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Comparing deliantra/server/common/button.C (file contents):
Revision 1.37 by root, Tue Jul 31 17:33:14 2007 UTC vs.
Revision 1.44 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* 26/*
28 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
29 */ 28 */
30 29
67 66
68 switch (tmp->type) 67 switch (tmp->type)
69 { 68 {
70 case GATE: 69 case GATE:
71 case HOLE: 70 case HOLE:
71 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 76 tmp->set_speed (0.5);
74 break; 77 break;
75 78
76 case CF_HANDLE: 79 case CF_HANDLE:
79 break; 82 break;
80 83
81 case SIGN: 84 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 86 {
84 tmp->play_sound (tmp->sound); 87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 89 if (tmp->stats.food)
87 tmp->last_eat++; 90 tmp->last_eat++;
88 } 91 }
89 break; 92 break;
90 93
91 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 96 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
95 break; 99 break;
96 100
97 case BUTTON: 101 case BUTTON:
98 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 104 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
102 break; 107 break;
103 108
104 case MOOD_FLOOR: 109 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
106 break; 111 break;
107 112
108 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
109 tmp->set_speed (tmp->arch->speed); 116 tmp->set_speed (tmp->arch->speed);
110 tmp->value = tmp->arch->value; 117 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 118 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 119 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 120 /* Handle multipart gates. We copy the value for the other parts
142 case CREATOR: 149 case CREATOR:
143 move_creator (tmp); 150 move_creator (tmp);
144 break; 151 break;
145 152
146 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 155 move_marker (tmp);
148 break; 156 break;
149 157
150 case DUPLICATOR: 158 case DUPLICATOR:
151 move_duplicator (tmp); 159 move_duplicator (tmp);
226 } 234 }
227 235
228 tmp = ol->ob; 236 tmp = ol->ob;
229 if (tmp->type == BUTTON) 237 if (tmp->type == BUTTON)
230 { 238 {
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 239 for (ab = tmp->above, tot = 0; ab; ab = ab->above)
232 /* Bug? The pedestal code below looks for the head of
233 * the object, this bit doesn't. I'd think we should check
234 * for head here also. Maybe it also makese sense to
235 * make the for ab=tmp->above loop common, and alter
236 * behaviour based on object within that loop?
237 */ 240 {
241 head = ab->head_ ();
238 242
239 /* Basically, if the move_type matches that on what the 243 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 244 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 245 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 246 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 247 * that are only triggered by flying objects.
244 */ 248 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 249 if ((head->move_type & tmp->move_on) || head->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 250 tot += head->total_weight ();
251 }
247 252
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 253 tmp->value = tot >= tmp->weight ? 1 : 0;
249 if (tmp->value)
250 any_down = 1;
251 } 254 }
252 else if (tmp->type == PEDESTAL) 255 else if (tmp->type == PEDESTAL)
253 { 256 {
254 tmp->value = 0; 257 tmp->value = 0;
258
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 259 for (ab = tmp->above; ab; ab = ab->above)
256 { 260 {
257 head = ab->head_ (); 261 head = ab->head_ ();
262
258 /* Same note regarding move_type for buttons above apply here. */ 263 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 264 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
260 (head->race == tmp->slaying || 265 (head->race == tmp->slaying ||
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 266 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 267 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
263 tmp->value = 1; 268 tmp->value = 1;
264 } 269 }
265
266 if (tmp->value)
267 any_down = 1;
268 } 270 }
271
272 any_down = any_down || tmp->value;
269 } 273 }
274
270 if (any_down) /* If any other buttons were down, force this to remain down */ 275 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1; 276 op->value = 1;
272 277
273 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 279 if (op->value != old_value)
315 */ 320 */
316 321
317int 322int
318check_altar_sacrifice (const object *altar, const object *sacrifice) 323check_altar_sacrifice (const object *altar, const object *sacrifice)
319{ 324{
320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 325 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
326 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
327 && sacrifice->type != PLAYER)
321 { 328 {
329 if (ARCH_SACRIFICE (altar) == shstr_money
330 && sacrifice->type == MONEY
331 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
332 return 1;
333
322 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 334 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
323 || ARCH_SACRIFICE (altar) == sacrifice->name 335 || ARCH_SACRIFICE (altar) == sacrifice->name
324 || ARCH_SACRIFICE (altar) == sacrifice->slaying 336 || ARCH_SACRIFICE (altar) == sacrifice->slaying
325 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 337 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
326 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 338 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
327 return 1;
328
329 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
330 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
331 return 1; 339 return 1;
332 } 340 }
333 341
334 return 0; 342 return 0;
335} 343}
359 return 0; 367 return 0;
360 368
361 /* check_altar_sacrifice should have already verified that enough money 369 /* check_altar_sacrifice should have already verified that enough money
362 * has been dropped. 370 * has been dropped.
363 */ 371 */
364 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 372 if (ARCH_SACRIFICE (altar) == shstr_money)
365 { 373 {
366 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 374 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
367 375
368 /* Round up any sacrifices. Altars don't make change either */ 376 /* Round up any sacrifices. Altars don't make change either */
369 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 377 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
370 number++; 378 number++;
371 379
372 *sacrifice = decrease_ob_nr (*sacrifice, number); 380 if (!(*sacrifice)->decrease (number))
381 *sacrifice = 0;
373 } 382 }
374 else 383 else
375 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 384 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
385 *sacrifice = 0;
376 386
377 if (altar->msg) 387 if (altar->msg)
378 new_info_map (NDI_BLACK, altar->map, altar->msg); 388 new_info_map (NDI_BLACK, altar->map, altar->msg);
379 389
380 return 1; 390 return 1;
430 * button wants, we count it. The second check is so that 440 * button wants, we count it. The second check is so that
431 * objects that don't move (swords, etc) will count. Note that 441 * objects that don't move (swords, etc) will count. Note that
432 * this means that more work is needed to make buttons 442 * this means that more work is needed to make buttons
433 * that are only triggered by flying objects. 443 * that are only triggered by flying objects.
434 */ 444 */
435
436 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 445 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
437 { 446 tot += tmp->head_ ()->total_weight ();
438 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 447
439 }
440 if (tot >= op->weight) 448 if (tot >= op->weight)
441 push = 1; 449 push = 1;
450
442 if (op->stats.ac == push) 451 if (op->stats.ac == push)
443 return 0; 452 return 0;
453
444 op->stats.ac = push; 454 op->stats.ac = push;
445 if (NUM_ANIMATIONS (op) > 1) 455 if (NUM_ANIMATIONS (op) > 1)
446 { 456 {
447 SET_ANIMATION (op, push); 457 SET_ANIMATION (op, push);
448 update_object (op, UP_OBJ_FACE); 458 update_object (op, UP_OBJ_FACE);
449 } 459 }
460
450 if (in_movement || !push) 461 if (in_movement || !push)
451 return 0; 462 return 0;
452 } 463 }
453 trigger_move (op, push); 464 trigger_move (op, push);
454 } 465 }
466
455 return 0; 467 return 0;
456 468
457 case TRIGGER_PEDESTAL: 469 case TRIGGER_PEDESTAL:
458 if (cause) 470 if (cause)
459 { 471 {
882 // and we have to set the value to 0 894 // and we have to set the value to 0
883 895
884 if (match && trig->last_sp) // match == having 896 if (match && trig->last_sp) // match == having
885 { 897 {
886 if (trig->last_heal) 898 if (trig->last_heal)
887 decrease_ob (match); 899 match->decrease ();
888 900
889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 901 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 push_button (trig); 902 push_button (trig);
891 } 903 }
892 else if (!match && !trig->last_sp) // match == not having 904 else if (!match && !trig->last_sp) // match == not having

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