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Comparing deliantra/server/common/button.C (file contents):
Revision 1.38 by elmex, Tue Jul 31 18:28:46 2007 UTC vs.
Revision 1.45 by root, Tue Apr 22 01:06:22 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);
207 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
208 */ 216 */
209void 217void
210update_button (object *op) 218update_button (object *op)
211{ 219{
212 object *ab, *tmp, *head;
213 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
214 oblinkpt *obp = 0; 221 oblinkpt *obp = 0;
215 objectlink *ol; 222 objectlink *ol;
216 223
217 obp = get_button_links (op); 224 obp = get_button_links (op);
218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
219 if (obp) 225 if (obp)
220 for (ol = obp->link; ol; ol = ol->next) 226 for (ol = obp->link; ol; ol = ol->next)
221 { 227 {
222 if (!ol->ob) 228 if (!ol->ob)
223 { 229 {
224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 230 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 231 continue;
226 } 232 }
227 233
228 tmp = ol->ob; 234 object *tmp = ol->ob;
235
229 if (tmp->type == BUTTON) 236 if (tmp->type == BUTTON)
230 { 237 {
238 sint32 total = 0;
239
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (object *ab = tmp->above; 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 */
238
239 /* Basically, if the move_type matches that on what the 241 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 242 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 243 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 244 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 245 * that are only triggered by flying objects.
244 */ 246 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 248 total += ab->head_ ()->total_weight ();
247 249
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 250 tmp->value = total >= tmp->weight;
249 if (tmp->value) 251
250 any_down = 1; 252 any_down = any_down || tmp->value;
251 } 253 }
252 else if (tmp->type == PEDESTAL) 254 else if (tmp->type == PEDESTAL)
253 { 255 {
254 tmp->value = 0; 256 tmp->value = 0;
257
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 258 for (object *ab = tmp->above; ab; ab = ab->above)
256 { 259 {
257 head = ab->head_ (); 260 object *head = ab->head_ ();
261
258 /* Same note regarding move_type for buttons above apply here. */ 262 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 263 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
260 (head->race == tmp->slaying || 264 && (head->race == tmp->slaying
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
263 tmp->value = 1; 267 tmp->value = 1;
264 } 268 }
265 269
266 if (tmp->value) 270 any_down = any_down || tmp->value;
267 any_down = 1;
268 } 271 }
269 } 272 }
273
270 if (any_down) /* If any other buttons were down, force this to remain down */ 274 if (any_down) /* If any other buttons were down, force this to remain down */
271 op->value = 1; 275 op->value = 1;
276
277 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
272 278
273 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
274 if (op->value != old_value) 280 if (op->value != old_value)
275 { 281 {
276 SET_ANIMATION (op, op->value); 282 SET_ANIMATION (op, op->value);
319{ 325{
320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) 326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
321 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) 327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
322 && sacrifice->type != PLAYER) 328 && sacrifice->type != PLAYER)
323 { 329 {
324 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 330 if (ARCH_SACRIFICE (altar) == shstr_money
325 && sacrifice->type == MONEY 331 && sacrifice->type == MONEY
326 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
327 return 1; 333 return 1;
328 334
329 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
330 || ARCH_SACRIFICE (altar) == sacrifice->name 336 || ARCH_SACRIFICE (altar) == sacrifice->name
331 || ARCH_SACRIFICE (altar) == sacrifice->slaying 337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
332 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) 338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
333 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
334 return 1; 340 return 1;
335 } 341 }
336 342
337 return 0; 343 return 0;
338} 344}
362 return 0; 368 return 0;
363 369
364 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
365 * has been dropped. 371 * has been dropped.
366 */ 372 */
367 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
368 { 374 {
369 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
370 376
371 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
372 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
373 number++; 379 number++;
374 380
375 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
376 } 383 }
377 else 384 else
378 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
379 387
380 if (altar->msg) 388 if (altar->msg)
381 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
382 390
383 return 1; 391 return 1;
420 int push = 0, tot = 0; 428 int push = 0, tot = 0;
421 int in_movement = op->stats.wc || op->speed; 429 int in_movement = op->stats.wc || op->speed;
422 430
423 switch (op->type) 431 switch (op->type)
424 { 432 {
425 case TRIGGER_BUTTON: 433 case TRIGGER_BUTTON:
426 if (op->weight > 0) 434 if (op->weight > 0)
427 { 435 {
428 if (cause) 436 if (cause)
429 { 437 {
430 for (tmp = op->above; tmp; tmp = tmp->above) 438 for (tmp = op->above; tmp; tmp = tmp->above)
431 /* Comment reproduced from update_buttons(): */ 439 /* Comment reproduced from update_buttons(): */
432 /* Basically, if the move_type matches that on what the 440 /* Basically, if the move_type matches that on what the
433 * button wants, we count it. The second check is so that 441 * button wants, we count it. The second check is so that
434 * objects that don't move (swords, etc) will count. Note that 442 * objects that don't move (swords, etc) will count. Note that
435 * this means that more work is needed to make buttons 443 * this means that more work is needed to make buttons
436 * that are only triggered by flying objects. 444 * that are only triggered by flying objects.
445 */
446 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
447 tot += tmp->head_ ()->total_weight ();
448
449 if (tot >= op->weight)
450 push = 1;
451
452 if (op->stats.ac == push)
453 return 0;
454
455 op->stats.ac = push;
456 if (NUM_ANIMATIONS (op) > 1)
457 {
458 SET_ANIMATION (op, push);
459 update_object (op, UP_OBJ_FACE);
460 }
461
462 if (in_movement || !push)
463 return 0;
464 }
465 trigger_move (op, push);
466 }
467
468 return 0;
469
470 case TRIGGER_PEDESTAL:
471 if (cause)
472 {
473 for (tmp = op->above; tmp; tmp = tmp->above)
474 {
475 object *head = tmp->head_ ();
476
477 /* See comment in TRIGGER_BUTTON about move_types */
478 if (((head->move_type & op->move_on) || head->move_type == 0)
479 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
480 {
481 push = 1;
482 break;
483 }
484 }
485
486 if (op->stats.ac == push)
487 return 0;
488
489 op->stats.ac = push;
490
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 update_object (op, UP_OBJ_FACE);
498
499 if (in_movement || !push)
500 return 0;
501 }
502
503 trigger_move (op, push);
504 return 0;
505
506 case TRIGGER_ALTAR:
507 if (cause)
508 {
509 if (in_movement)
510 return 0;
511
512 if (operate_altar (op, &cause))
513 {
514 if (NUM_ANIMATIONS (op) > 1)
515 {
516 SET_ANIMATION (op, 1);
517 update_object (op, UP_OBJ_FACE);
518 }
519
520 if (op->last_sp >= 0)
521 {
522 trigger_move (op, 1);
523 if (op->last_sp > 0)
524 op->last_sp = -op->last_sp;
525 }
526 else
527 {
528 /* for trigger altar with last_sp, the ON/OFF
529 * status (-> +/- value) is "simulated":
437 */ 530 */
438 531 op->value = !op->value;
439 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 532 trigger_move (op, 1);
440 { 533 op->last_sp = -op->last_sp;
441 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 534 op->value = !op->value;
442 }
443 if (tot >= op->weight)
444 push = 1;
445 if (op->stats.ac == push)
446 return 0;
447 op->stats.ac = push;
448 if (NUM_ANIMATIONS (op) > 1)
449 {
450 SET_ANIMATION (op, push);
451 update_object (op, UP_OBJ_FACE);
452 } 535 }
453 if (in_movement || !push) 536
454 return 0; 537 return cause == NULL;
455 } 538 }
456 trigger_move (op, push);
457 } 539 else
458 return 0;
459
460 case TRIGGER_PEDESTAL:
461 if (cause)
462 {
463 for (tmp = op->above; tmp; tmp = tmp->above)
464 {
465 object *head = tmp->head_ ();
466
467 /* See comment in TRIGGER_BUTTON about move_types */
468 if (((head->move_type & op->move_on) || head->move_type == 0)
469 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
470 {
471 push = 1;
472 break;
473 }
474 }
475
476 if (op->stats.ac == push)
477 return 0; 540 return 0;
478 541 }
479 op->stats.ac = push; 542 else
480 543 {
481 if (NUM_ANIMATIONS (op) > 1) 544 if (NUM_ANIMATIONS (op) > 1)
482 { 545 {
483 SET_ANIMATION (op, push); 546 SET_ANIMATION (op, 0);
484 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
485 } 548 }
486 549
487 update_object (op, UP_OBJ_FACE);
488
489 if (in_movement || !push)
490 return 0;
491 }
492
493 trigger_move (op, push);
494 return 0;
495
496 case TRIGGER_ALTAR:
497 if (cause)
498 {
499 if (in_movement)
500 return 0;
501
502 if (operate_altar (op, &cause))
503 {
504 if (NUM_ANIMATIONS (op) > 1)
505 {
506 SET_ANIMATION (op, 1);
507 update_object (op, UP_OBJ_FACE);
508 }
509
510 if (op->last_sp >= 0)
511 {
512 trigger_move (op, 1);
513 if (op->last_sp > 0)
514 op->last_sp = -op->last_sp;
515 }
516 else
517 {
518 /* for trigger altar with last_sp, the ON/OFF
519 * status (-> +/- value) is "simulated":
520 */
521 op->value = !op->value;
522 trigger_move (op, 1);
523 op->last_sp = -op->last_sp;
524 op->value = !op->value;
525 }
526
527 return cause == NULL;
528 }
529 else
530 return 0;
531 }
532 else
533 {
534 if (NUM_ANIMATIONS (op) > 1)
535 {
536 SET_ANIMATION (op, 0);
537 update_object (op, UP_OBJ_FACE);
538 }
539
540 /* If trigger_altar has "last_sp > 0" set on the map, 550 /* If trigger_altar has "last_sp > 0" set on the map,
541 * it will push the connected value only once per sacrifice. 551 * it will push the connected value only once per sacrifice.
542 * Otherwise (default), the connected value will be 552 * Otherwise (default), the connected value will be
543 * pushed twice: First by sacrifice, second by reset! -AV 553 * pushed twice: First by sacrifice, second by reset! -AV
544 */ 554 */
545 if (!op->last_sp) 555 if (!op->last_sp)
546 trigger_move (op, 0); 556 trigger_move (op, 0);
547 else 557 else
548 { 558 {
549 op->stats.wc = 0; 559 op->stats.wc = 0;
550 op->value = !op->value; 560 op->value = !op->value;
551 op->set_speed (0); 561 op->set_speed (0);
552 } 562 }
553 } 563 }
554 return 0; 564 return 0;
555 565
556 case TRIGGER: 566 case TRIGGER:
557 if (cause) 567 if (cause)
558 { 568 {
559 if (in_movement) 569 if (in_movement)
560 return 0; 570 return 0;
561 571
562 push = 1; 572 push = 1;
563 } 573 }
564 574
565 if (NUM_ANIMATIONS (op) > 1) 575 if (NUM_ANIMATIONS (op) > 1)
566 { 576 {
567 SET_ANIMATION (op, push); 577 SET_ANIMATION (op, push);
568 update_object (op, UP_OBJ_FACE); 578 update_object (op, UP_OBJ_FACE);
569 } 579 }
570 580
571 trigger_move (op, push); 581 trigger_move (op, push);
572 return 1; 582 return 1;
573 583
574 default: 584 default:
575 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 585 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
576 return 0; 586 return 0;
577 } 587 }
578} 588}
579 589
580void 590void
581add_button_link (object *button, maptile *map, int connected) 591add_button_link (object *button, maptile *map, int connected)
885 // and we have to set the value to 0 895 // and we have to set the value to 0
886 896
887 if (match && trig->last_sp) // match == having 897 if (match && trig->last_sp) // match == having
888 { 898 {
889 if (trig->last_heal) 899 if (trig->last_heal)
890 decrease_ob (match); 900 match->decrease ();
891 901
892 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
893 push_button (trig); 903 push_button (trig);
894 } 904 }
895 else if (!match && !trig->last_sp) // match == not having 905 else if (!match && !trig->last_sp) // match == not having

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