--- deliantra/server/common/button.C 2007/07/31 18:28:46 1.38
+++ deliantra/server/common/button.C 2008/04/21 06:35:26 1.43
@@ -1,11 +1,11 @@
/*
- * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * Crossfire TRT is free software: you can redistribute it and/or modify
+ * Deliantra is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
@@ -18,7 +18,7 @@
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
- * The authors can be reached via e-mail to
+ * The authors can be reached via e-mail to
*/
#include
@@ -69,6 +69,10 @@
{
case GATE:
case HOLE:
+ if (!tmp->active)
+ tmp->play_sound (tmp->sound
+ ? tmp->sound
+ : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
tmp->value = tmp->stats.maxsp ? !state : state;
tmp->set_speed (0.5);
break;
@@ -81,7 +85,7 @@
case SIGN:
if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
{
- tmp->play_sound (tmp->sound);
+ tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
if (tmp->stats.food)
tmp->last_eat++;
@@ -89,6 +93,7 @@
break;
case ALTAR:
+ tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
tmp->value = 1;
SET_ANIMATION (tmp, tmp->value);
update_object (tmp, UP_OBJ_FACE);
@@ -96,6 +101,7 @@
case BUTTON:
case PEDESTAL:
+ tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
tmp->value = state;
SET_ANIMATION (tmp, tmp->value);
update_object (tmp, UP_OBJ_FACE);
@@ -106,6 +112,8 @@
break;
case TIMED_GATE:
+ if (!tmp->active)
+ tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
tmp->set_speed (tmp->arch->speed);
tmp->value = tmp->arch->value;
tmp->stats.sp = 1;
@@ -144,6 +152,7 @@
break;
case TRIGGER_MARKER:
+ //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
move_marker (tmp);
break;
@@ -228,33 +237,30 @@
tmp = ol->ob;
if (tmp->type == BUTTON)
{
- for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
- /* Bug? The pedestal code below looks for the head of
- * the object, this bit doesn't. I'd think we should check
- * for head here also. Maybe it also makese sense to
- * make the for ab=tmp->above loop common, and alter
- * behaviour based on object within that loop?
- */
+ for (ab = tmp->above, tot = 0; ab; ab = ab->above)
+ {
+ head = ab->head_ ();
- /* Basically, if the move_type matches that on what the
- * button wants, we count it. The second check is so that
- * objects don't move (swords, etc) will count. Note that
- * this means that more work is needed to make buttons
- * that are only triggered by flying objects.
- */
- if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
- tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
+ /* Basically, if the move_type matches that on what the
+ * button wants, we count it. The second check is so that
+ * objects who don't move (swords, etc) will count. Note that
+ * this means that more work is needed to make buttons
+ * that are only triggered by flying objects.
+ */
+ if ((head->move_type & tmp->move_on) || head->move_type == 0)
+ tot += head->total_weight ();
+ }
- tmp->value = (tot >= tmp->weight) ? 1 : 0;
- if (tmp->value)
- any_down = 1;
+ tmp->value = tot >= tmp->weight ? 1 : 0;
}
else if (tmp->type == PEDESTAL)
{
tmp->value = 0;
- for (ab = tmp->above; ab != NULL; ab = ab->above)
+
+ for (ab = tmp->above; ab; ab = ab->above)
{
head = ab->head_ ();
+
/* Same note regarding move_type for buttons above apply here. */
if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
(head->race == tmp->slaying ||
@@ -262,11 +268,11 @@
(!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
tmp->value = 1;
}
-
- if (tmp->value)
- any_down = 1;
}
+
+ any_down = any_down || tmp->value;
}
+
if (any_down) /* If any other buttons were down, force this to remain down */
op->value = 1;
@@ -321,7 +327,7 @@
&& !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
&& sacrifice->type != PLAYER)
{
- if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
+ if (ARCH_SACRIFICE (altar) == shstr_money
&& sacrifice->type == MONEY
&& sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
return 1;
@@ -330,7 +336,7 @@
|| ARCH_SACRIFICE (altar) == sacrifice->name
|| ARCH_SACRIFICE (altar) == sacrifice->slaying
|| strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
- && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
+ && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
return 1;
}
@@ -364,7 +370,7 @@
/* check_altar_sacrifice should have already verified that enough money
* has been dropped.
*/
- if (!strcmp (ARCH_SACRIFICE (altar), "money"))
+ if (ARCH_SACRIFICE (altar) == shstr_money)
{
int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
@@ -372,10 +378,12 @@
if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
number++;
- *sacrifice = decrease_ob_nr (*sacrifice, number);
+ if (!(*sacrifice)->decrease (number))
+ *sacrifice = 0;
}
else
- *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
+ if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
+ *sacrifice = 0;
if (altar->msg)
new_info_map (NDI_BLACK, altar->map, altar->msg);
@@ -435,26 +443,28 @@
* this means that more work is needed to make buttons
* that are only triggered by flying objects.
*/
-
if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
- {
- tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
- }
+ tot += tmp->head_ ()->total_weight ();
+
if (tot >= op->weight)
push = 1;
+
if (op->stats.ac == push)
return 0;
+
op->stats.ac = push;
if (NUM_ANIMATIONS (op) > 1)
{
SET_ANIMATION (op, push);
update_object (op, UP_OBJ_FACE);
}
+
if (in_movement || !push)
return 0;
}
trigger_move (op, push);
}
+
return 0;
case TRIGGER_PEDESTAL:
@@ -887,7 +897,7 @@
if (match && trig->last_sp) // match == having
{
if (trig->last_heal)
- decrease_ob (match);
+ match->decrease ();
trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
push_button (trig);