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Comparing deliantra/server/common/button.C (file contents):
Revision 1.33 by root, Mon May 28 21:21:40 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 Multiplayer Online Role Playing Game. 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 it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* 26/*
29 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
30 */ 28 */
31 29
60 object *tmp = ol->ob; 58 object *tmp = ol->ob;
61 59
62 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 62 continue;
63
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 65 continue;
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 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
85 if (tmp->stats.food) 89 if (tmp->stats.food)
86 tmp->last_eat++; 90 tmp->last_eat++;
87 } 91 }
88 break; 92 break;
89 93
90 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
91 tmp->value = 1; 96 tmp->value = 1;
92 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
93 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
94 break; 99 break;
95 100
96 case BUTTON: 101 case BUTTON:
97 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
98 tmp->value = state; 104 tmp->value = state;
99 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
100 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
101 break; 107 break;
102 108
103 case MOOD_FLOOR: 109 case MOOD_FLOOR:
104 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
105 break; 111 break;
106 112
107 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
108 tmp->set_speed (tmp->arch->clone.speed); 116 tmp->set_speed (tmp->arch->speed);
109 tmp->value = tmp->arch->clone.value; 117 tmp->value = tmp->arch->value;
110 tmp->stats.sp = 1; 118 tmp->stats.sp = 1;
111 tmp->stats.hp = tmp->stats.maxhp; 119 tmp->stats.hp = tmp->stats.maxhp;
112 /* Handle multipart gates. We copy the value for the other parts 120 /* Handle multipart gates. We copy the value for the other parts
113 * from the head - this ensures that the data will consistent 121 * from the head - this ensures that the data will consistent
114 */ 122 */
141 case CREATOR: 149 case CREATOR:
142 move_creator (tmp); 150 move_creator (tmp);
143 break; 151 break;
144 152
145 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
146 move_marker (tmp); 155 move_marker (tmp);
147 break; 156 break;
148 157
149 case DUPLICATOR: 158 case DUPLICATOR:
150 move_duplicator (tmp); 159 move_duplicator (tmp);
225 } 234 }
226 235
227 tmp = ol->ob; 236 tmp = ol->ob;
228 if (tmp->type == BUTTON) 237 if (tmp->type == BUTTON)
229 { 238 {
230 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 239 for (ab = tmp->above, tot = 0; ab; ab = ab->above)
231 /* Bug? The pedestal code below looks for the head of
232 * the object, this bit doesn't. I'd think we should check
233 * for head here also. Maybe it also makese sense to
234 * make the for ab=tmp->above loop common, and alter
235 * behaviour based on object within that loop?
236 */ 240 {
241 head = ab->head_ ();
237 242
238 /* Basically, if the move_type matches that on what the 243 /* Basically, if the move_type matches that on what the
239 * button wants, we count it. The second check is so that 244 * button wants, we count it. The second check is so that
240 * objects don't move (swords, etc) will count. Note that 245 * objects who don't move (swords, etc) will count. Note that
241 * this means that more work is needed to make buttons 246 * this means that more work is needed to make buttons
242 * that are only triggered by flying objects. 247 * that are only triggered by flying objects.
243 */ 248 */
244 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 249 if ((head->move_type & tmp->move_on) || head->move_type == 0)
245 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 250 tot += head->total_weight ();
251 }
246 252
247 tmp->value = (tot >= tmp->weight) ? 1 : 0; 253 tmp->value = tot >= tmp->weight ? 1 : 0;
248 if (tmp->value)
249 any_down = 1;
250 } 254 }
251 else if (tmp->type == PEDESTAL) 255 else if (tmp->type == PEDESTAL)
252 { 256 {
253 tmp->value = 0; 257 tmp->value = 0;
258
254 for (ab = tmp->above; ab != NULL; ab = ab->above) 259 for (ab = tmp->above; ab; ab = ab->above)
255 { 260 {
256 head = ab->head_ (); 261 head = ab->head_ ();
262
257 /* Same note regarding move_type for buttons above apply here. */ 263 /* Same note regarding move_type for buttons above apply here. */
258 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 264 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
259 (head->race == tmp->slaying || 265 (head->race == tmp->slaying ||
260 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 266 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
261 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 267 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
262 tmp->value = 1; 268 tmp->value = 1;
263 } 269 }
264
265 if (tmp->value)
266 any_down = 1;
267 } 270 }
271
272 any_down = any_down || tmp->value;
268 } 273 }
274
269 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 */
270 op->value = 1; 276 op->value = 1;
271 277
272 /* If this button hasn't changed, don't do anything */ 278 /* If this button hasn't changed, don't do anything */
273 if (op->value != old_value) 279 if (op->value != old_value)
314 */ 320 */
315 321
316int 322int
317check_altar_sacrifice (const object *altar, const object *sacrifice) 323check_altar_sacrifice (const object *altar, const object *sacrifice)
318{ 324{
319 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)
320 { 328 {
321 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->name || 329 if (ARCH_SACRIFICE (altar) == shstr_money
322 ARCH_SACRIFICE (altar) == sacrifice->name || 330 && sacrifice->type == MONEY
323 ARCH_SACRIFICE (altar) == sacrifice->slaying || 331 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
324 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
325 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
326 return 1; 332 return 1;
327 333
328 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 334 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
329 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 335 || ARCH_SACRIFICE (altar) == sacrifice->name
336 || ARCH_SACRIFICE (altar) == sacrifice->slaying
337 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
338 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
330 return 1; 339 return 1;
331 } 340 }
332 341
333 return 0; 342 return 0;
334} 343}
358 return 0; 367 return 0;
359 368
360 /* check_altar_sacrifice should have already verified that enough money 369 /* check_altar_sacrifice should have already verified that enough money
361 * has been dropped. 370 * has been dropped.
362 */ 371 */
363 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 372 if (ARCH_SACRIFICE (altar) == shstr_money)
364 { 373 {
365 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 374 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
366 375
367 /* Round up any sacrifices. Altars don't make change either */ 376 /* Round up any sacrifices. Altars don't make change either */
368 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 377 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
369 number++; 378 number++;
370 379
371 *sacrifice = decrease_ob_nr (*sacrifice, number); 380 if (!(*sacrifice)->decrease (number))
381 *sacrifice = 0;
372 } 382 }
373 else 383 else
374 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 384 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
385 *sacrifice = 0;
375 386
376 if (altar->msg) 387 if (altar->msg)
377 new_info_map (NDI_BLACK, altar->map, altar->msg); 388 new_info_map (NDI_BLACK, altar->map, altar->msg);
378 389
379 return 1; 390 return 1;
429 * button wants, we count it. The second check is so that 440 * button wants, we count it. The second check is so that
430 * objects that don't move (swords, etc) will count. Note that 441 * objects that don't move (swords, etc) will count. Note that
431 * this means that more work is needed to make buttons 442 * this means that more work is needed to make buttons
432 * that are only triggered by flying objects. 443 * that are only triggered by flying objects.
433 */ 444 */
434
435 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 445 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
436 { 446 tot += tmp->head_ ()->total_weight ();
437 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 447
438 }
439 if (tot >= op->weight) 448 if (tot >= op->weight)
440 push = 1; 449 push = 1;
450
441 if (op->stats.ac == push) 451 if (op->stats.ac == push)
442 return 0; 452 return 0;
453
443 op->stats.ac = push; 454 op->stats.ac = push;
444 if (NUM_ANIMATIONS (op) > 1) 455 if (NUM_ANIMATIONS (op) > 1)
445 { 456 {
446 SET_ANIMATION (op, push); 457 SET_ANIMATION (op, push);
447 update_object (op, UP_OBJ_FACE); 458 update_object (op, UP_OBJ_FACE);
448 } 459 }
460
449 if (in_movement || !push) 461 if (in_movement || !push)
450 return 0; 462 return 0;
451 } 463 }
452 trigger_move (op, push); 464 trigger_move (op, push);
453 } 465 }
466
454 return 0; 467 return 0;
455 468
456 case TRIGGER_PEDESTAL: 469 case TRIGGER_PEDESTAL:
457 if (cause) 470 if (cause)
458 { 471 {
820 object *tmp, *ret = NULL; 833 object *tmp, *ret = NULL;
821 834
822 /* First check the object itself. */ 835 /* First check the object itself. */
823 if ((trig->stats.hp && (op->type == trig->stats.hp)) 836 if ((trig->stats.hp && (op->type == trig->stats.hp))
824 || (trig->slaying && (op->slaying == trig->slaying)) 837 || (trig->slaying && (op->slaying == trig->slaying))
825 || (trig->race && (op->arch->name == trig->race))) 838 || (trig->race && (op->arch->archname == trig->race)))
826 return op; 839 return op;
827 840
828 for (tmp = op->inv; tmp; tmp = tmp->below) 841 for (tmp = op->inv; tmp; tmp = tmp->below)
829 { 842 {
830 if (tmp->inv) 843 if (tmp->inv)
833 if (ret) 846 if (ret)
834 return ret; 847 return ret;
835 } 848 }
836 else if ((trig->stats.hp && (tmp->type == trig->stats.hp)) 849 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
837 || (trig->slaying && (tmp->slaying == trig->slaying)) 850 || (trig->slaying && (tmp->slaying == trig->slaying))
838 || (trig->race && (tmp->arch->name == trig->race))) 851 || (trig->race && (tmp->arch->archname == trig->race)))
839 return tmp; 852 return tmp;
840 } 853 }
841 return NULL; 854 return NULL;
842} 855}
843 856
881 // and we have to set the value to 0 894 // and we have to set the value to 0
882 895
883 if (match && trig->last_sp) // match == having 896 if (match && trig->last_sp) // match == having
884 { 897 {
885 if (trig->last_heal) 898 if (trig->last_heal)
886 decrease_ob (match); 899 match->decrease ();
887 900
888 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
889 push_button (trig); 902 push_button (trig);
890 } 903 }
891 else if (!match && !trig->last_sp) // match == not having 904 else if (!match && !trig->last_sp) // match == not having

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