wmud/wmud/players.c

140 lines
3.4 KiB
C

/* wMUD - Yet another MUD codebase by W00d5t0ck
* Copyright (C) 2012 - Gergely POLONKAI
*
* players.c: player structure related functions
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <glib.h>
#ifdef HAVE_CRYPT_H
#include <crypt.h>
#endif
#include "game-networking.h"
#include "players.h"
/**
* SECTION:player
* @short_description: Player database handling
*
* Functions to handle player database records
*/
/**
* players:
*
* GSList of all loaded players. Stores #wmudPlayer structures.
*/
GSList *players = NULL;
/**
* wmud_player_auth:
* @client: The client to be authenticated. The authentication password comes
* from the client's buffer.
*
* Tries to authenticate a client based on the associated player structure, and
* the password stored in the client's buffer.
*
* Return value: %TRUE if the password is valid, %FALSE otherwise.
*/
gboolean
wmud_player_auth(wmudClient *client)
{
g_log(G_LOG_DOMAIN, G_LOG_LEVEL_DEBUG, "Player entered %s as password", client->buffer->str);
if (g_strcmp0(crypt(client->buffer->str, client->player->cpassword), client->player->cpassword) == 0)
return TRUE;
return FALSE;
}
static gint
find_player_by_name(wmudPlayer *player, gchar *player_name)
{
return g_ascii_strcasecmp(player->player_name, player_name);
}
/**
* wmud_player_exists:
* @player_name: The login name of the player to check
*
* Check if the player with the given name already exists.
*
* Return value: the wmudPlayer structure for the given player name, or %NULL
* if it can not be found.
*/
wmudPlayer *
wmud_player_exists(gchar *player_name)
{
GSList *player_elem;
if ((player_elem = g_slist_find_custom(players, player_name, (GCompareFunc)find_player_by_name)) == NULL)
return NULL;
return player_elem->data;
}
/**
* wmud_player_dup:
* @player: the player structure to duplicate
*
* Duplicates a #wmudPlayer structure.
*
* Return value: the new, duplicated player structure. It must be freed with wmud_player_free().
*/
wmudPlayer *
wmud_player_dup(wmudPlayer *player)
{
wmudPlayer *new_player;
if (!player)
return NULL;
new_player = g_new0(wmudPlayer, 1);
new_player->id = player->id;
new_player->player_name = g_strdup(player->player_name);
new_player->cpassword = g_strdup(player->cpassword);
new_player->email = g_strdup(player->email);
return new_player;
}
/**
* wmud_player_free:
* @player: A pointer to the player structure to be freed
*
* Frees a #wmudPlayer structure with all its fields, and sets the structure
* variable to %NULL.
*/
void
wmud_player_free(wmudPlayer **player)
{
if (!*player)
return;
if ((*player)->player_name)
g_free((*player)->player_name);
if ((*player)->cpassword)
g_free((*player)->cpassword);
if ((*player)->email)
g_free((*player)->email);
g_free(*player);
*player = NULL;
}