--- 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);