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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 1.43 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
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 if (!tmp->active)
73 tmp->play_sound (tmp->sound
74 ? tmp->sound
75 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
72 tmp->value = tmp->stats.maxsp ? !state : state; 76 tmp->value = tmp->stats.maxsp ? !state : state;
73 tmp->set_speed (0.5); 77 tmp->set_speed (0.5);
74 break; 78 break;
75 79
76 case CF_HANDLE: 80 case CF_HANDLE:
79 break; 83 break;
80 84
81 case SIGN: 85 case SIGN:
82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 86 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
83 { 87 {
84 tmp->play_sound (tmp->sound); 88 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 89 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
86 if (tmp->stats.food) 90 if (tmp->stats.food)
87 tmp->last_eat++; 91 tmp->last_eat++;
88 } 92 }
89 break; 93 break;
90 94
91 case ALTAR: 95 case ALTAR:
96 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
92 tmp->value = 1; 97 tmp->value = 1;
93 SET_ANIMATION (tmp, tmp->value); 98 SET_ANIMATION (tmp, tmp->value);
94 update_object (tmp, UP_OBJ_FACE); 99 update_object (tmp, UP_OBJ_FACE);
95 break; 100 break;
96 101
97 case BUTTON: 102 case BUTTON:
98 case PEDESTAL: 103 case PEDESTAL:
104 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
99 tmp->value = state; 105 tmp->value = state;
100 SET_ANIMATION (tmp, tmp->value); 106 SET_ANIMATION (tmp, tmp->value);
101 update_object (tmp, UP_OBJ_FACE); 107 update_object (tmp, UP_OBJ_FACE);
102 break; 108 break;
103 109
104 case MOOD_FLOOR: 110 case MOOD_FLOOR:
105 do_mood_floor (tmp, source); 111 do_mood_floor (tmp, source);
106 break; 112 break;
107 113
108 case TIMED_GATE: 114 case TIMED_GATE:
115 if (!tmp->active)
116 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
109 tmp->set_speed (tmp->arch->speed); 117 tmp->set_speed (tmp->arch->speed);
110 tmp->value = tmp->arch->value; 118 tmp->value = tmp->arch->value;
111 tmp->stats.sp = 1; 119 tmp->stats.sp = 1;
112 tmp->stats.hp = tmp->stats.maxhp; 120 tmp->stats.hp = tmp->stats.maxhp;
113 /* Handle multipart gates. We copy the value for the other parts 121 /* Handle multipart gates. We copy the value for the other parts
142 case CREATOR: 150 case CREATOR:
143 move_creator (tmp); 151 move_creator (tmp);
144 break; 152 break;
145 153
146 case TRIGGER_MARKER: 154 case TRIGGER_MARKER:
155 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
147 move_marker (tmp); 156 move_marker (tmp);
148 break; 157 break;
149 158
150 case DUPLICATOR: 159 case DUPLICATOR:
151 move_duplicator (tmp); 160 move_duplicator (tmp);
226 } 235 }
227 236
228 tmp = ol->ob; 237 tmp = ol->ob;
229 if (tmp->type == BUTTON) 238 if (tmp->type == BUTTON)
230 { 239 {
231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (ab = tmp->above, tot = 0; 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 */ 241 {
242 head = ab->head_ ();
238 243
239 /* Basically, if the move_type matches that on what the 244 /* Basically, if the move_type matches that on what the
240 * button wants, we count it. The second check is so that 245 * button wants, we count it. The second check is so that
241 * objects don't move (swords, etc) will count. Note that 246 * objects who don't move (swords, etc) will count. Note that
242 * this means that more work is needed to make buttons 247 * this means that more work is needed to make buttons
243 * that are only triggered by flying objects. 248 * that are only triggered by flying objects.
244 */ 249 */
245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 250 if ((head->move_type & tmp->move_on) || head->move_type == 0)
246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 251 tot += head->total_weight ();
252 }
247 253
248 tmp->value = (tot >= tmp->weight) ? 1 : 0; 254 tmp->value = tot >= tmp->weight ? 1 : 0;
249 if (tmp->value)
250 any_down = 1;
251 } 255 }
252 else if (tmp->type == PEDESTAL) 256 else if (tmp->type == PEDESTAL)
253 { 257 {
254 tmp->value = 0; 258 tmp->value = 0;
259
255 for (ab = tmp->above; ab != NULL; ab = ab->above) 260 for (ab = tmp->above; ab; ab = ab->above)
256 { 261 {
257 head = ab->head_ (); 262 head = ab->head_ ();
263
258 /* Same note regarding move_type for buttons above apply here. */ 264 /* Same note regarding move_type for buttons above apply here. */
259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 265 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
260 (head->race == tmp->slaying || 266 (head->race == tmp->slaying ||
261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 267 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 268 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
263 tmp->value = 1; 269 tmp->value = 1;
264 } 270 }
265
266 if (tmp->value)
267 any_down = 1;
268 } 271 }
272
273 any_down = any_down || tmp->value;
269 } 274 }
275
270 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 */
271 op->value = 1; 277 op->value = 1;
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)
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;
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.
437 */ 445 */
438
439 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 446 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
440 { 447 tot += tmp->head_ ()->total_weight ();
441 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 448
442 }
443 if (tot >= op->weight) 449 if (tot >= op->weight)
444 push = 1; 450 push = 1;
451
445 if (op->stats.ac == push) 452 if (op->stats.ac == push)
446 return 0; 453 return 0;
454
447 op->stats.ac = push; 455 op->stats.ac = push;
448 if (NUM_ANIMATIONS (op) > 1) 456 if (NUM_ANIMATIONS (op) > 1)
449 { 457 {
450 SET_ANIMATION (op, push); 458 SET_ANIMATION (op, push);
451 update_object (op, UP_OBJ_FACE); 459 update_object (op, UP_OBJ_FACE);
452 } 460 }
461
453 if (in_movement || !push) 462 if (in_movement || !push)
454 return 0; 463 return 0;
455 } 464 }
456 trigger_move (op, push); 465 trigger_move (op, push);
457 } 466 }
467
458 return 0; 468 return 0;
459 469
460 case TRIGGER_PEDESTAL: 470 case TRIGGER_PEDESTAL:
461 if (cause) 471 if (cause)
462 { 472 {
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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