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Comparing deliantra/server/common/button.C (file contents):
Revision 1.20 by root, Tue Dec 26 08:54:58 2006 UTC vs.
Revision 1.27 by pippijn, Mon Jan 15 21:06:18 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* 28/*
273 update_object (op, UP_OBJ_FACE); 274 update_object (op, UP_OBJ_FACE);
274 push_button (op); /* Make all other buttons the same */ 275 push_button (op); /* Make all other buttons the same */
275 } 276 }
276} 277}
277 278
278/*
279 * Updates every button on the map (by calling update_button() for them).
280 */
281
282void
283update_buttons (maptile *m)
284{
285 objectlink *ol;
286 oblinkpt *obp;
287
288 for (obp = m->buttons; obp; obp = obp->next)
289 for (ol = obp->link; ol; ol = ol->next)
290 {
291 if (!ol->ob)
292 {
293 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
294 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
295 continue;
296 }
297
298 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
299 {
300 update_button (ol->ob);
301 break;
302 }
303 }
304}
305
306void 279void
307use_trigger (object *op) 280use_trigger (object *op)
308{ 281{
309
310 /* Toggle value */ 282 /* Toggle value */
311 op->value = !op->value; 283 op->value = !op->value;
312 push_button (op); 284 push_button (op);
313} 285}
314 286
315/* 287/*
316 * Note: animate_object should be used instead of this, 288 * Note: animate_object should be used instead of this,
317 * but it can't handle animations in the 8 directions 289 * but it can't handle animations in the 8 directions
318 */ 290 */
319
320void 291void
321animate_turning (object *op) /* only one part objects */ 292animate_turning (object *op) /* only one part objects */
322{ 293{
323 if (++op->state >= NUM_ANIMATIONS (op) / 8) 294 if (++op->state >= NUM_ANIMATIONS (op) / 8)
324 op->state = 0; 295 op->state = 0;
797 768
798 tmp->set_owner (tmp2); 769 tmp->set_owner (tmp2);
799 SET_FLAG (tmp, FLAG_MONSTER); 770 SET_FLAG (tmp, FLAG_MONSTER);
800 771
801 tmp->stats.exp = 0; 772 tmp->stats.exp = 0;
802 SET_FLAG (tmp, FLAG_FRIENDLY);
803 773
804 add_friendly_object (tmp); 774 add_friendly_object (tmp);
805 tmp->attack_movement = PETMOVE; 775 tmp->attack_movement = PETMOVE;
806 break; 776 break;
807 777
858 * and has a matching item. Imagine what happens if someone steps on the inventory 828 * and has a matching item. Imagine what happens if someone steps on the inventory
859 * 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
860 * 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
861 * state in the inventory checker. This won't happen anymore now. 831 * state in the inventory checker. This won't happen anymore now.
862 * 832 *
833 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
834 * whether op is on this mapspace or not, because the value (1|0) depends
835 * on this information. also make sure to only push_button if op has
836 * a matching item (because when we do a push_button with value=0 timed gates
837 * will still open)! (i hope i got the semantics right this time)
838 *
863 */ 839 */
864void 840void
865check_inv (object *op, object *trig) 841check_inv (object *op, object *trig)
866{ 842{
867 trig->value = 0; // deactivate if none of the following conditions apply 843 trig->value = 0; // deactivate if none of the following conditions apply
868 844
869 if (object *pl = trig->ms ().player ()) 845 object *pl = trig->ms ().player ();
870 {
871 object *match = check_inv_recursive (pl, trig); 846 object *match = check_inv_recursive (op, trig);
872 847
848 // elmex: a note about (pl == op):
849 // if pl == 0 then the player has left this space
850 // if pl != 0 then a player is on this mapspace, but then
851 // we still have to check whether it's the player that triggered
852 // this inv-checker, because if not, then the op left this inv-checker
853 // and we have to set the value to 0
854
873 if (match && trig->last_sp) // match == having 855 if (match && trig->last_sp) // match == having
874 { 856 {
875 if (trig->last_heal) 857 if (trig->last_heal)
876 decrease_ob (match); 858 decrease_ob (match);
877 859
878 trig->value = 1; 860 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
879 } 861 push_button (trig);
862 }
880 else if (!match && !trig->last_sp) // match == not having 863 else if (!match && !trig->last_sp) // match == not having
881 trig->value = 1;
882 } 864 {
883 865 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
884 push_button (trig); 866 push_button (trig);
867 }
885} 868}
886 869

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