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> |
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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: |
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|
71 | if (!tmp->active) |
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|
72 | tmp->play_sound (tmp->sound |
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73 | ? tmp->sound |
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|
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: |
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|
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: |
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|
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: |
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|
114 | if (!tmp->active) |
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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: |
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|
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 |
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233 | * the object, this bit doesn't. I'd think we should check |
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234 | * for head here also. Maybe it also makese sense to |
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235 | * make the for ab=tmp->above loop common, and alter |
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236 | * behaviour based on object within that loop? |
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237 | */ |
240 | { |
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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 (); |
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|
251 | } |
247 | |
252 | |
248 | tmp->value = (tot >= tmp->weight) ? 1 : 0; |
253 | tmp->value = tot >= tmp->weight ? 1 : 0; |
249 | if (tmp->value) |
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250 | any_down = 1; |
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251 | } |
254 | } |
252 | else if (tmp->type == PEDESTAL) |
255 | else if (tmp->type == PEDESTAL) |
253 | { |
256 | { |
254 | tmp->value = 0; |
257 | tmp->value = 0; |
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|
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_ (); |
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|
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 | |
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266 | if (tmp->value) |
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267 | any_down = 1; |
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268 | } |
270 | } |
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271 | |
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272 | any_down = any_down || tmp->value; |
269 | } |
273 | } |
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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 | |
317 | int |
322 | int |
318 | check_altar_sacrifice (const object *altar, const object *sacrifice) |
323 | check_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) |
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326 | && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) |
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327 | && sacrifice->type != PLAYER) |
321 | { |
328 | { |
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329 | if (ARCH_SACRIFICE (altar) == shstr_money |
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330 | && sacrifice->type == MONEY |
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331 | && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
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332 | return 1; |
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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; |
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328 | |
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329 | if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 |
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330 | && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) |
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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)) |
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|
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))) |
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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 | |
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|
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 | } |
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440 | if (tot >= op->weight) |
448 | if (tot >= op->weight) |
441 | push = 1; |
449 | push = 1; |
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450 | |
442 | if (op->stats.ac == push) |
451 | if (op->stats.ac == push) |
443 | return 0; |
452 | return 0; |
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|
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 | } |
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|
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 | } |
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|
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 |