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/*
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 common_apply.c
* This file contains apply-related methods that are common to many
* classes of objects.
*/
#include <global.h>
#include <ob_methods.h>
#include <ob_types.h>
#include <sproto.h>
/**
* 'victim' moves onto 'trap'
* 'victim' leaves 'trap'
* effect is determined by move_on/move_off of trap and move_type of victim.
*
* originator: Player, monster or other object that caused 'victim' to move
* onto 'trap'. Will receive messages caused by this action. May be NULL.
* However, some types of traps require an originator to function.
*/
method_ret common_ob_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;
LOG(llevDebug, "name %s, arch %s, type %d with fly/walk on/off not handled in move_apply()\n", trap->name, trap->arch->name, trap->type);
common_post_ob_move_on(trap, victim, originator);
return METHOD_OK;
}
static int ob_move_on_recursion_depth = 0;
method_ret common_pre_ob_move_on(object *trap, object *victim, object *originator) {
/* If player is DM, only 2 cases to consider:
* - exits
* - opened containers on the ground, which should be closed.
*/
if (QUERY_FLAG(victim, FLAG_WIZPASS)
&& trap->type != EXIT
&& trap->type != SIGN
&& trap->type != CONTAINER
&& !QUERY_FLAG(trap, FLAG_APPLIED))
return METHOD_ERROR;
/* common_ob_move_on() is the most likely candidate for causing unwanted and
* possibly unlimited recursion.
*/
/* The following was changed because it was causing perfectly correct
* maps to fail. 1) it's not an error to recurse:
* rune detonates, summoning monster. monster lands on nearby rune.
* nearby rune detonates. This sort of recursion is expected and
* proper. This code was causing needless crashes.
*/
if (ob_move_on_recursion_depth >= 500) {
LOG(llevDebug, "WARNING: move_apply(): aborting recursion [trap arch %s, name %s; victim arch %s, name %s]\n", trap->arch->name, trap->name, victim->arch->name, victim->name);
return METHOD_ERROR;
}
ob_move_on_recursion_depth++;
trap = HEAD(trap);
/* Lauwenmark: Handle for plugin trigger event */
if (execute_event(trap, EVENT_TRIGGER, originator, victim, NULL, SCRIPT_FIX_ALL) != 0) {
ob_move_on_recursion_depth--;
return METHOD_ERROR;
}
return METHOD_OK;
}
void common_post_ob_move_on(object *trap, object *victim, object *originator) {
ob_move_on_recursion_depth--;
if (ob_move_on_recursion_depth < 0) /* Safety net :) */
ob_move_on_recursion_depth = 0;
}
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