server-1.12/types/exit/exit.c

179 lines
6.6 KiB
C

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