… | |
… | |
235 | } |
235 | } |
236 | |
236 | |
237 | tmp = ol->ob; |
237 | tmp = ol->ob; |
238 | if (tmp->type == BUTTON) |
238 | if (tmp->type == BUTTON) |
239 | { |
239 | { |
240 | for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) |
240 | for (ab = tmp->above, tot = 0; ab; ab = ab->above) |
241 | /* Bug? The pedestal code below looks for the head of |
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242 | * the object, this bit doesn't. I'd think we should check |
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243 | * for head here also. Maybe it also makese sense to |
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244 | * make the for ab=tmp->above loop common, and alter |
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245 | * behaviour based on object within that loop? |
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246 | */ |
241 | { |
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242 | head = ab->head_ (); |
247 | |
243 | |
248 | /* Basically, if the move_type matches that on what the |
244 | /* Basically, if the move_type matches that on what the |
249 | * button wants, we count it. The second check is so that |
245 | * button wants, we count it. The second check is so that |
250 | * objects don't move (swords, etc) will count. Note that |
246 | * objects who don't move (swords, etc) will count. Note that |
251 | * this means that more work is needed to make buttons |
247 | * this means that more work is needed to make buttons |
252 | * that are only triggered by flying objects. |
248 | * that are only triggered by flying objects. |
253 | */ |
249 | */ |
254 | if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
250 | if ((head->move_type & tmp->move_on) || head->move_type == 0) |
255 | tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; |
251 | tot += head->total_weight (); |
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252 | } |
256 | |
253 | |
257 | tmp->value = (tot >= tmp->weight) ? 1 : 0; |
254 | tmp->value = tot >= tmp->weight ? 1 : 0; |
258 | if (tmp->value) |
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259 | any_down = 1; |
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260 | } |
255 | } |
261 | else if (tmp->type == PEDESTAL) |
256 | else if (tmp->type == PEDESTAL) |
262 | { |
257 | { |
263 | tmp->value = 0; |
258 | tmp->value = 0; |
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259 | |
264 | for (ab = tmp->above; ab != NULL; ab = ab->above) |
260 | for (ab = tmp->above; ab; ab = ab->above) |
265 | { |
261 | { |
266 | head = ab->head_ (); |
262 | head = ab->head_ (); |
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263 | |
267 | /* Same note regarding move_type for buttons above apply here. */ |
264 | /* Same note regarding move_type for buttons above apply here. */ |
268 | if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
265 | if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
269 | (head->race == tmp->slaying || |
266 | (head->race == tmp->slaying || |
270 | ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
267 | ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
271 | (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
268 | (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
272 | tmp->value = 1; |
269 | tmp->value = 1; |
273 | } |
270 | } |
274 | |
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275 | if (tmp->value) |
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276 | any_down = 1; |
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277 | } |
271 | } |
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272 | |
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273 | any_down = any_down || tmp->value; |
278 | } |
274 | } |
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275 | |
279 | 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 */ |
280 | op->value = 1; |
277 | op->value = 1; |
281 | |
278 | |
282 | /* If this button hasn't changed, don't do anything */ |
279 | /* If this button hasn't changed, don't do anything */ |
283 | if (op->value != old_value) |
280 | if (op->value != old_value) |
… | |
… | |
337 | |
334 | |
338 | if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
335 | if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname |
339 | || ARCH_SACRIFICE (altar) == sacrifice->name |
336 | || ARCH_SACRIFICE (altar) == sacrifice->name |
340 | || ARCH_SACRIFICE (altar) == sacrifice->slaying |
337 | || ARCH_SACRIFICE (altar) == sacrifice->slaying |
341 | || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) |
338 | || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar))) |
342 | && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) |
339 | && NROF_SACRIFICE (altar) <= sacrifice->number_of ()) |
343 | return 1; |
340 | return 1; |
344 | } |
341 | } |
345 | |
342 | |
346 | return 0; |
343 | return 0; |
347 | } |
344 | } |
… | |
… | |
442 | * button wants, we count it. The second check is so that |
439 | * button wants, we count it. The second check is so that |
443 | * objects that don't move (swords, etc) will count. Note that |
440 | * objects that don't move (swords, etc) will count. Note that |
444 | * this means that more work is needed to make buttons |
441 | * this means that more work is needed to make buttons |
445 | * that are only triggered by flying objects. |
442 | * that are only triggered by flying objects. |
446 | */ |
443 | */ |
447 | |
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448 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
444 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
449 | { |
445 | tot += tmp->head_ ()->total_weight (); |
450 | tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; |
446 | |
451 | } |
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452 | if (tot >= op->weight) |
447 | if (tot >= op->weight) |
453 | push = 1; |
448 | push = 1; |
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449 | |
454 | if (op->stats.ac == push) |
450 | if (op->stats.ac == push) |
455 | return 0; |
451 | return 0; |
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452 | |
456 | op->stats.ac = push; |
453 | op->stats.ac = push; |
457 | if (NUM_ANIMATIONS (op) > 1) |
454 | if (NUM_ANIMATIONS (op) > 1) |
458 | { |
455 | { |
459 | SET_ANIMATION (op, push); |
456 | SET_ANIMATION (op, push); |
460 | update_object (op, UP_OBJ_FACE); |
457 | update_object (op, UP_OBJ_FACE); |
461 | } |
458 | } |
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459 | |
462 | if (in_movement || !push) |
460 | if (in_movement || !push) |
463 | return 0; |
461 | return 0; |
464 | } |
462 | } |
465 | trigger_move (op, push); |
463 | trigger_move (op, push); |
466 | } |
464 | } |
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465 | |
467 | return 0; |
466 | return 0; |
468 | |
467 | |
469 | case TRIGGER_PEDESTAL: |
468 | case TRIGGER_PEDESTAL: |
470 | if (cause) |
469 | if (cause) |
471 | { |
470 | { |