179 lines
6.6 KiB
C
179 lines
6.6 KiB
C
/*
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CrossFire, A Multiplayer game for X-windows
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Copyright (C) 2007 Mark Wedel & Crossfire Development Team
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Copyright (C) 1992 Frank Tore Johansen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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The authors can be reached via e-mail at crossfire-devel@real-time.com
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*/
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/** @file
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* The implementation of the Exit class of objects.
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*/
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#include <global.h>
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#include <ob_methods.h>
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#include <ob_types.h>
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#include <sounds.h>
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#include <sproto.h>
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static method_ret exit_type_move_on(ob_methods *context, object *trap, object *victim, object *originator);
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static method_ret exit_type_apply(ob_methods *context, object *exit, object *op, int autoapply);
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/**
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* Initializer for the EXIT object type.
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*/
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void init_type_exit(void) {
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register_move_on(EXIT, exit_type_move_on);
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register_apply(EXIT, exit_type_apply);
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}
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/**
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* Move on this Exit object.
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* @param context The method context
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* @param trap The Exit we're moving on
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* @param victim The object moving over this one
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* @param originator The object that caused the move_on event
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* @return METHOD_OK
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*/
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static method_ret exit_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) {
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if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR)
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return METHOD_OK;
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if (victim->type == PLAYER && EXIT_PATH(trap)) {
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/* Basically, don't show exits leading to random maps the
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* players output.
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*/
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if (trap->msg
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&& strncmp(EXIT_PATH(trap), "/!", 2)
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&& strncmp(EXIT_PATH(trap), "/random/", 8))
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draw_ext_info(NDI_NAVY, 0, victim, MSG_TYPE_APPLY, MSG_TYPE_APPLY_TRAP, trap->msg, NULL);
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enter_exit(victim, trap);
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}
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common_post_ob_move_on(trap, victim, originator);
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return METHOD_OK;
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}
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/**
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* This fonction return true if the exit is not a 2 ways one
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* or it is 2 ways, valid exit.
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* A valid 2 way exit means:
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* - You can come back (there is another exit at the other side)
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* - You are
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* - the owner of the exit
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* - or in the same party as the owner
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*
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* @note
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* a owner in a 2 way exit is saved as the owner's name
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* in the field exit->name cause the field exit->owner doesn't
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* survive in the swapping (in fact the whole exit doesn't survive).
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*
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* @param op
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* player to check for.
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* @param exit
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* exit object.
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* @return
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* 1 if exit is not 2 way, 0 else.
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*/
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static int is_legal_2ways_exit(object *op, object *exit) {
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object *tmp;
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object *exit_owner;
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player *pp;
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mapstruct *exitmap;
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if (exit->stats.exp != 1)
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return 1; /*This is not a 2 way, so it is legal*/
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if (!has_been_loaded(EXIT_PATH(exit)) && exit->race)
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return 0; /* This is a reset town portal */
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/* To know if an exit has a correspondant, we look at
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* all the exits in destination and try to find one with same path as
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* the current exit's position */
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if (!strncmp(EXIT_PATH(exit), settings.localdir, strlen(settings.localdir)))
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exitmap = ready_map_name(EXIT_PATH(exit), MAP_PLAYER_UNIQUE);
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else
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exitmap = ready_map_name(EXIT_PATH(exit), 0);
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if (exitmap) {
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tmp = GET_MAP_OB(exitmap, EXIT_X(exit), EXIT_Y(exit));
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if (!tmp)
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return 0;
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for ((tmp = GET_MAP_OB(exitmap, EXIT_X(exit), EXIT_Y(exit))); tmp; tmp = tmp->above) {
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if (tmp->type != EXIT)
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continue; /*Not an exit*/
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if (!EXIT_PATH(tmp))
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continue; /*Not a valid exit*/
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if ((EXIT_X(tmp) != exit->x) || (EXIT_Y(tmp) != exit->y))
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continue; /*Not in the same place*/
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if (strcmp(exit->map->path, EXIT_PATH(tmp)) != 0)
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continue; /*Not in the same map*/
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/* From here we have found the exit is valid. However
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* we do here the check of the exit owner. It is important
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* for the town portals to prevent strangers from visiting
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* your apartments
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*/
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if (!exit->race)
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return 1; /*No owner, free for all!*/
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exit_owner = NULL;
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for (pp = first_player; pp; pp = pp->next) {
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if (!pp->ob)
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continue;
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if (pp->ob->name != exit->race)
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continue;
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exit_owner = pp->ob; /*We found a player which correspond to the player name*/
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break;
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}
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if (!exit_owner)
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return 0; /* No more owner*/
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if (exit_owner->contr == op->contr)
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return 1; /*It is your exit*/
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if (exit_owner /*There is a owner*/
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&& (op->contr) /*A player tries to pass */
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&& ((exit_owner->contr->party == NULL) /*No pass if controller has no party*/
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|| (exit_owner->contr->party != op->contr->party))) /* Or not the same as op*/
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return 0;
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return 1;
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}
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}
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return 0;
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}
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/**
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* Handles applying an exit.
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* @param context The method context
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* @param exit The exit applied
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* @param op The object applying the exit
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* @param autoapply Set this to 1 to automatically apply the sign
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* @return METHOD_OK unless op is not a player, in which case METHOD_ERROR
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*/
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static method_ret exit_type_apply(ob_methods *context, object *exit, object *op, int autoapply) {
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if (op->type != PLAYER)
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return METHOD_ERROR;
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if (!EXIT_PATH(exit) || !is_legal_2ways_exit(op, exit)) {
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char name[MAX_BUF];
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query_name(exit, name, MAX_BUF);
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draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE,
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"The %s is closed.", "The %s is closed.", name);
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} else {
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/* Don't display messages for random maps. */
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if (exit->msg
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&& strncmp(EXIT_PATH(exit), "/!", 2)
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&& strncmp(EXIT_PATH(exit), "/random/", 8))
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draw_ext_info(NDI_NAVY, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, exit->msg, NULL);
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enter_exit(op, exit);
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}
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return METHOD_OK;
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}
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