… | |
… | |
215 | * button reacts to the (eventual) change of state. |
215 | * button reacts to the (eventual) change of state. |
216 | */ |
216 | */ |
217 | void |
217 | void |
218 | update_button (object *op) |
218 | update_button (object *op) |
219 | { |
219 | { |
220 | object *ab, *tmp, *head; |
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221 | int tot, any_down = 0, old_value = op->value; |
220 | int any_down = 0, old_value = op->value; |
222 | oblinkpt *obp = 0; |
221 | oblinkpt *obp = 0; |
223 | objectlink *ol; |
222 | objectlink *ol; |
224 | |
223 | |
225 | obp = get_button_links (op); |
224 | obp = get_button_links (op); |
226 | /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ |
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227 | if (obp) |
225 | if (obp) |
228 | for (ol = obp->link; ol; ol = ol->next) |
226 | for (ol = obp->link; ol; ol = ol->next) |
229 | { |
227 | { |
230 | if (!ol->ob) |
228 | if (!ol->ob) |
231 | { |
229 | { |
232 | LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
230 | LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); |
233 | continue; |
231 | continue; |
234 | } |
232 | } |
235 | |
233 | |
236 | tmp = ol->ob; |
234 | object *tmp = ol->ob; |
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235 | |
237 | if (tmp->type == BUTTON) |
236 | if (tmp->type == BUTTON) |
238 | { |
237 | { |
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238 | sint32 total = 0; |
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239 | |
239 | for (ab = tmp->above, tot = 0; ab; ab = ab->above) |
240 | for (object *ab = tmp->above; ab; ab = ab->above) |
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241 | /* Basically, if the move_type matches that on what the |
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242 | * button wants, we count it. The second check is so that |
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243 | * objects who don't move (swords, etc) will count. Note that |
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244 | * this means that more work is needed to make buttons |
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245 | * that are only triggered by flying objects. |
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246 | */ |
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247 | if ((ab->move_type & tmp->move_on) || ab->move_type == 0) |
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248 | total += ab->head_ ()->total_weight (); |
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249 | |
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250 | tmp->value = total >= tmp->weight; |
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251 | |
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252 | any_down = any_down || tmp->value; |
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253 | } |
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254 | else if (tmp->type == PEDESTAL) |
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255 | { |
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256 | tmp->value = 0; |
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257 | |
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258 | for (object *ab = tmp->above; ab; ab = ab->above) |
240 | { |
259 | { |
241 | head = ab->head_ (); |
260 | object *head = ab->head_ (); |
242 | |
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243 | /* Basically, if the move_type matches that on what the |
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244 | * button wants, we count it. The second check is so that |
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245 | * objects who don't move (swords, etc) will count. Note that |
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246 | * this means that more work is needed to make buttons |
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247 | * that are only triggered by flying objects. |
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248 | */ |
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249 | if ((head->move_type & tmp->move_on) || head->move_type == 0) |
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250 | tot += head->total_weight (); |
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251 | } |
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252 | |
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253 | tmp->value = tot >= tmp->weight ? 1 : 0; |
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254 | } |
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255 | else if (tmp->type == PEDESTAL) |
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256 | { |
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257 | tmp->value = 0; |
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258 | |
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259 | for (ab = tmp->above; ab; ab = ab->above) |
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260 | { |
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261 | head = ab->head_ (); |
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262 | |
261 | |
263 | /* Same note regarding move_type for buttons above apply here. */ |
262 | /* Same note regarding move_type for buttons above apply here. */ |
264 | if (((head->move_type & tmp->move_on) || ab->move_type == 0) && |
263 | if (((ab->move_type & tmp->move_on) || ab->move_type == 0) |
265 | (head->race == tmp->slaying || |
264 | && (head->race == tmp->slaying |
266 | ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || |
265 | || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying) |
267 | (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) |
266 | || (tmp->slaying == shstr_player && head->type == PLAYER))) |
268 | tmp->value = 1; |
267 | tmp->value = 1; |
269 | } |
268 | } |
270 | } |
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271 | |
269 | |
272 | any_down = any_down || tmp->value; |
270 | any_down = any_down || tmp->value; |
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271 | } |
273 | } |
272 | } |
274 | |
273 | |
275 | if (any_down) /* If any other buttons were down, force this to remain down */ |
274 | if (any_down) /* If any other buttons were down, force this to remain down */ |
276 | op->value = 1; |
275 | op->value = 1; |
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276 | |
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277 | //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value); |
277 | |
278 | |
278 | /* If this button hasn't changed, don't do anything */ |
279 | /* If this button hasn't changed, don't do anything */ |
279 | if (op->value != old_value) |
280 | if (op->value != old_value) |
280 | { |
281 | { |
281 | SET_ANIMATION (op, op->value); |
282 | SET_ANIMATION (op, op->value); |
… | |
… | |
427 | int push = 0, tot = 0; |
428 | int push = 0, tot = 0; |
428 | int in_movement = op->stats.wc || op->speed; |
429 | int in_movement = op->stats.wc || op->speed; |
429 | |
430 | |
430 | switch (op->type) |
431 | switch (op->type) |
431 | { |
432 | { |
432 | case TRIGGER_BUTTON: |
433 | case TRIGGER_BUTTON: |
433 | if (op->weight > 0) |
434 | if (op->weight > 0) |
434 | { |
435 | { |
435 | if (cause) |
436 | if (cause) |
436 | { |
437 | { |
437 | for (tmp = op->above; tmp; tmp = tmp->above) |
438 | for (tmp = op->above; tmp; tmp = tmp->above) |
438 | /* Comment reproduced from update_buttons(): */ |
439 | /* Comment reproduced from update_buttons(): */ |
439 | /* Basically, if the move_type matches that on what the |
440 | /* Basically, if the move_type matches that on what the |
440 | * button wants, we count it. The second check is so that |
441 | * button wants, we count it. The second check is so that |
441 | * objects that don't move (swords, etc) will count. Note that |
442 | * objects that don't move (swords, etc) will count. Note that |
442 | * this means that more work is needed to make buttons |
443 | * this means that more work is needed to make buttons |
443 | * that are only triggered by flying objects. |
444 | * that are only triggered by flying objects. |
|
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445 | */ |
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446 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
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447 | tot += tmp->head_ ()->total_weight (); |
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448 | |
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449 | if (tot >= op->weight) |
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450 | push = 1; |
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451 | |
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452 | if (op->stats.ac == push) |
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453 | return 0; |
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454 | |
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455 | op->stats.ac = push; |
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456 | if (NUM_ANIMATIONS (op) > 1) |
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457 | { |
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458 | SET_ANIMATION (op, push); |
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459 | update_object (op, UP_OBJ_FACE); |
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460 | } |
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461 | |
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462 | if (in_movement || !push) |
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463 | return 0; |
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464 | } |
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465 | trigger_move (op, push); |
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466 | } |
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467 | |
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468 | return 0; |
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469 | |
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470 | case TRIGGER_PEDESTAL: |
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471 | if (cause) |
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472 | { |
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473 | for (tmp = op->above; tmp; tmp = tmp->above) |
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474 | { |
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475 | object *head = tmp->head_ (); |
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476 | |
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477 | /* See comment in TRIGGER_BUTTON about move_types */ |
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478 | if (((head->move_type & op->move_on) || head->move_type == 0) |
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479 | && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
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480 | { |
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481 | push = 1; |
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482 | break; |
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483 | } |
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484 | } |
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485 | |
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486 | if (op->stats.ac == push) |
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487 | return 0; |
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488 | |
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489 | op->stats.ac = push; |
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490 | |
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491 | if (NUM_ANIMATIONS (op) > 1) |
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492 | { |
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493 | SET_ANIMATION (op, push); |
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494 | update_object (op, UP_OBJ_FACE); |
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495 | } |
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496 | |
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497 | update_object (op, UP_OBJ_FACE); |
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498 | |
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499 | if (in_movement || !push) |
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500 | return 0; |
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501 | } |
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502 | |
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503 | trigger_move (op, push); |
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504 | return 0; |
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505 | |
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506 | case TRIGGER_ALTAR: |
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507 | if (cause) |
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508 | { |
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509 | if (in_movement) |
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510 | return 0; |
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511 | |
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512 | if (operate_altar (op, &cause)) |
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513 | { |
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514 | if (NUM_ANIMATIONS (op) > 1) |
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515 | { |
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516 | SET_ANIMATION (op, 1); |
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517 | update_object (op, UP_OBJ_FACE); |
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518 | } |
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519 | |
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520 | if (op->last_sp >= 0) |
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521 | { |
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522 | trigger_move (op, 1); |
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523 | if (op->last_sp > 0) |
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524 | op->last_sp = -op->last_sp; |
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525 | } |
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526 | else |
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527 | { |
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528 | /* for trigger altar with last_sp, the ON/OFF |
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529 | * status (-> +/- value) is "simulated": |
444 | */ |
530 | */ |
445 | if ((tmp->move_type & op->move_on) || tmp->move_type == 0) |
531 | op->value = !op->value; |
446 | tot += tmp->head_ ()->total_weight (); |
532 | trigger_move (op, 1); |
447 | |
533 | op->last_sp = -op->last_sp; |
448 | if (tot >= op->weight) |
534 | op->value = !op->value; |
449 | push = 1; |
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450 | |
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451 | if (op->stats.ac == push) |
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452 | return 0; |
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453 | |
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454 | op->stats.ac = push; |
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455 | if (NUM_ANIMATIONS (op) > 1) |
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456 | { |
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457 | SET_ANIMATION (op, push); |
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458 | update_object (op, UP_OBJ_FACE); |
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459 | } |
535 | } |
460 | |
536 | |
461 | if (in_movement || !push) |
537 | return cause == NULL; |
462 | return 0; |
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463 | } |
538 | } |
464 | trigger_move (op, push); |
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465 | } |
539 | else |
466 | |
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467 | return 0; |
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468 | |
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469 | case TRIGGER_PEDESTAL: |
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470 | if (cause) |
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471 | { |
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472 | for (tmp = op->above; tmp; tmp = tmp->above) |
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473 | { |
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474 | object *head = tmp->head_ (); |
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475 | |
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476 | /* See comment in TRIGGER_BUTTON about move_types */ |
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477 | if (((head->move_type & op->move_on) || head->move_type == 0) |
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478 | && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER))) |
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479 | { |
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480 | push = 1; |
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481 | break; |
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482 | } |
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483 | } |
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484 | |
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485 | if (op->stats.ac == push) |
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486 | return 0; |
540 | return 0; |
487 | |
541 | } |
488 | op->stats.ac = push; |
542 | else |
489 | |
543 | { |
490 | if (NUM_ANIMATIONS (op) > 1) |
544 | if (NUM_ANIMATIONS (op) > 1) |
491 | { |
545 | { |
492 | SET_ANIMATION (op, push); |
546 | SET_ANIMATION (op, 0); |
493 | update_object (op, UP_OBJ_FACE); |
547 | update_object (op, UP_OBJ_FACE); |
494 | } |
548 | } |
495 | |
549 | |
496 | update_object (op, UP_OBJ_FACE); |
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497 | |
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498 | if (in_movement || !push) |
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499 | return 0; |
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500 | } |
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501 | |
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502 | trigger_move (op, push); |
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503 | return 0; |
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504 | |
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505 | case TRIGGER_ALTAR: |
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506 | if (cause) |
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507 | { |
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508 | if (in_movement) |
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509 | return 0; |
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510 | |
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511 | if (operate_altar (op, &cause)) |
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512 | { |
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513 | if (NUM_ANIMATIONS (op) > 1) |
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514 | { |
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515 | SET_ANIMATION (op, 1); |
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516 | update_object (op, UP_OBJ_FACE); |
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517 | } |
|
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518 | |
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519 | if (op->last_sp >= 0) |
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520 | { |
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521 | trigger_move (op, 1); |
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522 | if (op->last_sp > 0) |
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523 | op->last_sp = -op->last_sp; |
|
|
524 | } |
|
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525 | else |
|
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526 | { |
|
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527 | /* for trigger altar with last_sp, the ON/OFF |
|
|
528 | * status (-> +/- value) is "simulated": |
|
|
529 | */ |
|
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530 | op->value = !op->value; |
|
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531 | trigger_move (op, 1); |
|
|
532 | op->last_sp = -op->last_sp; |
|
|
533 | op->value = !op->value; |
|
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534 | } |
|
|
535 | |
|
|
536 | return cause == NULL; |
|
|
537 | } |
|
|
538 | else |
|
|
539 | return 0; |
|
|
540 | } |
|
|
541 | else |
|
|
542 | { |
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543 | if (NUM_ANIMATIONS (op) > 1) |
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544 | { |
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545 | SET_ANIMATION (op, 0); |
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546 | update_object (op, UP_OBJ_FACE); |
|
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547 | } |
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548 | |
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549 | /* If trigger_altar has "last_sp > 0" set on the map, |
550 | /* If trigger_altar has "last_sp > 0" set on the map, |
550 | * it will push the connected value only once per sacrifice. |
551 | * it will push the connected value only once per sacrifice. |
551 | * Otherwise (default), the connected value will be |
552 | * Otherwise (default), the connected value will be |
552 | * pushed twice: First by sacrifice, second by reset! -AV |
553 | * pushed twice: First by sacrifice, second by reset! -AV |
553 | */ |
554 | */ |
554 | if (!op->last_sp) |
555 | if (!op->last_sp) |
555 | trigger_move (op, 0); |
556 | trigger_move (op, 0); |
556 | else |
557 | else |
557 | { |
558 | { |
558 | op->stats.wc = 0; |
559 | op->stats.wc = 0; |
559 | op->value = !op->value; |
560 | op->value = !op->value; |
560 | op->set_speed (0); |
561 | op->set_speed (0); |
561 | } |
562 | } |
562 | } |
563 | } |
563 | return 0; |
564 | return 0; |
564 | |
565 | |
565 | case TRIGGER: |
566 | case TRIGGER: |
566 | if (cause) |
567 | if (cause) |
567 | { |
568 | { |
568 | if (in_movement) |
569 | if (in_movement) |
569 | return 0; |
570 | return 0; |
570 | |
571 | |
571 | push = 1; |
572 | push = 1; |
572 | } |
573 | } |
573 | |
574 | |
574 | if (NUM_ANIMATIONS (op) > 1) |
575 | if (NUM_ANIMATIONS (op) > 1) |
575 | { |
576 | { |
576 | SET_ANIMATION (op, push); |
577 | SET_ANIMATION (op, push); |
577 | update_object (op, UP_OBJ_FACE); |
578 | update_object (op, UP_OBJ_FACE); |
578 | } |
579 | } |
579 | |
580 | |
580 | trigger_move (op, push); |
581 | trigger_move (op, push); |
581 | return 1; |
582 | return 1; |
582 | |
583 | |
583 | default: |
584 | default: |
584 | LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
585 | LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); |
585 | return 0; |
586 | return 0; |
586 | } |
587 | } |
587 | } |
588 | } |
588 | |
589 | |
589 | void |
590 | void |
590 | add_button_link (object *button, maptile *map, int connected) |
591 | add_button_link (object *button, maptile *map, int connected) |