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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
9 | 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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | 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, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | 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 |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | 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> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <funcpoint.h> |
26 | #include <funcpoint.h> |
27 | |
27 | |
28 | /* |
28 | /* |
… | |
… | |
828 | * 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 |
829 | * 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 |
830 | * 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 |
831 | * state in the inventory checker. This won't happen anymore now. |
831 | * state in the inventory checker. This won't happen anymore now. |
832 | * |
832 | * |
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833 | * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check |
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834 | * whether op is on this mapspace or not, because the value (1|0) depends |
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835 | * on this information. also make sure to only push_button if op has |
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836 | * a matching item (because when we do a push_button with value=0 timed gates |
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837 | * will still open)! (i hope i got the semantics right this time) |
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838 | * |
833 | */ |
839 | */ |
834 | void |
840 | void |
835 | check_inv (object *op, object *trig) |
841 | check_inv (object *op, object *trig) |
836 | { |
842 | { |
837 | sint32 prev_state = trig->value; |
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838 | trig->value = 0; // deactivate if none of the following conditions apply |
843 | trig->value = 0; // deactivate if none of the following conditions apply |
839 | |
844 | |
840 | if (object *pl = trig->ms ().player ()) |
845 | object *pl = trig->ms ().player (); |
841 | { |
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842 | object *match = check_inv_recursive (pl, trig); |
846 | object *match = check_inv_recursive (op, trig); |
843 | |
847 | |
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848 | // elmex: a note about (pl == op): |
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849 | // if pl == 0 then the player has left this space |
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850 | // if pl != 0 then a player is on this mapspace, but then |
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851 | // we still have to check whether it's the player that triggered |
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852 | // this inv-checker, because if not, then the op left this inv-checker |
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853 | // and we have to set the value to 0 |
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854 | |
844 | if (match && trig->last_sp) // match == having |
855 | if (match && trig->last_sp) // match == having |
845 | { |
856 | { |
846 | if (trig->last_heal) |
857 | if (trig->last_heal) |
847 | decrease_ob (match); |
858 | decrease_ob (match); |
848 | |
859 | |
849 | trig->value = 1; |
860 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
850 | } |
861 | push_button (trig); |
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862 | } |
851 | else if (!match && !trig->last_sp) // match == not having |
863 | else if (!match && !trig->last_sp) // match == not having |
852 | trig->value = 1; |
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853 | } |
864 | { |
854 | |
865 | trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left |
855 | if (prev_state != trig->value) |
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856 | push_button (trig); |
866 | push_button (trig); |
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867 | } |
857 | } |
868 | } |
858 | |
869 | |