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Comparing deliantra/server/common/button.C (file contents):
Revision 1.16 by elmex, Tue Dec 19 15:30:01 2006 UTC vs.
Revision 1.24 by elmex, Tue Jan 9 16:38:23 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 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
35 * The source argument can be 0 or the source object for this activation. 36 * The source argument can be 0 or the source object for this activation.
36 */ 37 */
37void 38void
38activate_connection_link (objectlink * ol, bool state, object *source = 0) 39activate_connection_link (objectlink * ol, bool state, object *source = 0)
39{ 40{
40 object *tmp = 0;
41
42 for (; ol; ol = ol->next) 41 for (; ol; ol = ol->next)
43 { 42 {
44 if (!ol->ob) 43 if (!ol->ob)
45 { 44 {
46 LOG (llevError, "Internal error in activate_connection_link.\n"); 45 LOG (llevError, "Internal error in activate_connection_link.\n");
55 * re-loaded. As such, just exit this function if that is the case. 54 * re-loaded. As such, just exit this function if that is the case.
56 */ 55 */
57 56
58 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 57 if (QUERY_FLAG (ol->ob, FLAG_FREED))
59 return; 58 return;
59
60 tmp = ol->ob; 60 object *tmp = ol->ob;
61 61
62 /* if the criteria isn't appropriate, don't do anything */ 62 /* if the criteria isn't appropriate, don't do anything */
63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 63 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
64 continue; 64 continue;
65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
66 continue; 66 continue;
67 67
68 switch (tmp->type) 68 switch (tmp->type)
69 { 69 {
70 case GATE: 70 case GATE:
71 case HOLE: 71 case HOLE:
72 tmp->value = tmp->stats.maxsp ? !state : state; 72 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->speed = 0.5; 73 tmp->set_speed (0.5);
74 update_ob_speed (tmp);
75 break; 74 break;
76 75
77 case CF_HANDLE: 76 case CF_HANDLE:
78 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); 77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
79 update_object (tmp, UP_OBJ_FACE); 78 update_object (tmp, UP_OBJ_FACE);
80 break; 79 break;
81 80
82 case SIGN: 81 case SIGN:
83 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
84 { 83 {
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 84 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 85 if (tmp->stats.food)
87 tmp->last_eat++; 86 tmp->last_eat++;
88 } 87 }
89 break; 88 break;
90 89
91 case ALTAR: 90 case ALTAR:
92 tmp->value = 1; 91 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 92 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 93 update_object (tmp, UP_OBJ_FACE);
95 break; 94 break;
96 95
97 case BUTTON: 96 case BUTTON:
98 case PEDESTAL: 97 case PEDESTAL:
99 tmp->value = state; 98 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 99 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 100 update_object (tmp, UP_OBJ_FACE);
102 break; 101 break;
103 102
104 case MOOD_FLOOR: 103 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 104 do_mood_floor (tmp, source);
106 break; 105 break;
107 106
108 case TIMED_GATE: 107 case TIMED_GATE:
109 tmp->speed = tmp->arch->clone.speed; 108 tmp->set_speed (tmp->arch->clone.speed);
110 update_ob_speed (tmp); /* original values */
111 tmp->value = tmp->arch->clone.value; 109 tmp->value = tmp->arch->clone.value;
112 tmp->stats.sp = 1; 110 tmp->stats.sp = 1;
113 tmp->stats.hp = tmp->stats.maxhp; 111 tmp->stats.hp = tmp->stats.maxhp;
114 /* Handle multipart gates. We copy the value for the other parts 112 /* Handle multipart gates. We copy the value for the other parts
115 * from the head - this ensures that the data will consistent 113 * from the head - this ensures that the data will consistent
116 */ 114 */
117 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 115 for (tmp = tmp->more; tmp; tmp = tmp->more)
118 { 116 {
119 tmp->speed = tmp->head->speed;
120 tmp->value = tmp->head->value; 117 tmp->value = tmp->head->value;
121 tmp->stats.sp = tmp->head->stats.sp; 118 tmp->stats.sp = tmp->head->stats.sp;
122 tmp->stats.hp = tmp->head->stats.hp; 119 tmp->stats.hp = tmp->head->stats.hp;
123 update_ob_speed (tmp); 120 tmp->set_speed (tmp->head->speed);
124 } 121 }
125 break; 122 break;
126 123
127 case DIRECTOR: 124 case DIRECTOR:
128 case FIREWALL: 125 case FIREWALL:
129 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 126 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
130 move_firewall (tmp); 127 move_firewall (tmp);
131 else 128 else
132 { 129 {
133 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 130 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
134 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 131 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
135 animate_turning (tmp); 132 animate_turning (tmp);
136 } 133 }
137 break; 134 break;
138 135
139 case TELEPORTER: 136 case TELEPORTER:
140 move_teleporter (tmp); 137 move_teleporter (tmp);
141 break; 138 break;
142 139
143 case CREATOR: 140 case CREATOR:
144 move_creator (tmp); 141 move_creator (tmp);
145 break; 142 break;
146 143
147 case TRIGGER_MARKER: 144 case TRIGGER_MARKER:
148 move_marker (tmp); 145 move_marker (tmp);
149 break; 146 break;
150 147
151 case DUPLICATOR: 148 case DUPLICATOR:
152 move_duplicator (tmp); 149 move_duplicator (tmp);
153 break; 150 break;
154 } 151 }
155 } 152 }
156} 153}
157 154
158/* 155/*
205 * Updates everything connected with the button op. 202 * Updates everything connected with the button op.
206 * After changing the state of a button, this function must be called 203 * After changing the state of a button, this function must be called
207 * to make sure that all gates and other buttons connected to the 204 * to make sure that all gates and other buttons connected to the
208 * button reacts to the (eventual) change of state. 205 * button reacts to the (eventual) change of state.
209 */ 206 */
210
211void 207void
212update_button (object *op) 208update_button (object *op)
213{ 209{
214 object *ab, *tmp, *head; 210 object *ab, *tmp, *head;
215 int tot, any_down = 0, old_value = op->value; 211 int tot, any_down = 0, old_value = op->value;
278 update_object (op, UP_OBJ_FACE); 274 update_object (op, UP_OBJ_FACE);
279 push_button (op); /* Make all other buttons the same */ 275 push_button (op); /* Make all other buttons the same */
280 } 276 }
281} 277}
282 278
283/*
284 * Updates every button on the map (by calling update_button() for them).
285 */
286
287void
288update_buttons (maptile *m)
289{
290 objectlink *ol;
291 oblinkpt *obp;
292
293 for (obp = m->buttons; obp; obp = obp->next)
294 for (ol = obp->link; ol; ol = ol->next)
295 {
296 if (!ol->ob)
297 {
298 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
299 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
300 continue;
301 }
302
303 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
304 {
305 update_button (ol->ob);
306 break;
307 }
308 }
309}
310
311void 279void
312use_trigger (object *op) 280use_trigger (object *op)
313{ 281{
314
315 /* Toggle value */ 282 /* Toggle value */
316 op->value = !op->value; 283 op->value = !op->value;
317 push_button (op); 284 push_button (op);
318} 285}
319 286
320/* 287/*
321 * Note: animate_object should be used instead of this, 288 * Note: animate_object should be used instead of this,
322 * but it can't handle animations in the 8 directions 289 * but it can't handle animations in the 8 directions
323 */ 290 */
324
325void 291void
326animate_turning (object *op) /* only one part objects */ 292animate_turning (object *op) /* only one part objects */
327{ 293{
328 if (++op->state >= NUM_ANIMATIONS (op) / 8) 294 if (++op->state >= NUM_ANIMATIONS (op) / 8)
329 op->state = 0; 295 op->state = 0;
354 ARCH_SACRIFICE (altar) == sacrifice->name || 320 ARCH_SACRIFICE (altar) == sacrifice->name ||
355 ARCH_SACRIFICE (altar) == sacrifice->slaying || 321 ARCH_SACRIFICE (altar) == sacrifice->slaying ||
356 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 322 (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
357 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 323 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
358 return 1; 324 return 1;
325
359 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0 326 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
360 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar)) 327 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
361 return 1; 328 return 1;
362 } 329 }
330
363 return 0; 331 return 0;
364} 332}
365 333
366/* 334/*
367 * operate_altar checks if sacrifice was accepted and removes sacrificed 335 * operate_altar checks if sacrifice was accepted and removes sacrificed
414{ 382{
415 op->stats.wc = state; 383 op->stats.wc = state;
416 if (state) 384 if (state)
417 { 385 {
418 use_trigger (op); 386 use_trigger (op);
419 if (op->stats.exp > 0) /* check sanity */ 387 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
420 op->speed = 1.0 / op->stats.exp;
421 else
422 op->speed = 1.0;
423 update_ob_speed (op);
424 op->speed_left = -1; 388 op->speed_left = -1;
425 } 389 }
426 else 390 else
427 { 391 {
428 use_trigger (op); 392 use_trigger (op);
429 op->speed = 0; 393 op->set_speed (0);
430 update_ob_speed (op);
431 } 394 }
432} 395}
433 396
434 397
435/* 398/*
570 trigger_move (op, 0); 533 trigger_move (op, 0);
571 else 534 else
572 { 535 {
573 op->stats.wc = 0; 536 op->stats.wc = 0;
574 op->value = !op->value; 537 op->value = !op->value;
575 op->speed = 0; 538 op->set_speed (0);
576 update_ob_speed (op);
577 } 539 }
578 } 540 }
579 return 0; 541 return 0;
580 542
581 case TRIGGER: 543 case TRIGGER:
582 if (cause) 544 if (cause)
583 { 545 {
584 if (in_movement) 546 if (in_movement)
585 return 0; 547 return 0;
548
586 push = 1; 549 push = 1;
587 } 550 }
551
588 if (NUM_ANIMATIONS (op) > 1) 552 if (NUM_ANIMATIONS (op) > 1)
589 { 553 {
590 SET_ANIMATION (op, push); 554 SET_ANIMATION (op, push);
591 update_object (op, UP_OBJ_FACE); 555 update_object (op, UP_OBJ_FACE);
592 } 556 }
557
593 trigger_move (op, push); 558 trigger_move (op, push);
594 return 1; 559 return 1;
595 560
596 default: 561 default:
597 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 562 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
608 if (!map) 573 if (!map)
609 { 574 {
610 LOG (llevError, "Tried to add button-link without map.\n"); 575 LOG (llevError, "Tried to add button-link without map.\n");
611 return; 576 return;
612 } 577 }
613 if (!editor) 578
614 button->path_attuned = connected; /* peterm: I need this so I can rebuild 579 button->path_attuned = connected; /* peterm: I need this so I can rebuild
615 a connected map from a template map. */ 580 a connected map from a template map. */
616
617/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
618 581
619 SET_FLAG (button, FLAG_IS_LINKED); 582 SET_FLAG (button, FLAG_IS_LINKED);
620 583
621 ol->ob = button; 584 ol->ob = button;
622 585
623 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 586 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
587 ;
624 588
625 if (obp) 589 if (obp)
626 { 590 {
627 ol->next = obp->link; 591 ol->next = obp->link;
628 obp->link = ol; 592 obp->link = ol;
792 break; 756 break;
793 case 4: /* charm all monsters */ 757 case 4: /* charm all monsters */
794 if (op == source) 758 if (op == source)
795 break; /* only if 'connected' */ 759 break; /* only if 'connected' */
796 760
797 for (tmp2 = get_map_ob (source->map, source->x, source->y); /* finding an owner */ 761 for (tmp2 = GET_MAP_OB (source->map, source->x, source->y); /* finding an owner */
798 tmp2->type != PLAYER; tmp2 = tmp2->above) 762 tmp2->type != PLAYER; tmp2 = tmp2->above)
799 if (tmp2->above == NULL) 763 if (tmp2->above == NULL)
800 break; 764 break;
801 765
802 if (tmp2->type != PLAYER) 766 if (tmp2->type != PLAYER)
803 break; 767 break;
768
804 tmp->set_owner (tmp2); 769 tmp->set_owner (tmp2);
805 SET_FLAG (tmp, FLAG_MONSTER); 770 SET_FLAG (tmp, FLAG_MONSTER);
771
806 tmp->stats.exp = 0; 772 tmp->stats.exp = 0;
807 SET_FLAG (tmp, FLAG_FRIENDLY); 773
808 add_friendly_object (tmp); 774 add_friendly_object (tmp);
809 tmp->attack_movement = PETMOVE; 775 tmp->attack_movement = PETMOVE;
810 break; 776 break;
811 777
812 default: 778 default:
818 * It will descend through containers to find the object. 784 * It will descend through containers to find the object.
819 * slaying = match object slaying flag 785 * slaying = match object slaying flag
820 * race = match object archetype name flag 786 * race = match object archetype name flag
821 * hp = match object type (excpt type '0'== PLAYER) 787 * hp = match object type (excpt type '0'== PLAYER)
822 */ 788 */
823
824object * 789object *
825check_inv_recursive (object *op, const object *trig) 790check_inv_recursive (object *op, const object *trig)
826{ 791{
827 object *tmp, *ret = NULL; 792 object *tmp, *ret = NULL;
828 793
864 * checker with a matching item, has it, activates the connection, throws the item 829 * checker with a matching item, has it, activates the connection, throws the item
865 * away, and then leaves the inventory checker. That would've caused an always-enabled 830 * away, and then leaves the inventory checker. That would've caused an always-enabled
866 * state in the inventory checker. This won't happen anymore now. 831 * state in the inventory checker. This won't happen anymore now.
867 * 832 *
868 */ 833 */
869
870void 834void
871check_inv (object *op, object *trig) 835check_inv (object *op, object *trig)
872{ 836{
873 object *match = 0; 837 sint32 prev_state = trig->value;
874
875 trig->value = 0; // deactivate if none of the following conditions apply 838 trig->value = 0; // deactivate if none of the following conditions apply
876 839
877 for (object *tmp = trig->above; tmp; tmp = tmp->above) 840 if (object *pl = trig->ms ().player ())
878 if (tmp->type == PLAYER)
879 { 841 {
880 object *match = check_inv_recursive (tmp, trig); 842 object *match = check_inv_recursive (pl, trig);
881 843
882 if (match && trig->last_sp) // match == having 844 if (match && trig->last_sp) // match == having
883 { 845 {
884 if (trig->last_heal) 846 if (trig->last_heal)
885 decrease_ob (match); 847 decrease_ob (match);
886 848
887 trig->value = 1;
888 }
889 else if (!match && !trig->last_sp) // match == not having
890 trig->value = 1; 849 trig->value = 1;
891
892 break;
893 } 850 }
851 else if (!match && !trig->last_sp) // match == not having
852 trig->value = 1;
853 }
894 854
855 if (prev_state != trig->value)
895 push_button (trig); 856 push_button (trig);
896} 857}
897 858

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