/* * static char *rcsid_init_c = * "$Id: init.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 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 */ #define EXTERN #define INIT_C #include #include /* You unforunately need to looking in include/global.h to see what these * correspond to. */ struct Settings settings = { LOGFILE, /* Logfile */ CSPORT, /* Client/server port */ /* Debug level */ #ifdef DEBUG llevDebug, #else llevInfo, #endif 0, NULL, 0, /* dumpvalues, dumparg, daemonmode */ 0, /* argc */ NULL, /* argv */ CONFDIR, DATADIR, LOCALDIR, PLAYERDIR, MAPDIR, ARCHETYPES,REGIONS,TREASURES, UNIQUE_DIR, TEMPLATE_DIR, TMPDIR, STAT_LOSS_ON_DEATH, PK_LUCK_PENALTY, PERMANENT_EXPERIENCE_RATIO, DEATH_PENALTY_RATIO, DEATH_PENALTY_LEVEL, BALANCED_STAT_LOSS, NOT_PERMADETH, SIMPLE_EXP, RESET_LOCATION_TIME, SET_TITLE, RESURRECTION, SEARCH_ITEMS, SPELL_ENCUMBRANCE, SPELL_FAILURE_EFFECTS, CASTING_TIME, REAL_WIZ, RECYCLE_TMP_MAPS, EXPLORE_MODE, SPELLPOINT_LEVEL_DEPEND, SET_FRIENDLY_FIRE, "", /* Who format specifier */ "", /* who wiz format specifier */ MOTD, "rules", "news", "", /* DM_MAIL */ 0, /* This and the next 3 values are metaserver values */ "", "", 0, "", 0,0,0,0,0,0,0,0, /* worldmap settings*/ EMERGENCY_MAPPATH, EMERGENCY_X, EMERGENCY_Y, 0, 1.0, /* Armor enchantment stuff */ ARMOR_MAX_ENCHANT, ARMOR_WEIGHT_REDUCTION, ARMOR_WEIGHT_LINEAR, ARMOR_SPEED_IMPROVEMENT, ARMOR_SPEED_LINEAR, 1, /* no_player_stealing */ 1, /* create_home_portals */ }; /* perhaps not the best place for this, but needs to be * in some file in the common area so that standalone * programs, like the random map generator, can be built. */ const char* const spellpathnames[NRSPELLPATHS] = { "Protection", "Fire", "Frost", "Electricity", "Missiles", "Self", "Summoning", "Abjuration", "Restoration", "Detonation", "Mind", "Creation", "Teleportation", "Information", "Transmutation", "Transferrence", "Turning", "Wounding", "Death", "Light" }; /* This loads the emergency map information from a * .emergency file in the map directory. Doing this makes * it easier to switch between map distributions (don't need * to recompile. Note that there is no reason I see that * this could not be re-loaded during play, but it seems * like there should be little reason to do that. */ static void init_emergency_mappath(void) { char filename[MAX_BUF], tmpbuf[MAX_BUF]; FILE *fp; int online=0; /* If this file doesn't exist, not a big deal */ sprintf(filename,"%s/%s/.emergency",settings.datadir, settings.mapdir); if ((fp = fopen(filename, "r"))!=NULL) { while (fgets(tmpbuf, MAX_BUF-1, fp)) { if (tmpbuf[0] == '#') continue; /* ignore comments */ if (online == 0) { tmpbuf[strlen(tmpbuf)-1] = 0; /* kill newline */ settings.emergency_mapname = strdup_local(tmpbuf); } else if (online == 1) { settings.emergency_x = atoi(tmpbuf); } else if (online == 2) { settings.emergency_y = atoi(tmpbuf); } online++; if (online>2) break; } fclose(fp); if (online<=2) LOG(llevError,"Online read partial data from %s\n", filename); LOG(llevDebug,"Emergency mappath reset to %s (%d, %d)\n", settings.emergency_mapname, settings.emergency_x, settings.emergency_y); } } /* * It is vital that init_library() is called by any functions * using this library. * If you want to lessen the size of the program using the library, * you can replace the call to init_library() with init_globals() and * init_function_pointers(). Good idea to also call init_vars and * init_hash_table if you are doing any object loading. */ void init_library(void) { init_environ(); init_globals(); init_hash_table(); init_objects(); init_vars(); init_block(); ReadBmapNames (); ReadSmooth(); init_anim(); /* Must be after we read in the bitmaps */ init_archetypes(); /* Reads all archetypes from file */ init_dynamic (); init_attackmess(); init_clocks(); init_emergency_mappath(); init_experience(); } /* init_environ initializes values from the environmental variables. * it needs to be called very early, since command line options should * overwrite these if specified. */ void init_environ(void) { char *cp; cp=getenv("CROSSFIRE_LIBDIR"); if (cp) settings.datadir=cp; cp=getenv("CROSSFIRE_LOCALDIR"); if (cp) settings.localdir=cp; cp=getenv("CROSSFIRE_PLAYERDIR"); if (cp) settings.playerdir=cp; cp=getenv("CROSSFIRE_MAPDIR"); if (cp) settings.mapdir=cp; cp=getenv("CROSSFIRE_ARCHETYPES"); if (cp) settings.archetypes=cp; cp=getenv("CROSSFIRE_TREASURES"); if (cp) settings.treasures=cp; cp=getenv("CROSSFIRE_UNIQUEDIR"); if (cp) settings.uniquedir=cp; cp=getenv("CROSSFIRE_TEMPLATEDIR"); if (cp) settings.templatedir=cp; cp=getenv("CROSSFIRE_TMPDIR"); if (cp) settings.tmpdir=cp; } /* * Initialises all global variables. * Might use environment-variables as default for some of them. */ void init_globals(void) { if (settings.logfilename[0] == 0) { logfile = stderr; } else if ((logfile=fopen(settings.logfilename, "a"))==NULL) { fprintf(stderr,"Unable to open %s as the logfile - will use stderr instead\n", settings.logfilename); logfile = stderr; } else { setvbuf(logfile, NULL, _IOLBF, 0); } exiting = 0; first_player=NULL; first_friendly_object=NULL; first_map=NULL; first_treasurelist=NULL; first_artifactlist=NULL; first_archetype=NULL; *first_map_ext_path=0; warn_archetypes=0; nroftreasures = 0; nrofartifacts = 0; nrofallowedstr=0; ring_arch = NULL; amulet_arch = NULL; staff_arch = NULL; undead_name = add_string("undead"); trying_emergency_save = 0; num_animations=0; animations=NULL; animations_allocated=0; init_defaults(); } /* * Sets up and initialises the linked list of free and used objects. * Allocates a certain chunk of objects and puts them on the free list. * Called by init_library(); */ void init_objects(void) { int i; /* Initialize all objects: */ objects=NULL; active_objects = NULL; #ifdef MEMORY_DEBUG free_objects=NULL; #else free_objects=objarray; objarray[0].prev=NULL, objarray[0].next= &objarray[1], SET_FLAG(&objarray[0], FLAG_REMOVED); SET_FLAG(&objarray[0], FLAG_FREED); for(i=1;iclone.type == MAP) { if (at->clone.race) { strcpy (first_map_ext_path, at->clone.race); } if (EXIT_PATH (&at->clone)) { strcpy (first_map_path, EXIT_PATH (&at->clone)); return; } } at = at->next; } LOG(llevDebug,"You Need a archetype called 'map' and it have to contain start map\n"); exit (-1); } unsigned long todtick; /* * Write out the current time to the file so time does not * reset every time the server reboots. */ void write_todclock(void) { char filename[MAX_BUF]; FILE *fp; sprintf(filename, "%s/clockdata", settings.localdir); if ((fp = fopen(filename, "w")) == NULL) { LOG(llevError, "Cannot open %s for writing\n", filename); return; } fprintf(fp, "%lu", todtick); fclose(fp); } /* * Initializes the gametime and TOD counters * Called by init_library(). */ void init_clocks(void) { char filename[MAX_BUF]; FILE *fp; static int has_been_done=0; if (has_been_done) return; else has_been_done = 1; sprintf(filename, "%s/clockdata", settings.localdir); LOG(llevDebug, "Reading clockdata from %s...", filename); if ((fp = fopen(filename, "r")) == NULL) { LOG(llevError, "Can't open %s.\n", filename); todtick = 0; write_todclock(); return; } fscanf(fp, "%lu", &todtick); LOG(llevDebug, "todtick=%lu\n", todtick); fclose(fp); } /* * Initializes the attack messages. * Called by init_library(). */ //attackmess_t attack_mess[NROFATTACKMESS][MAXATTACKMESS]; void init_attackmess(void){ char buf[MAX_BUF]; char filename[MAX_BUF]; char *cp, *p; FILE *fp; static int has_been_done=0; int mess, level, comp; int mode=0, total=0; if (has_been_done) return; else has_been_done = 1; sprintf(filename, "%s/attackmess", settings.datadir); LOG(llevDebug, "Reading attack messages from %s...", filename); if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) { LOG(llevError, "Can't open %s.\n", filename); return; } level = 0; while (fgets(buf, MAX_BUF, fp)!=NULL) { if (*buf=='#') continue; if((cp=strchr(buf,'\n'))!=NULL) *cp='\0'; cp=buf; while(*cp==' ') /* Skip blanks */ cp++; if (strncmp(cp, "TYPE:", 5)==0) { p = strtok(buf, ":"); p = strtok(NULL, ":"); if (mode == 1) { attack_mess[mess][level].level = -1; attack_mess[mess][level].buf1 = NULL; attack_mess[mess][level].buf2 = NULL; attack_mess[mess][level].buf3 = NULL; } level = 0; mess = atoi(p); mode = 1; continue; } if (mode==1) { p = strtok(buf, "="); attack_mess[mess][level].level = atoi(buf); p = strtok(NULL, "="); if (p != NULL) attack_mess[mess][level].buf1 = strdup_local(p); else attack_mess[mess][level].buf1 = strdup_local(""); mode = 2; continue; } else if (mode==2) { p = strtok(buf, "="); attack_mess[mess][level].level = atoi(buf); p = strtok(NULL, "="); if (p != NULL) attack_mess[mess][level].buf2 = strdup_local(p); else attack_mess[mess][level].buf2 = strdup_local(""); mode = 3; continue; } else if (mode==3) { p = strtok(buf, "="); attack_mess[mess][level].level = atoi(buf); p = strtok(NULL, "="); if (p != NULL) attack_mess[mess][level].buf3 = strdup_local(p); else attack_mess[mess][level].buf3 = strdup_local(""); mode = 1; level++; total++; continue; } } LOG(llevDebug, "got %d messages in %d categories.\n", total, mess+1); close_and_delete(fp, comp); }