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Comparing deliantra/server/common/button.C (file contents):
Revision 1.42 by root, Sun Apr 20 22:03:21 2008 UTC vs.
Revision 1.48 by root, Mon Sep 29 10:20:48 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 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 * Deliantra 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
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 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
216 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
217 */ 216 */
218void 217void
219update_button (object *op) 218update_button (object *op)
220{ 219{
221 object *ab, *tmp, *head;
222 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
223 oblinkpt *obp = 0; 221 oblinkpt *obp = 0;
224 objectlink *ol; 222 objectlink *ol;
225 223
226 obp = get_button_links (op); 224 obp = get_button_links (op);
227 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
228 if (obp) 225 if (obp)
229 for (ol = obp->link; ol; ol = ol->next) 226 for (ol = obp->link; ol; ol = ol->next)
230 { 227 {
231 if (!ol->ob) 228 if (!ol->ob)
232 { 229 {
233 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 230 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
234 continue; 231 continue;
235 } 232 }
236 233
237 tmp = ol->ob; 234 object *tmp = ol->ob;
235
238 if (tmp->type == BUTTON) 236 if (tmp->type == BUTTON)
239 { 237 {
238 sint32 total = 0;
239
240 for (ab = tmp->above, tot = 0; ab; ab = ab->above) 240 for (object *ab = tmp->above; ab; ab = ab->above)
241 /* Basically, if the move_type matches that on what the
242 * button wants, we count it. The second check is so that
243 * objects who don't move (swords, etc) will count. Note that
244 * this means that more work is needed to make buttons
245 * that are only triggered by flying objects.
246 */
247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
248 total += ab->head_ ()->total_weight ();
249
250 tmp->value = total >= tmp->weight;
251
252 any_down = any_down || tmp->value;
253 }
254 else if (tmp->type == PEDESTAL)
255 {
256 tmp->value = 0;
257
258 for (object *ab = tmp->above; ab; ab = ab->above)
241 { 259 {
242 head = ab->head_ (); 260 object *head = ab->head_ ();
243
244 /* Basically, if the move_type matches that on what the
245 * button wants, we count it. The second check is so that
246 * objects who don't move (swords, etc) will count. Note that
247 * this means that more work is needed to make buttons
248 * that are only triggered by flying objects.
249 */
250 if ((head->move_type & tmp->move_on) || head->move_type == 0)
251 tot += head->total_weight ();
252 }
253
254 tmp->value = tot >= tmp->weight ? 1 : 0;
255 }
256 else if (tmp->type == PEDESTAL)
257 {
258 tmp->value = 0;
259
260 for (ab = tmp->above; ab; ab = ab->above)
261 {
262 head = ab->head_ ();
263 261
264 /* Same note regarding move_type for buttons above apply here. */ 262 /* Same note regarding move_type for buttons above apply here. */
265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 263 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
266 (head->race == tmp->slaying || 264 && (head->race == tmp->slaying
267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
269 tmp->value = 1; 267 tmp->value = 1;
270 } 268 }
271 }
272 269
273 any_down = any_down || tmp->value; 270 any_down = any_down || tmp->value;
271 }
274 } 272 }
275 273
276 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 */
277 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);
278 278
279 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
280 if (op->value != old_value) 280 if (op->value != old_value)
281 { 281 {
282 SET_ANIMATION (op, op->value); 282 SET_ANIMATION (op, op->value);
376 376
377 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
379 number++; 379 number++;
380 380
381 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
382 } 383 }
383 else 384 else
384 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
385 387
386 if (altar->msg) 388 if (altar->msg)
387 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
388 390
389 return 1; 391 return 1;
426 int push = 0, tot = 0; 428 int push = 0, tot = 0;
427 int in_movement = op->stats.wc || op->speed; 429 int in_movement = op->stats.wc || op->speed;
428 430
429 switch (op->type) 431 switch (op->type)
430 { 432 {
431 case TRIGGER_BUTTON: 433 case TRIGGER_BUTTON:
432 if (op->weight > 0) 434 if (op->weight > 0)
433 { 435 {
434 if (cause) 436 if (cause)
435 { 437 {
436 for (tmp = op->above; tmp; tmp = tmp->above) 438 for (tmp = op->above; tmp; tmp = tmp->above)
437 /* Comment reproduced from update_buttons(): */ 439 /* Comment reproduced from update_buttons(): */
438 /* Basically, if the move_type matches that on what the 440 /* Basically, if the move_type matches that on what the
439 * button wants, we count it. The second check is so that 441 * button wants, we count it. The second check is so that
440 * objects that don't move (swords, etc) will count. Note that 442 * objects that don't move (swords, etc) will count. Note that
441 * this means that more work is needed to make buttons 443 * this means that more work is needed to make buttons
442 * 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":
443 */ 530 */
444 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 531 op->value = !op->value;
445 tot += tmp->head_ ()->total_weight (); 532 trigger_move (op, 1);
446 533 op->last_sp = -op->last_sp;
447 if (tot >= op->weight) 534 op->value = !op->value;
448 push = 1;
449
450 if (op->stats.ac == push)
451 return 0;
452
453 op->stats.ac = push;
454 if (NUM_ANIMATIONS (op) > 1)
455 {
456 SET_ANIMATION (op, push);
457 update_object (op, UP_OBJ_FACE);
458 } 535 }
459 536
460 if (in_movement || !push) 537 return cause == NULL;
461 return 0;
462 } 538 }
463 trigger_move (op, push);
464 } 539 else
465
466 return 0;
467
468 case TRIGGER_PEDESTAL:
469 if (cause)
470 {
471 for (tmp = op->above; tmp; tmp = tmp->above)
472 {
473 object *head = tmp->head_ ();
474
475 /* See comment in TRIGGER_BUTTON about move_types */
476 if (((head->move_type & op->move_on) || head->move_type == 0)
477 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
478 {
479 push = 1;
480 break;
481 }
482 }
483
484 if (op->stats.ac == push)
485 return 0; 540 return 0;
486 541 }
487 op->stats.ac = push; 542 else
488 543 {
489 if (NUM_ANIMATIONS (op) > 1) 544 if (NUM_ANIMATIONS (op) > 1)
490 { 545 {
491 SET_ANIMATION (op, push); 546 SET_ANIMATION (op, 0);
492 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
493 } 548 }
494 549
495 update_object (op, UP_OBJ_FACE);
496
497 if (in_movement || !push)
498 return 0;
499 }
500
501 trigger_move (op, push);
502 return 0;
503
504 case TRIGGER_ALTAR:
505 if (cause)
506 {
507 if (in_movement)
508 return 0;
509
510 if (operate_altar (op, &cause))
511 {
512 if (NUM_ANIMATIONS (op) > 1)
513 {
514 SET_ANIMATION (op, 1);
515 update_object (op, UP_OBJ_FACE);
516 }
517
518 if (op->last_sp >= 0)
519 {
520 trigger_move (op, 1);
521 if (op->last_sp > 0)
522 op->last_sp = -op->last_sp;
523 }
524 else
525 {
526 /* for trigger altar with last_sp, the ON/OFF
527 * status (-> +/- value) is "simulated":
528 */
529 op->value = !op->value;
530 trigger_move (op, 1);
531 op->last_sp = -op->last_sp;
532 op->value = !op->value;
533 }
534
535 return cause == NULL;
536 }
537 else
538 return 0;
539 }
540 else
541 {
542 if (NUM_ANIMATIONS (op) > 1)
543 {
544 SET_ANIMATION (op, 0);
545 update_object (op, UP_OBJ_FACE);
546 }
547
548 /* If trigger_altar has "last_sp > 0" set on the map, 550 /* If trigger_altar has "last_sp > 0" set on the map,
549 * it will push the connected value only once per sacrifice. 551 * it will push the connected value only once per sacrifice.
550 * Otherwise (default), the connected value will be 552 * Otherwise (default), the connected value will be
551 * pushed twice: First by sacrifice, second by reset! -AV 553 * pushed twice: First by sacrifice, second by reset! -AV
552 */ 554 */
553 if (!op->last_sp) 555 if (!op->last_sp)
554 trigger_move (op, 0); 556 trigger_move (op, 0);
555 else 557 else
556 { 558 {
557 op->stats.wc = 0; 559 op->stats.wc = 0;
558 op->value = !op->value; 560 op->value = !op->value;
559 op->set_speed (0); 561 op->set_speed (0);
560 } 562 }
561 } 563 }
562 return 0; 564 return 0;
563 565
564 case TRIGGER: 566 case TRIGGER:
565 if (cause) 567 if (cause)
566 { 568 {
567 if (in_movement) 569 if (in_movement)
568 return 0; 570 return 0;
569 571
570 push = 1; 572 push = 1;
571 } 573 }
572 574
573 if (NUM_ANIMATIONS (op) > 1) 575 if (NUM_ANIMATIONS (op) > 1)
574 { 576 {
575 SET_ANIMATION (op, push); 577 SET_ANIMATION (op, push);
576 update_object (op, UP_OBJ_FACE); 578 update_object (op, UP_OBJ_FACE);
577 } 579 }
578 580
579 trigger_move (op, push); 581 trigger_move (op, push);
580 return 1; 582 return 1;
581 583
582 default: 584 default:
583 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);
584 return 0; 586 return 0;
585 } 587 }
586} 588}
587 589
588void 590void
589add_button_link (object *button, maptile *map, int connected) 591add_button_link (object *button, maptile *map, int connected)
808 810
809 // FALL THROUGH 811 // FALL THROUGH
810 case 5: // kill all alives 812 case 5: // kill all alives
811 if (!tmp->flag [FLAG_PRECIOUS]) 813 if (!tmp->flag [FLAG_PRECIOUS])
812 { 814 {
813 get_archetype ("burnout")->insert_at (tmp, source); 815 archetype::get (shstr_burnout)->insert_at (tmp, source);
814 tmp->destroy (); 816 tmp->destroy (true);
815 } 817 }
816 break; 818 break;
817 819
818 default: 820 default:
819 break; 821 break;
893 // and we have to set the value to 0 895 // and we have to set the value to 0
894 896
895 if (match && trig->last_sp) // match == having 897 if (match && trig->last_sp) // match == having
896 { 898 {
897 if (trig->last_heal) 899 if (trig->last_heal)
898 decrease_ob (match); 900 match->decrease ();
899 901
900 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
901 push_button (trig); 903 push_button (trig);
902 } 904 }
903 else if (!match && !trig->last_sp) // match == not having 905 else if (!match && !trig->last_sp) // match == not having

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