 204 * the connection was 'state' or 'released'. So that you can activate objects
186 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 205 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
187 * 206 *
188 */ 207 */
189void 208void
190activate_connection (maptile *map, long connection, bool state) 209maptile::trigger (shstr_tmp id, int state, object *activator, object *originator)
191{ 210{
192 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state))) 211 if (INVOKE_MAP (TRIGGER, this, ARG_STRING (&id), ARG_INT (state), ARG_OBJECT (originator)))
193 return; 212 return;
194 213
195 oblinkpt *obp = get_connection_links (map, connection); 214 if (oblinkpt *obp = find_link (id))
196
197 if (obp)
198 activate_connection_link (obp->link, state); 215 activate_connection_link (obp->link, state, activator, originator);
199} 216}
200 217
201/* 218/*
202 * Updates everything connected with the button op. 219 * Updates everything connected with the button op.
203 * After changing the state of a button, this function must be called 220 * After changing the state of a button, this function must be called
204 * to make sure that all gates and other buttons connected to the 221 * to make sure that all gates and other buttons connected to the
205 * button reacts to the (eventual) change of state. 222 * button reacts to the (eventual) change of state.
206 */ 223 */
207void 224void
208update_button (object *op) 225update_button (object *op, object *originator)
209{ 226{
210 object *ab, *tmp, *head;
211 int tot, any_down = 0, old_value = op->value; 227 int any_down = 0, old_value = op->value;
212 oblinkpt *obp = 0;
213 objectlink *ol;
214 228
215 obp = get_button_links (op); 229 if (oblinkpt *obp = op->find_link ())
216 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
217 if (obp)
218 for (ol = obp->link; ol; ol = ol->next) 230 for (objectlink *ol = obp->link; ol; ol = ol->next)
219 { 231 {
220 if (!ol->ob) 232 if (!ol->ob)
221 { 233 {
222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 234 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 235 continue;
224 } 236 }
225 237
226 tmp = ol->ob; 238 object *tmp = ol->ob;
239
227 if (tmp->type == BUTTON) 240 if (tmp->type == BUTTON)
228 { 241 {
242 weight_t total = 0;
243
229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 244 for (object *ab = tmp->above; ab; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop?
235 */
236
237 /* Basically, if the move_type matches that on what the 245 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 246 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 247 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 248 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 249 * that are only triggered by flying objects.
242 */ 250 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 251 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 252 total += ab->head_ ()->total_weight ();
245 253
246 tmp->value = (tot >= tmp->weight) ? 1 : 0; 254 tmp->value = total >= tmp->weight;
247 if (tmp->value) 255
248 any_down = 1; 256 any_down = any_down || tmp->value;
249 } 257 }
250 else if (tmp->type == PEDESTAL) 258 else if (tmp->type == PEDESTAL)
251 { 259 {
260 bool is_match = is_match_expr (tmp->slaying);
252 tmp->value = 0; 261 tmp->value = 0;
262
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 263 for (object *ab = tmp->above; ab; ab = ab->above)
254 { 264 {
255 head = ab->head ? ab->head : ab; 265 object *head = ab->head_ ();
266
256 /* Same note regarding move_type for buttons above apply here. */ 267 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 268 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
269 if (is_match
270 ? match (tmp->slaying, head, tmp, originator)
258 (head->race == tmp->slaying || 271 : (head->race == tmp->slaying
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 272 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 273 || (tmp->slaying == shstr_player && head->type == PLAYER)))
274 {
261 tmp->value = 1; 275 tmp->value = 1;
276 break;
277 }
278 }
279
280 any_down = any_down || tmp->value;
281 }
282 else if (tmp->type == T_MATCH)
283 {
284 tmp->value = 0;
285
286 for (object *ab = tmp->above; ab; ab = ab->above)
262 } 287 {
263 if (tmp->value) 288 object *head = ab->head_ ();
264 any_down = 1; 289
290 /* Same note regarding move_type for buttons above apply here. */
291 if (((ab->move_type & tmp->move_on) || ab->move_type == 0))
292 if (match (tmp->slaying, head, tmp, originator))
293 {
294 tmp->value = 1;
295 break;
296 }
297 }
298
299 any_down = any_down || tmp->value;
265 } 300 }
266 } 301 }
302
267 if (any_down) /* If any other buttons were down, force this to remain down */ 303 if (any_down) /* If any other buttons were down, force this to remain down */
268 op->value = 1; 304 op->value = 1;
269 305
306 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
307
270 /* If this button hasn't changed, don't do anything */ 308 /* If this button hasn't changed, don't do anything */
271 if (op->value != old_value) 309 if (op->value != old_value)
272 { 310 {
273 SET_ANIMATION (op, op->value); 311 SET_ANIMATION (op, op->value);
274 update_object (op, UP_OBJ_FACE); 312 update_object (op, UP_OBJ_FACE);
275 push_button (op); /* Make all other buttons the same */ 313 push_button (op, originator); /* Make all other buttons the same */
276 } 314 }
277} 315}
278 316
279void 317void
280use_trigger (object *op) 318use_trigger (object *op, object *originator)
281{ 319{
282 /* Toggle value */ 320 /* Toggle value */
283 op->value = !op->value; 321 op->value = !op->value;
322
284 push_button (op); 323 push_button (op, originator);
285} 324}
286 325
287/* 326/*
288 * Note: animate_object should be used instead of this, 327 * Note: animate_object should be used instead of this,
289 * but it can't handle animations in the 8 directions 328 * but it can't handle animations in the 8 directions
308 * 347 *
309 * 0.93.4: Linked objects (ie, objects that are connected) can not be 348 * 0.93.4: Linked objects (ie, objects that are connected) can not be
310 * sacrificed. This fixes a bug of trying to put multiple altars/related 349 * sacrificed. This fixes a bug of trying to put multiple altars/related
311 * objects on the same space that take the same sacrifice. 350 * objects on the same space that take the same sacrifice.
312 */ 351 */
313
314int 352int
315check_altar_sacrifice (const object *altar, const object *sacrifice) 353check_altar_sacrifice (object *altar, object *sacrifice, object *originator)
316{ 354{
317 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 355 if (sacrifice->flag [FLAG_UNPAID]
356 || sacrifice->flag [FLAG_IS_LINKED]
357 || sacrifice->is_player ())
358 return 0;
359
360 if (is_match_expr (ARCH_SACRIFICE (altar)))
361 return match (ARCH_SACRIFICE (altar), sacrifice, altar, originator);
362
363 if (!sacrifice->flag [FLAG_ALIVE])
318 { 364 {
319 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 365 if (ARCH_SACRIFICE (altar) == shstr_money
320 ARCH_SACRIFICE (altar) == sacrifice->name || 366 && sacrifice->type == MONEY
321 ARCH_SACRIFICE (altar) == sacrifice->slaying || 367 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
322 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
323 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
324 return 1; 368 return 1;
325 369
326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 370 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
327 && 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 ())
328 return 1; 375 return 1;
329 } 376 }
330 377
331 return 0; 378 return 0;
332} 379}
339 * 386 *
340 * 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
341 * 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.
342 */ 389 */
343int 390int
344operate_altar (object *altar, object **sacrifice) 391operate_altar (object *altar, object **sacrifice, object *originator)
345{ 392{
346 if (!altar->map) 393 if (!altar->map)
347 { 394 {
348 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 395 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
349 return 0; 396 return 0;
350 } 397 }
351 398
352 if (!altar->slaying || altar->value) 399 if (!altar->slaying || altar->value)
353 return 0; 400 return 0;
354 401
355 if (!check_altar_sacrifice (altar, *sacrifice)) 402 if (!check_altar_sacrifice (altar, *sacrifice, originator))
356 return 0; 403 return 0;
357 404
358 /* check_altar_sacrifice should have already verified that enough money 405 /* check_altar_sacrifice should have already verified that enough money
359 * has been dropped. 406 * has been dropped.
360 */ 407 */
361 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 408 if (ARCH_SACRIFICE (altar) == shstr_money)
362 { 409 {
363 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 410 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
364 411
365 /* Round up any sacrifices. Altars don't make change either */ 412 /* Round up any sacrifices. Altars don't make change either */
366 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 413 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
367 number++; 414 number++;
368 415
369 *sacrifice = decrease_ob_nr (*sacrifice, number); 416 if (!(*sacrifice)->decrease (number))
417 *sacrifice = 0;
370 } 418 }
371 else 419 else
372 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 420 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
421 *sacrifice = 0;
373 422
374 if (altar->msg) 423 if (altar->msg)
375 new_info_map (NDI_BLACK, altar->map, altar->msg); 424 new_info_map (NDI_BLACK, altar->map, altar->msg);
376 425
377 return 1; 426 return 1;
378} 427}
379 428
380void 429static void
381trigger_move (object *op, int state) /* 1 down and 0 up */ 430trigger_move (object *op, int state, object *originator) /* 1 down and 0 up */
382{ 431{
383 op->stats.wc = state; 432 op->stats.wc = state;
433
384 if (state) 434 if (state)
385 { 435 {
386 use_trigger (op); 436 use_trigger (op, originator);
387 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.);
388 op->speed_left = -1; 438 op->speed_left = -1;
389 } 439 }
390 else 440 else
391 { 441 {
392 use_trigger (op); 442 use_trigger (op, originator);
393 op->set_speed (0); 443 op->set_speed (0);
394 } 444 }
395} 445}
396 446
397 447
406 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 456 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
407 * 457 *
408 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 458 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
409 */ 459 */
410int 460int
411check_trigger (object *op, object *cause) 461check_trigger (object *op, object *cause, object *originator)
412{ 462{
413 object *tmp; 463 object *tmp;
414 int push = 0, tot = 0; 464 int push = 0, tot = 0;
415 int in_movement = op->stats.wc || op->speed; 465 int in_movement = op->stats.wc || op->has_active_speed ();
416 466
417 switch (op->type) 467 switch (op->type)
418 { 468 {
419 case TRIGGER_BUTTON: 469 case TRIGGER_BUTTON:
420 if (op->weight > 0) 470 if (op->weight > 0)
421 { 471 {
422 if (cause) 472 if (cause)
423 { 473 {
424 for (tmp = op->above; tmp; tmp = tmp->above) 474 for (tmp = op->above; tmp; tmp = tmp->above)
425 /* Comment reproduced from update_buttons(): */ 475 /* Comment reproduced from update_buttons(): */
426 /* Basically, if the move_type matches that on what the 476 /* Basically, if the move_type matches that on what the
427 * button wants, we count it. The second check is so that 477 * button wants, we count it. The second check is so that
428 * objects that don't move (swords, etc) will count. Note that 478 * objects that don't move (swords, etc) will count. Note that
429 * this means that more work is needed to make buttons 479 * this means that more work is needed to make buttons
430 * 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":
431 */ 568 */
432 569 op->value = !op->value;
433 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 570 trigger_move (op, 1, cause);
434 { 571 op->last_sp = -op->last_sp;
435 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 572 op->value = !op->value;
436 }
437 if (tot >= op->weight)
438 push = 1;
439 if (op->stats.ac == push)
440 return 0;
441 op->stats.ac = push;
442 if (NUM_ANIMATIONS (op) > 1)
443 {
444 SET_ANIMATION (op, push);
445 update_object (op, UP_OBJ_FACE);
446 } 573 }
447 if (in_movement || !push) 574
448 return 0; 575 return cause == NULL;
449 } 576 }
450 trigger_move (op, push);
451 } 577 else
452 return 0;
453
454 case TRIGGER_PEDESTAL:
455 if (cause)
456 {
457 for (tmp = op->above; tmp; tmp = tmp->above)
458 {
459 object *head = tmp->head ? tmp->head : tmp;
460
461 /* See comment in TRIGGER_BUTTON about move_types */
462 if (((head->move_type & op->move_on) || head->move_type == 0)
463 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
464 {
465 push = 1;
466 break;
467 }
468 }
469 if (op->stats.ac == push)
470 return 0; 578 return 0;
471 op->stats.ac = push; 579 }
580 else
581 {
472 if (NUM_ANIMATIONS (op) > 1) 582 if (NUM_ANIMATIONS (op) > 1)
473 { 583 {
474 SET_ANIMATION (op, push); 584 SET_ANIMATION (op, 0);
475 update_object (op, UP_OBJ_FACE); 585 update_object (op, UP_OBJ_FACE);
476 } 586 }
477 update_object (op, UP_OBJ_FACE);
478 if (in_movement || !push)
479 return 0;
480 }
481 trigger_move (op, push);
482 return 0;
483 587
484 case TRIGGER_ALTAR:
485 if (cause)
486 {
487 if (in_movement)
488 return 0;
489 if (operate_altar (op, &cause))
490 {
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, 1);
494 update_object (op, UP_OBJ_FACE);
495 }
496 if (op->last_sp >= 0)
497 {
498 trigger_move (op, 1);
499 if (op->last_sp > 0)
500 op->last_sp = -op->last_sp;
501 }
502 else
503 {
504 /* for trigger altar with last_sp, the ON/OFF
505 * status (-> +/- value) is "simulated":
506 */
507 op->value = !op->value;
508 trigger_move (op, 1);
509 op->last_sp = -op->last_sp;
510 op->value = !op->value;
511 }
512 return cause == NULL;
513 }
514 else
515 {
516 return 0;
517 }
518 }
519 else
520 {
521 if (NUM_ANIMATIONS (op) > 1)
522 {
523 SET_ANIMATION (op, 0);
524 update_object (op, UP_OBJ_FACE);
525 }
526
527 /* If trigger_altar has "last_sp > 0" set on the map, 588 /* If trigger_altar has "last_sp > 0" set on the map,
528 * it will push the connected value only once per sacrifice. 589 * it will push the connected value only once per sacrifice.
529 * Otherwise (default), the connected value will be 590 * Otherwise (default), the connected value will be
530 * pushed twice: First by sacrifice, second by reset! -AV 591 * pushed twice: First by sacrifice, second by reset! -AV
531 */ 592 */
532 if (!op->last_sp) 593 if (!op->last_sp)
533 trigger_move (op, 0); 594 trigger_move (op, 0, cause);
534 else 595 else
535 { 596 {
536 op->stats.wc = 0; 597 op->stats.wc = 0;
537 op->value = !op->value; 598 op->value = !op->value;
538 op->set_speed (0); 599 op->set_speed (0);
539 } 600 }
540 } 601 }
541 return 0; 602 return 0;
542 603
543 case TRIGGER: 604 case TRIGGER:
544 if (cause) 605 if (cause)
545 { 606 {
546 if (in_movement) 607 if (in_movement)
547 return 0; 608 return 0;
548 609
549 push = 1; 610 push = 1;
550 } 611 }
551 612
552 if (NUM_ANIMATIONS (op) > 1) 613 if (NUM_ANIMATIONS (op) > 1)
553 { 614 {
554 SET_ANIMATION (op, push); 615 SET_ANIMATION (op, push);
555 update_object (op, UP_OBJ_FACE); 616 update_object (op, UP_OBJ_FACE);
556 } 617 }
557 618
558 trigger_move (op, push); 619 trigger_move (op, push, cause);
559 return 1; 620 return 1;
560 621
561 default: 622 default:
562 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);
563 return 0; 624 return 0;
564 } 625 }
565} 626}
566 627
567void 628void
568add_button_link (object *button, maptile *map, int connected) 629object::add_link (maptile *map, shstr_tmp id)
569{ 630{
570 oblinkpt *obp;
571 objectlink *ol = get_objectlink ();
572
573 if (!map) 631 if (!map)
574 { 632 {
575 LOG (llevError, "Tried to add button-link without map.\n"); 633 LOG (llevError, "Tried to add button-link without map.\n");
576 return; 634 return;
577 } 635 }
578 636
579 button->path_attuned = connected; /* peterm: I need this so I can rebuild 637 flag [FLAG_IS_LINKED] = true;
580 a connected map from a template map. */
581 638
582 SET_FLAG (button, FLAG_IS_LINKED); 639 objectlink *ol = get_objectlink ();
583
584 ol->ob = button; 640 ol->ob = this;
585 641
586 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) 642 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
587 ; 643 if (obp->id == id)
588
589 if (obp)
590 { 644 {
591 ol->next = obp->link; 645 ol->next = obp->link;
592 obp->link = ol; 646 obp->link = ol;
647 return;
593 } 648 }
594 else 649
595 {
596 obp = get_objectlinkpt (); 650 oblinkpt *obp = get_objectlinkpt ();
597 obp->value = connected; 651 obp->id = id;
598 652
599 obp->next = map->buttons; 653 obp->next = map->buttons;
600 map->buttons = obp; 654 map->buttons = obp;
601 obp->link = ol; 655 obp->link = ol;
602 }
603} 656}
604 657
605/* 658/*
606 * 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.
607 * This is only needed by editors. 660 * This is only needed by editors.
608 */ 661 */
609
610void 662void
611remove_button_link (object *op) 663object::remove_link ()
612{ 664{
613 oblinkpt *obp; 665 if (!map)
614 objectlink **olp, *ol;
615
616 if (op->map == NULL)
617 { 666 {
618 LOG (llevError, "remove_button_link() in object without map.\n"); 667 LOG (llevError, "remove_button_link() in object without map.\n");
619 return; 668 return;
620 } 669 }
621 670
622 if (!QUERY_FLAG (op, FLAG_IS_LINKED)) 671 if (!flag [FLAG_IS_LINKED])
623 { 672 {
624 LOG (llevError, "remove_button_linked() in unlinked object.\n"); 673 LOG (llevError, "remove_button_linked() in unlinked object.\n");
625 return; 674 return;
626 } 675 }
627 676
677 flag [FLAG_IS_LINKED] = false;
678
628 for (obp = op->map->buttons; obp; obp = obp->next) 679 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
629 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 680 for (objectlink **olp = &obp->link; *olp; olp = &(*olp)->next)
630 if (ol->ob == op) 681 if ((*olp)->ob == this)
631 { 682 {
632 683 objectlink *ol = *olp;
633/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
634 obp->value, op->name, op->map->path);
635*/
636 *olp = ol->next; 684 *olp = ol->next;
637 delete ol; 685 delete ol;
638 return; 686 return;
639 } 687 }
640 688
641 LOG (llevError, "remove_button_linked(): couldn't find object.\n"); 689 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
642 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 }
643} 714}
644 715
645/* 716/*
646 * Gets the objectlink for this connection from the map. 717 * Gets the objectlink for this connection from the map.
647 */ 718 */
648oblinkpt * 719oblinkpt *
649get_connection_links (maptile *map, long connection) 720maptile::find_link (shstr_tmp id)
650{ 721{
651 for (oblinkpt * obp = map->buttons; obp; obp = obp->next) 722 for (oblinkpt *obp = buttons; obp; obp = obp->next)
652 if (obp->value == connection) 723 if (obp->id == id)
653 return obp; 724 return obp;
654 725
655 return 0; 726 return 0;
656} 727}
657 728
658/* 729/*
659 * Return the first objectlink in the objects linked to this one 730 * Return the first objectlink in the objects linked to this one
660 */ 731 */
661
662oblinkpt * 732oblinkpt *
663get_button_links (const object *button) 733object::find_link () const
664{ 734{
665 oblinkpt *obp; 735 if (map)
666 objectlink *ol;
667
668 if (!button->map)
669 return NULL;
670
671 for (obp = button->map->buttons; obp; obp = obp->next) 736 for (oblinkpt *obp = map->buttons; obp; obp = obp->next)
672 for (ol = obp->link; ol; ol = ol->next) 737 for (objectlink *ol = obp->link; ol; ol = ol->next)
673 if (ol->ob == button) 738 if (ol->ob == this)
674 return obp; 739 return obp;
675 740
676 return NULL;
677}
678
679/*
680 * Made as a separate function to increase efficiency
681 */
682
683int
684get_button_value (const object *button)
685{
686 oblinkpt *obp;
687 objectlink *ol;
688
689 if (!button->map)
690 return 0;
691 for (obp = button->map->buttons; obp; obp = obp->next)
692 for (ol = obp->link; ol; ol = ol->next)
693 if (ol->ob == button)
694 return obp->value;
695 return 0; 741 return 0;
696} 742}
697 743
698/* This routine makes monsters who are 744/* This routine makes monsters who are
699 * standing on the 'mood floor' change their 745 * standing on the 'mood floor' change their
700 * disposition if it is different. 746 * disposition if it is different.
701 * If floor is to be triggered must have 747 * If floor is to be triggered must have
702 * a speed of zero (default is 1 for all 748 * a speed of zero (default is 1 for all
703 * but the charm floor type). 749 * but the charm floor type).
704 * by b.t. thomas@nomad.astro.psu.edu 750 * by b.t. thomas@nomad.astro.psu.edu
705 */ 751 */
706
707void 752void
708do_mood_floor (object *op, object *source) 753do_mood_floor (object *op, object *source)
709{ 754{
710 object *tmp;
711 object *tmp2;
712
713 if (!source) 755 if (!source)
714 source = op; 756 source = op;
715 757
716 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 758 mapspace &ms = op->ms ();
717 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 759
760 if (!(ms.flags () & P_IS_ALIVE))
761 return;
762
763 object *tmp;
764
765 for (tmp = ms.top; tmp; tmp = tmp->below)
766 if (tmp->flag [FLAG_MONSTER])
718 break; 767 break;
719 768
720 /* 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
721 * be a monster here. 770 * be a monster here.
722 */ 771 */
772 //TODO: have players really FLAG_MONSTER? kept it for safety
723 if (!tmp || tmp->type == PLAYER) 773 if (!tmp || tmp->type == PLAYER)
724 return; 774 return;
725 775
726 switch (op->last_sp) 776 switch (op->last_sp)
727 { 777 {
728 case 0: /* furious--make all monsters mad */ 778 case 0: /* furious--make all monsters mad */
729 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 779 if (tmp->flag [FLAG_UNAGGRESSIVE])
730 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 780 tmp->clr_flag (FLAG_UNAGGRESSIVE);
731 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 781
782 if (tmp->flag [FLAG_FRIENDLY])
732 { 783 {
733 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
734 remove_friendly_object (tmp);
735 tmp->attack_movement = 0; 784 tmp->attack_movement = 0;
736 /* 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
737 * dereference a null value 786 * dereference a null value
738 */ 787 */
739 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)
740 tmp->owner->contr->ranges[range_golem] = 0; 792 tmp->owner->contr->golem = 0;
741 793
742 tmp->owner = 0; 794 tmp->owner = 0;
795
796 remove_friendly_object (tmp);
743 } 797 }
744 break; 798 break;
799
745 case 1: /* angry -- get neutral monsters mad */ 800 case 1: /* angry -- get neutral monsters mad */
746 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 801 if (tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
747 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 802 tmp->clr_flag (FLAG_UNAGGRESSIVE);
748 break; 803 break;
804
749 case 2: /* calm -- pacify unfriendly monsters */ 805 case 2: /* calm -- pacify unfriendly monsters */
750 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 806 tmp->set_flag (FLAG_UNAGGRESSIVE);
751 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
752 break; 807 break;
808
753 case 3: /* make all monsters fall asleep */ 809 case 3: /* make all monsters fall asleep */
754 if (!QUERY_FLAG (tmp, FLAG_SLEEP)) 810 tmp->set_flag (FLAG_SLEEP);
755 SET_FLAG (tmp, FLAG_SLEEP);
756 break; 811 break;
812
757 case 4: /* charm all monsters */ 813 case 4: /* charm all monsters */
758 if (op == source) 814 if (op == source)
759 break; /* only if 'connected' */ 815 break; /* only if 'connected' */
760 816
761 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */ 817 if (object *pl = source->ms ().player ())
762 tmp2->type != PLAYER; tmp2 = tmp2->above) 818 {
763 if (tmp2->above == NULL) 819 tmp->set_owner (pl);
820 tmp->set_flag (FLAG_MONSTER);
821
822 tmp->stats.exp = 0;
823
824 add_friendly_object (tmp);
825 tmp->attack_movement = PETMOVE;
826 }
764 break; 827 break;
765 828
766 if (tmp2->type != PLAYER) 829 case 6: // kill monsters
830 if (!tmp->flag [FLAG_FRIENDLY])
767 break; 831 break;
768 832
769 tmp->set_owner (tmp2); 833 // FALL THROUGH
770 SET_FLAG (tmp, FLAG_MONSTER); 834 case 5: // kill all alives
771 835 if (!tmp->flag [FLAG_PRECIOUS])
772 tmp->stats.exp = 0; 836 {
773 SET_FLAG (tmp, FLAG_FRIENDLY); 837 archetype::get (shstr_burnout)->insert_at (tmp, source);
774 838 tmp->destroy ();
775 add_friendly_object (tmp); 839 }
776 tmp->attack_movement = PETMOVE;
777 break; 840 break;
778 841
779 default: 842 default:
780 break; 843 break;
781 } 844 }
793 object *tmp, *ret = NULL; 856 object *tmp, *ret = NULL;
794 857
795 /* First check the object itself. */ 858 /* First check the object itself. */
796 if ((trig->stats.hp && (op->type == trig->stats.hp)) 859 if ((trig->stats.hp && (op->type == trig->stats.hp))
797 || (trig->slaying && (op->slaying == trig->slaying)) 860 || (trig->slaying && (op->slaying == trig->slaying))
798 || (trig->race && (op->arch->name == trig->race))) 861 || (trig->race && (op->arch->archname == trig->race)))
799 return op; 862 return op;
800 863
801 for (tmp = op->inv; tmp; tmp = tmp->below) 864 for (tmp = op->inv; tmp; tmp = tmp->below)
802 { 865 {
803 if (tmp->inv) 866 if (tmp->inv)
806 if (ret) 869 if (ret)
807 return ret; 870 return ret;
808 } 871 }
809 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 872 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
810 || (trig->slaying && (tmp->slaying == trig->slaying)) 873 || (trig->slaying && (tmp->slaying == trig->slaying))
811 || (trig->race && (tmp->arch->name == trig->race))) 874 || (trig->race && (tmp->arch->archname == trig->race)))
812 return tmp; 875 return tmp;
813 } 876 }
814 return NULL; 877 return NULL;
815} 878}
816 879
817/* check_inv(), a function to search the inventory, 880/* check_inv(), a function to search the inventory,
818 * of a player and then based on a set of conditions, 881 * of a player and then based on a set of conditions,
819 * the square will activate connected items. 882 * the square will activate connected items.
820 * Monsters can't trigger this square (for now) 883 * Monsters can't trigger this square (for now)
821 * Values are: last_sp = 1/0 obj/no obj triggers 884 * Values are: last_sp = 1/0 obj/no obj triggers
822 * last_heal = 1/0 remove/dont remove obj if triggered 885 * last_heal = 1/0 remove/dont remove obj if triggered
823 * -b.t. (thomas@nomad.astro.psu.edu 886 * -b.t. (thomas@nomad.astro.psu.edu
824 * 887 *
825 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op 888 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
826 * because the check-inventory semantic essentially only applies when 889 * because the check-inventory semantic essentially only applies when
827 * something is above the inventory checker. 890 * something is above the inventory checker.
828 * The semantic prior this change was: trigger if something has moved on or off 891 * The semantic prior this change was: trigger if something has moved on or off
829 * 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
830 * 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
831 * 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
832 * state in the inventory checker. This won't happen anymore now. 895 * state in the inventory checker. This won't happen anymore now.
833 * 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 *
834 */ 903 */
835void 904void
836check_inv (object *op, object *trig) 905check_inv (object *op, object *trig)
837{ 906{
838 trig->value = 0; // deactivate if none of the following conditions apply 907 trig->value = 0; // deactivate if none of the following conditions apply
839 908
840 if (object *pl = trig->ms ().player ()) 909 object *pl = trig->ms ().player ();
841 {
842 object *match = check_inv_recursive (pl, trig); 910 object *match = check_inv_recursive (op, trig);
843 911
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
844 if (match && trig->last_sp) // match == having 919 if (match && trig->last_sp) // match == having
845 { 920 {
846 if (trig->last_heal) 921 if (trig->last_heal)
847 decrease_ob (match); 922 match->decrease ();
848 923
849 trig->value = 1; 924 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
850 } 925 push_button (trig, op);
926 }
851 else if (!match && !trig->last_sp) // match == not having 927 else if (!match && !trig->last_sp) // match == not having
852 trig->value = 1;
853 } 928 {
854 929 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
855 push_button (trig); 930 push_button (trig, op);
931 }
856} 932}
857 933

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