… | |
… | |
597 | my $busy; |
597 | my $busy; |
598 | |
598 | |
599 | while () { |
599 | while () { |
600 | next_job: |
600 | next_job: |
601 | |
601 | |
|
|
602 | Coro::cede; |
|
|
603 | |
602 | my $avail = cf::till_tick; |
604 | my $avail = cf::till_tick; |
603 | |
605 | |
604 | for (0 .. $#SLOT_QUEUE) { |
606 | for (0 .. $#SLOT_QUEUE) { |
605 | if ($SLOT_QUEUE[$_][0] <= $avail) { |
607 | if ($SLOT_QUEUE[$_][0] <= $avail) { |
606 | $busy = 0; |
608 | $busy = 0; |
607 | my $job = splice @SLOT_QUEUE, $_, 1, (); |
609 | my $job = splice @SLOT_QUEUE, $_, 1, (); |
608 | $job->[2]->send; |
610 | $job->[2]->send; |
609 | Coro::cede; |
|
|
610 | goto next_job; |
611 | goto next_job; |
611 | } else { |
612 | } else { |
612 | $SLOT_QUEUE[$_][0] *= $SLOT_DECAY; |
613 | $SLOT_QUEUE[$_][0] *= $SLOT_DECAY; |
613 | } |
614 | } |
614 | } |
615 | } |
615 | |
616 | |
616 | if (@SLOT_QUEUE) { |
617 | if (@SLOT_QUEUE) { |
617 | # we do not use wait_for_tick() as it returns immediately when tick is inactive |
618 | wait_for_tick; |
618 | $WAIT_FOR_TICK->wait; |
|
|
619 | } else { |
619 | } else { |
620 | $busy = 0; |
620 | $busy = 0; |
621 | Coro::schedule; |
621 | Coro::schedule; |
622 | } |
622 | } |
623 | } |
623 | } |
… | |
… | |
2742 | =item $player_object->may ("access") |
2742 | =item $player_object->may ("access") |
2743 | |
2743 | |
2744 | Returns wether the given player is authorized to access resource "access" |
2744 | Returns wether the given player is authorized to access resource "access" |
2745 | (e.g. "command_wizcast"). |
2745 | (e.g. "command_wizcast"). |
2746 | |
2746 | |
|
|
2747 | This is implemented by checking a config setting of C<may_access> where |
|
|
2748 | C<access> is replaced by the access string. The following alternatives are |
|
|
2749 | possible (and are tested in order): |
|
|
2750 | |
|
|
2751 | =over 4 |
|
|
2752 | |
|
|
2753 | =item * Player is DM |
|
|
2754 | |
|
|
2755 | The request will succeed. |
|
|
2756 | |
|
|
2757 | =item * may_access is an array reference |
|
|
2758 | |
|
|
2759 | If either the player nickname or UUID is in the array, the request will |
|
|
2760 | succeed, otherwise it will fail. |
|
|
2761 | |
|
|
2762 | =item * may_access is a true value |
|
|
2763 | |
|
|
2764 | The request will succeed. |
|
|
2765 | |
|
|
2766 | =item * may_access is missing or false |
|
|
2767 | |
|
|
2768 | The request will fail. |
|
|
2769 | |
|
|
2770 | =back |
|
|
2771 | |
2747 | =cut |
2772 | =cut |
2748 | |
2773 | |
2749 | sub cf::object::player::may { |
2774 | sub cf::object::player::may { |
2750 | my ($self, $access) = @_; |
2775 | my ($self, $access) = @_; |
2751 | |
2776 | |
2752 | $self->flag (cf::FLAG_WIZ) || |
2777 | $self->flag (cf::FLAG_WIZ) || |
2753 | (ref $cf::CFG{"may_$access"} |
2778 | (ref $cf::CFG{"may_$access"} |
2754 | ? scalar grep $self->name eq $_, @{$cf::CFG{"may_$access"}} |
2779 | ? scalar grep $self->name eq $_ || $self->uuid eq $_, @{$cf::CFG{"may_$access"}} |
2755 | : $cf::CFG{"may_$access"}) |
2780 | : $cf::CFG{"may_$access"}) |
2756 | } |
2781 | } |
2757 | |
2782 | |
2758 | =item $player_object->enter_link |
2783 | =item $player_object->enter_link |
2759 | |
2784 | |
… | |
… | |
2762 | The player should be reasonably safe there for short amounts of time (e.g. |
2787 | The player should be reasonably safe there for short amounts of time (e.g. |
2763 | for loading a map). You I<MUST> call C<leave_link> as soon as possible, |
2788 | for loading a map). You I<MUST> call C<leave_link> as soon as possible, |
2764 | though, as the player cannot control the character while it is on the link |
2789 | though, as the player cannot control the character while it is on the link |
2765 | map. |
2790 | map. |
2766 | |
2791 | |
2767 | Will never block. |
2792 | This method will never block, which is the whole reaosn for it's |
|
|
2793 | existance: you can I<always> put a player onto the link map, which is the |
|
|
2794 | only place to put objects that is guaranteed to exist. |
|
|
2795 | |
|
|
2796 | A typical usage pattern is to call C<enter_link> synchronously from the |
|
|
2797 | server, then start a new thread, do your blocking stuff there and then |
|
|
2798 | call C<leave_link> from that thread. |
2768 | |
2799 | |
2769 | =item $player_object->leave_link ($map, $x, $y) |
2800 | =item $player_object->leave_link ($map, $x, $y) |
2770 | |
2801 | |
2771 | Moves the player out of the special C<{link}> map onto the specified |
2802 | Moves the player out of the special C<{link}> map onto the specified |
2772 | map. If the map is not valid (or omitted), the player will be moved back |
2803 | map. If the map is not valid (or omitted), the player will be moved back |
… | |
… | |
3280 | |
3311 | |
3281 | =item $client->update_command_faces |
3312 | =item $client->update_command_faces |
3282 | |
3313 | |
3283 | =cut |
3314 | =cut |
3284 | |
3315 | |
3285 | our @COMMAND_FACES; # [normal commands, emotes, dm commands] |
3316 | our %COMMAND_FACE; |
3286 | |
3317 | |
3287 | sub cf::client::update_command_faces { |
3318 | sub cf::client::update_command_faces { |
3288 | my ($self) = @_; |
3319 | my ($self) = @_; |
3289 | |
3320 | |
3290 | my @faces = ( |
3321 | my @faces = grep $_, |
|
|
3322 | $COMMAND_FACE{preferred}, |
|
|
3323 | $COMMAND_FACE{standard}, |
3291 | $COMMAND_FACES[0], |
3324 | $COMMAND_FACE{skill}, |
3292 | $COMMAND_FACES[1], |
|
|
3293 | $self->pl->ob->flag (cf::FLAG_WIZ) ? $COMMAND_FACES[2] : () |
3325 | $self->pl->ob->flag (cf::FLAG_WIZ) ? $COMMAND_FACE{dm} : (), |
|
|
3326 | $COMMAND_FACE{emote}, |
3294 | ); |
3327 | ; |
3295 | |
3328 | |
3296 | $self->send_face ($_) |
3329 | $self->send_face ($_) |
3297 | for @faces; |
3330 | for @faces; |
3298 | $self->flush_fx; |
3331 | $self->flush_fx; |
3299 | |
3332 | |
3300 | $self->ext_msg (command_list => @faces); |
3333 | $self->ext_msg (command_list => @faces); |
3301 | } |
3334 | } |
3302 | |
3335 | |
3303 | =item cf::client::set_command_faces $normal_commands, $emotes, $dm_commands |
3336 | =item cf::client::set_command_face $type, $commands |
3304 | |
3337 | |
3305 | =cut |
3338 | =cut |
3306 | |
3339 | |
3307 | sub cf::client::set_command_faces { |
3340 | sub cf::client::set_command_face { |
3308 | @COMMAND_FACES = @_; |
3341 | my ($type, $list) = @_; |
|
|
3342 | |
|
|
3343 | my $idx = &cf::face::set ( #d# ugly forward reference |
|
|
3344 | "command_list/$type" => cf::FT_RSRC, |
|
|
3345 | JSON::XS->new->utf8->encode ([ sort @$list ]) |
|
|
3346 | ); |
|
|
3347 | |
|
|
3348 | $COMMAND_FACE{$type} = $idx; |
3309 | } |
3349 | } |
3310 | |
3350 | |
3311 | cf::client->attach ( |
3351 | cf::client->attach ( |
3312 | on_connect => sub { |
3352 | on_connect => sub { |
3313 | my ($ns) = @_; |
3353 | my ($ns) = @_; |
… | |
… | |
3779 | cf::face::set |
3819 | cf::face::set |
3780 | "res/spell_paths" => FT_RSRC, |
3820 | "res/spell_paths" => FT_RSRC, |
3781 | JSON::XS->new->utf8->canonical->encode ( |
3821 | JSON::XS->new->utf8->canonical->encode ( |
3782 | [map [cf::spellpathnames ($_)], 0 .. NRSPELLPATHS - 1] |
3822 | [map [cf::spellpathnames ($_)], 0 .. NRSPELLPATHS - 1] |
3783 | ); |
3823 | ); |
|
|
3824 | |
|
|
3825 | # command completion |
|
|
3826 | my @commands; |
|
|
3827 | |
|
|
3828 | for (0..cf::arch::skillvec_size - 1) { |
|
|
3829 | my $skill = cf::arch::skillvec $_; |
|
|
3830 | my $name = $skill->name; |
|
|
3831 | my $flags = cf::skill_flags $skill->subtype; |
|
|
3832 | |
|
|
3833 | push @commands, "ready_skill $name" if $flags & (SF_COMBAT | SF_RANGED | SF_GRACE); |
|
|
3834 | push @commands, "use_skill $name" if $flags & (SF_USE | SF_AUTARK | SF_GRACE); |
|
|
3835 | } |
|
|
3836 | |
|
|
3837 | cf::client::set_command_face skill => \@commands; |
3784 | } |
3838 | } |
3785 | |
3839 | |
3786 | sub reload_treasures { |
3840 | sub reload_treasures { |
3787 | load_resource_file "$DATADIR/treasures" |
3841 | load_resource_file "$DATADIR/treasures" |
3788 | or die "unable to load treasurelists\n"; |
3842 | or die "unable to load treasurelists\n"; |