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Comparing deliantra/server/common/button.C (file contents):
Revision 1.36 by root, Sun Jul 1 05:00:17 2007 UTC vs.
Revision 1.43 by root, Mon Apr 21 06:35:26 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> 25#include <funcpoint.h>
26 26
59 object *tmp = ol->ob; 59 object *tmp = ol->ob;
60 60
61 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 63 continue;
64
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 66 continue;
66 67
67 switch (tmp->type) 68 switch (tmp->type)
68 { 69 {
69 case GATE: 70 case GATE:
70 case HOLE: 71 case HOLE:
72 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->set_speed (0.5); 77 tmp->set_speed (0.5);
73 break; 78 break;
74 79
75 case CF_HANDLE: 80 case CF_HANDLE:
78 break; 83 break;
79 84
80 case SIGN: 85 case SIGN:
81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
82 { 87 {
88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
84 if (tmp->stats.food) 90 if (tmp->stats.food)
85 tmp->last_eat++; 91 tmp->last_eat++;
86 } 92 }
87 break; 93 break;
88 94
89 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
90 tmp->value = 1; 97 tmp->value = 1;
91 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
92 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
93 break; 100 break;
94 101
95 case BUTTON: 102 case BUTTON:
96 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
97 tmp->value = state; 105 tmp->value = state;
98 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
100 break; 108 break;
101 109
102 case MOOD_FLOOR: 110 case MOOD_FLOOR:
103 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, source);
104 break; 112 break;
105 113
106 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
107 tmp->set_speed (tmp->arch->speed); 117 tmp->set_speed (tmp->arch->speed);
108 tmp->value = tmp->arch->value; 118 tmp->value = tmp->arch->value;
109 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
110 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
111 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
140 case CREATOR: 150 case CREATOR:
141 move_creator (tmp); 151 move_creator (tmp);
142 break; 152 break;
143 153
144 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
145 move_marker (tmp); 156 move_marker (tmp);
146 break; 157 break;
147 158
148 case DUPLICATOR: 159 case DUPLICATOR:
149 move_duplicator (tmp); 160 move_duplicator (tmp);
224 } 235 }
225 236
226 tmp = ol->ob; 237 tmp = ol->ob;
227 if (tmp->type == BUTTON) 238 if (tmp->type == BUTTON)
228 { 239 {
229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (ab = tmp->above, tot = 0; 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 */ 241 {
242 head = ab->head_ ();
236 243
237 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
242 */ 249 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((head->move_type & tmp->move_on) || head->move_type == 0)
244 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 tot += head->total_weight ();
252 }
245 253
246 tmp->value = (tot >= tmp->weight) ? 1 : 0; 254 tmp->value = tot >= tmp->weight ? 1 : 0;
247 if (tmp->value)
248 any_down = 1;
249 } 255 }
250 else if (tmp->type == PEDESTAL) 256 else if (tmp->type == PEDESTAL)
251 { 257 {
252 tmp->value = 0; 258 tmp->value = 0;
259
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 260 for (ab = tmp->above; ab; ab = ab->above)
254 { 261 {
255 head = ab->head_ (); 262 head = ab->head_ ();
263
256 /* Same note regarding move_type for buttons above apply here. */ 264 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
258 (head->race == tmp->slaying || 266 (head->race == tmp->slaying ||
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
261 tmp->value = 1; 269 tmp->value = 1;
262 } 270 }
263
264 if (tmp->value)
265 any_down = 1;
266 } 271 }
272
273 any_down = any_down || tmp->value;
267 } 274 }
275
268 if (any_down) /* If any other buttons were down, force this to remain down */ 276 if (any_down) /* If any other buttons were down, force this to remain down */
269 op->value = 1; 277 op->value = 1;
270 278
271 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
272 if (op->value != old_value) 280 if (op->value != old_value)
313 */ 321 */
314 322
315int 323int
316check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
317{ 325{
318 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
328 && sacrifice->type != PLAYER)
319 { 329 {
330 if (ARCH_SACRIFICE (altar) == shstr_money
331 && sacrifice->type == MONEY
332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
333 return 1;
334
320 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
321 || ARCH_SACRIFICE (altar) == sacrifice->name 336 || ARCH_SACRIFICE (altar) == sacrifice->name
322 || ARCH_SACRIFICE (altar) == sacrifice->slaying 337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
323 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
324 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
325 return 1;
326
327 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
328 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
329 return 1; 340 return 1;
330 } 341 }
331 342
332 return 0; 343 return 0;
333} 344}
357 return 0; 368 return 0;
358 369
359 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
360 * has been dropped. 371 * has been dropped.
361 */ 372 */
362 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
363 { 374 {
364 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
365 376
366 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
367 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
368 number++; 379 number++;
369 380
370 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
371 } 383 }
372 else 384 else
373 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
374 387
375 if (altar->msg) 388 if (altar->msg)
376 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
377 390
378 return 1; 391 return 1;
428 * button wants, we count it. The second check is so that 441 * button wants, we count it. The second check is so that
429 * objects that don't move (swords, etc) will count. Note that 442 * objects that don't move (swords, etc) will count. Note that
430 * this means that more work is needed to make buttons 443 * this means that more work is needed to make buttons
431 * that are only triggered by flying objects. 444 * that are only triggered by flying objects.
432 */ 445 */
433
434 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 446 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
435 { 447 tot += tmp->head_ ()->total_weight ();
436 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 448
437 }
438 if (tot >= op->weight) 449 if (tot >= op->weight)
439 push = 1; 450 push = 1;
451
440 if (op->stats.ac == push) 452 if (op->stats.ac == push)
441 return 0; 453 return 0;
454
442 op->stats.ac = push; 455 op->stats.ac = push;
443 if (NUM_ANIMATIONS (op) > 1) 456 if (NUM_ANIMATIONS (op) > 1)
444 { 457 {
445 SET_ANIMATION (op, push); 458 SET_ANIMATION (op, push);
446 update_object (op, UP_OBJ_FACE); 459 update_object (op, UP_OBJ_FACE);
447 } 460 }
461
448 if (in_movement || !push) 462 if (in_movement || !push)
449 return 0; 463 return 0;
450 } 464 }
451 trigger_move (op, push); 465 trigger_move (op, push);
452 } 466 }
467
453 return 0; 468 return 0;
454 469
455 case TRIGGER_PEDESTAL: 470 case TRIGGER_PEDESTAL:
456 if (cause) 471 if (cause)
457 { 472 {
880 // and we have to set the value to 0 895 // and we have to set the value to 0
881 896
882 if (match && trig->last_sp) // match == having 897 if (match && trig->last_sp) // match == having
883 { 898 {
884 if (trig->last_heal) 899 if (trig->last_heal)
885 decrease_ob (match); 900 match->decrease ();
886 901
887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 902 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
888 push_button (trig); 903 push_button (trig);
889 } 904 }
890 else if (!match && !trig->last_sp) // match == not having 905 else if (!match && !trig->last_sp) // match == not having

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