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Revision: 1.13
Committed: Tue Aug 29 07:34:00 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +1 -4 lines
Log Message:
nuke transports

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_main_c =
3 root 1.13 * "$Id: main.C,v 1.12 2006-08-29 05:03:55 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #include <object.h>
31     #include <tod.h>
32    
33     #ifdef HAVE_DES_H
34     #include <des.h>
35     #else
36     # ifdef HAVE_CRYPT_H
37     # include <crypt.h>
38     # endif
39     #endif
40    
41     #ifndef __CEXTRACT__
42     #include <sproto.h>
43     #endif
44    
45     #ifdef HAVE_TIME_H
46     #include <time.h>
47     #endif
48    
49     #include <../random_maps/random_map.h>
50     #include <../random_maps/rproto.h>
51     #include "path.h"
52    
53     static char days[7][4] = {
54     "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};
55    
56     void version(object *op) {
57     if(op!=NULL)
58     clear_win_info(op);
59    
60     new_draw_info_format(NDI_UNIQUE, 0, op, "This is Crossfire v%s",VERSION);
61    
62     /* If in a socket, don't print out the list of authors. It confuses the
63     * crossclient program.
64     */
65     if (op==NULL) return;
66     new_draw_info(NDI_UNIQUE, 0,op,"Authors and contributors to this program:");
67     new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)");
68     new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)");
69     new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
70     new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
71     new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)");
72     new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
73     new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)");
74     new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)");
75     new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
76     new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
77     new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)");
78     new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)");
79     new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)");
80     new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
81     new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
82     new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)");
83     new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)");
84     new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)");
85     new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)");
86     new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)");
87     new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)");
88     new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)");
89     new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)");
90     new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)");
91     new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)");
92     new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)");
93     new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
94     new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)");
95     new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)");
96     new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)");
97     new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)");
98     new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)");
99     new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)");
100     new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)");
101     new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)");
102     new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
103     new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)");
104     new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)");
105     new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David [david.delbecq@mailandnews.com]");
106     new_draw_info(NDI_UNIQUE, 0,op,"Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
107     new_draw_info(NDI_UNIQUE, 0,op,"Images and art:");
108     new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner");
109     new_draw_info(NDI_UNIQUE, 0,op,"David Gervais [david_eg@mail.com]");
110     new_draw_info(NDI_UNIQUE, 0,op,"Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
111     new_draw_info(NDI_UNIQUE, 0,op,"Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
112     new_draw_info(NDI_UNIQUE, 0,op,"Mårten Woxberg [maxmc@telia.com]");
113     new_draw_info(NDI_UNIQUE, 0,op,"And many more!");
114     }
115    
116     void info_keys(object *op) {
117     clear_win_info(op);
118     new_draw_info(NDI_UNIQUE, 0,op,"Push `hjklynub' to walk in a direction.");
119     new_draw_info(NDI_UNIQUE, 0,op,"Shift + dir = fire, Ctrl + dir = run");
120     new_draw_info(NDI_UNIQUE, 0,op,"(To fire at yourself, hit `.'");
121     new_draw_info(NDI_UNIQUE, 0,op,"To attack, walk into the monsters.");
122     new_draw_info(NDI_UNIQUE, 0,op,"\" = speak ' = extended command");
123     new_draw_info(NDI_UNIQUE, 0,op,"i = inventory , = get : = look");
124     new_draw_info(NDI_UNIQUE, 0,op,"<> = rotate d = drop ? = help");
125     new_draw_info(NDI_UNIQUE, 0,op,"a = apply A = apply below t = throw");
126     new_draw_info(NDI_UNIQUE, 0,op,"e = examine E = exa below @ = autopick");
127     new_draw_info(NDI_UNIQUE, 0,op,"C = configure s = brace v = version");
128     new_draw_info(NDI_UNIQUE, 0,op,"+- = change range <tab> = browse spells");
129     new_draw_info(NDI_UNIQUE, 0,op,"x = change inventory type");
130     new_draw_info(NDI_UNIQUE, 0,op,"Mouse: L = examine, M = apply, R = drop/get");
131     new_draw_info(NDI_UNIQUE, 0,op,"'help = info about extended commands.");
132     new_draw_info(NDI_UNIQUE, 0,op,"Ctrl-R = refresh Ctrl-C = clear");
133     new_draw_info(NDI_UNIQUE, 0,op,"You can type a number before most commands.");
134     new_draw_info(NDI_UNIQUE, 0,op,"(For instance 3d drops 3 items.)");
135     }
136    
137     void start_info(object *op) {
138     char buf[MAX_BUF];
139    
140     sprintf(buf,"Welcome to Crossfire, v%s!",VERSION);
141     new_draw_info(NDI_UNIQUE, 0,op,buf);
142     new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help");
143     new_draw_info(NDI_UNIQUE, 0,op," ");
144     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op,
145     "%s entered the game.",op->name);
146     if(!op->contr->name_changed) {
147     new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name");
148     new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list.");
149     new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)");
150     }
151     }
152    
153     /* Really, there is no reason to crypt the passwords any system. But easier
154     * to just leave this enabled for backward compatibility. Put the
155     * simple case at top - no encryption - makes it easier to read.
156     */
157     char *crypt_string(char *str, char *salt) {
158     #if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
159     return(str);
160     #else
161     static char *c=
162     "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
163     char s[2];
164    
165     if(salt==NULL)
166     s[0]= c[RANDOM() % (int)strlen(c)],
167     s[1]= c[RANDOM() % (int)strlen(c)];
168     else
169     s[0]= salt[0],
170     s[1]= salt[1];
171    
172     # ifdef HAVE_LIBDES
173     return (char*)des_crypt(str,s);
174     # endif
175     /* Default case - just use crypt */
176     return (char*)crypt(str,s);
177     #endif
178     }
179    
180     int check_password(char *typed,char *crypted) {
181     return !strcmp(crypt_string(typed,crypted),crypted);
182     }
183    
184     /* This is a basic little function to put the player back to his
185     * savebed. We do some error checking - its possible that the
186     * savebed map may no longer exist, so we make sure the player
187     * goes someplace.
188     */
189     void enter_player_savebed(object *op)
190     {
191     mapstruct *oldmap = op->map;
192     object *tmp;
193    
194     tmp=get_object();
195    
196     EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
197     EXIT_X(tmp) = op->contr->bed_x;
198     EXIT_Y(tmp) = op->contr->bed_y;
199     enter_exit(op,tmp);
200     /* If the player has not changed maps and the name does not match
201     * that of the savebed, his savebed map is gone. Lets go back
202     * to the emergency path. Update what the players savebed is
203     * while we're at it.
204     */
205     if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
206     LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n",
207     settings.emergency_mapname, op->name, op->contr->savebed_map);
208     strcpy(op->contr->savebed_map, settings.emergency_mapname);
209     op->contr->bed_x = settings.emergency_x;
210     op->contr->bed_y = settings.emergency_y;
211     free_string(op->contr->savebed_map);
212     EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
213     EXIT_X(tmp) = op->contr->bed_x;
214     EXIT_Y(tmp) = op->contr->bed_y;
215     enter_exit(op,tmp);
216     }
217     free_object(tmp);
218     }
219    
220     /* All this really is is a glorified remove_object that also updates
221     * the counts on the map if needed.
222     */
223     void leave_map(object *op)
224     {
225     mapstruct *oldmap = op->map;
226    
227     remove_ob(op);
228    
229     if (oldmap) {
230     if (!op->contr->hidden)
231     oldmap->players--;
232     if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */
233     set_map_timeout(oldmap);
234     }
235     }
236     }
237    
238     /*
239     * enter_map(): Moves the player and pets from current map (if any) to
240     * new map. map, x, y must be set. map is the map we are moving the
241     * player to - it could be the map he just came from if the load failed for
242     * whatever reason. If default map coordinates are to be used, then
243     * the function that calls this should figure them out.
244     */
245     static void enter_map(object *op, mapstruct *newmap, int x, int y) {
246     mapstruct *oldmap = op->map;
247    
248     if (out_of_map(newmap, x, y)) {
249     LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n",
250     newmap->path, x, y);
251     x=MAP_ENTER_X(newmap);
252     y=MAP_ENTER_Y(newmap);
253     if (out_of_map(newmap, x, y)) {
254     LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
255     newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap));
256     new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed");
257     return;
258     }
259     }
260     /* try to find a spot for the player */
261     if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
262     /* We try to find a spot for the player, starting closest in.
263     * We could use find_first_free_spot, but that doesn't randomize it at all,
264     * So for example, if the north space is free, you would always end up there even
265     * if other spaces around are available.
266     * Note that for the second and third calls, we could start at a position other
267     * than one, but then we could end up on the other side of walls and so forth.
268     */
269     int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1);
270     if (i==-1) {
271     i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1);
272     if (i==-1)
273     i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
274     }
275     if (i != -1 ) {
276     x += freearr_x[i];
277     y += freearr_y[i];
278     } else {
279     /* not much we can do in this case. */
280     LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n",
281     newmap->path, x , y);
282     }
283     } /* end if looking for free spot */
284    
285 root 1.9 if (op->map!=NULL)
286     {
287     INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
288     INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
289     }
290 elmex 1.1
291     /* If it is a player login, he has yet to be inserted anyplace.
292 root 1.9 * otherwise, we need to deal with removing the player here.
293 elmex 1.1 */
294     if(!QUERY_FLAG(op, FLAG_REMOVED))
295     remove_ob(op);
296 root 1.6
297 elmex 1.1 /* remove_ob clears these so they must be reset after the remove_ob call */
298     op->x = x;
299     op->y = y;
300     op->map = newmap;
301     insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON);
302    
303 root 1.9 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
304 elmex 1.1
305     if (!op->contr->hidden)
306     newmap->players++;
307    
308     newmap->timeout=0;
309     op->enemy = NULL;
310    
311     if (op->contr) {
312     strcpy(op->contr->maplevel, newmap->path);
313     op->contr->count=0;
314     }
315    
316     /* Update any golems */
317     if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
318     int i = find_free_spot(op->contr->ranges[range_golem],newmap,
319     x, y, 1, SIZEOFFREE);
320     remove_ob(op->contr->ranges[range_golem]);
321     if (i==-1) {
322     remove_friendly_object(op->contr->ranges[range_golem]);
323     free_object(op->contr->ranges[range_golem]);
324     op->contr->ranges[range_golem]=NULL;
325     op->contr->golem_count=0;
326     }
327     else {
328     object *tmp;
329     for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) {
330     tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x);
331     tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y);
332     tmp->map = newmap;
333     }
334     insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0);
335     op->contr->ranges[range_golem]->direction =
336     find_dir_2(op->x - op->contr->ranges[range_golem]->x,
337     op->y - op->contr->ranges[range_golem]->y);
338     }
339     }
340     op->direction=0;
341    
342     /* since the players map is already loaded, we don't need to worry
343     * about pending objects.
344     */
345     remove_all_pets(newmap);
346    
347     /* If the player is changing maps, we need to do some special things
348     * Do this after the player is on the new map - otherwise the force swap of the
349     * old map does not work.
350     */
351     if (oldmap != newmap) {
352     if (oldmap) /* adjust old map */
353     {
354     oldmap->players--;
355    
356     if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
357     set_map_timeout(oldmap);
358     }
359     }
360     swap_below_max (newmap->path);
361     }
362    
363     void set_map_timeout(mapstruct *oldmap)
364     {
365     #if MAP_MAXTIMEOUT
366     oldmap->timeout = MAP_TIMEOUT(oldmap);
367     /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
368     * lower than the min value.
369     */
370     #if MAP_MINTIMEOUT
371     if (oldmap->timeout < MAP_MINTIMEOUT) {
372     oldmap->timeout = MAP_MINTIMEOUT;
373     }
374     #endif
375     if (oldmap->timeout > MAP_MAXTIMEOUT) {
376     oldmap->timeout = MAP_MAXTIMEOUT;
377     }
378     #else
379     /* save out the map */
380     swap_map(oldmap);
381     #endif /* MAP_MAXTIMEOUT */
382     }
383    
384    
385     /* clean_path takes a path and replaces all / with _
386     * We do a strcpy so that we do not change the original string.
387     */
388     char *clean_path(const char *file)
389     {
390     static char newpath[MAX_BUF],*cp;
391    
392     strncpy(newpath, file, MAX_BUF-1);
393     newpath[MAX_BUF-1]='\0';
394     for (cp=newpath; *cp!='\0'; cp++) {
395     if (*cp=='/') *cp='_';
396     }
397     return newpath;
398     }
399    
400    
401     /* unclean_path takes a path and replaces all _ with /
402     * This basically undoes clean path.
403     * We do a strcpy so that we do not change the original string.
404     * We are smart enough to start after the last / in case we
405     * are getting passed a string that points to a unique map
406     * path.
407     */
408     char *unclean_path(const char *src)
409     {
410     static char newpath[MAX_BUF],*cp;
411    
412     cp=strrchr(src, '/');
413     if (cp)
414     strncpy(newpath, cp+1, MAX_BUF-1);
415     else
416     strncpy(newpath, src, MAX_BUF-1);
417     newpath[MAX_BUF-1]='\0';
418    
419     for (cp=newpath; *cp!='\0'; cp++) {
420     if (*cp=='_') *cp='/';
421     }
422     return newpath;
423     }
424    
425    
426     /* The player is trying to enter a randomly generated map. In this case, generate the
427     * random map as needed.
428     */
429    
430     static void enter_random_map(object *pl, object *exit_ob)
431     {
432     mapstruct *new_map;
433     char newmap_name[HUGE_BUF], *cp;
434     static int reference_number = 0;
435     RMParms rp;
436    
437     memset(&rp, 0, sizeof(RMParms));
438     rp.Xsize=-1;
439     rp.Ysize=-1;
440     rp.region=get_region_by_map(exit_ob->map);
441     if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
442     rp.origin_x = exit_ob->x;
443     rp.origin_y = exit_ob->y;
444     strcpy(rp.origin_map, pl->map->path);
445    
446     /* If we have a final_map, use it as a base name to give some clue
447     * as where the player is. Otherwise, use the origin map.
448     * Take the last component (after the last slash) to give
449     * shorter names without bogus slashes.
450     */
451     if (rp.final_map[0]) {
452     cp = strrchr(rp.final_map, '/');
453     if (!cp) cp = rp.final_map;
454     } else {
455     char buf[HUGE_BUF];
456    
457     cp = strrchr(rp.origin_map, '/');
458     if (!cp) cp = rp.origin_map;
459     /* Need to strip of any trailing digits, if it has them */
460     strcpy(buf, cp);
461     while (isdigit(buf[strlen(buf) - 1]))
462     buf[strlen(buf) - 1] = 0;
463     cp = buf;
464     }
465    
466     sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
467    
468     /* now to generate the actual map. */
469     new_map=generate_random_map(newmap_name,&rp);
470    
471     /* Update the exit_ob so it now points directly at the newly created
472     * random maps. Not that it is likely to happen, but it does mean that a
473     * exit in a unique map leading to a random map will not work properly.
474     * It also means that if the created random map gets reset before
475     * the exit leading to it, that the exit will no longer work.
476     */
477     if(new_map) {
478     int x, y;
479     x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
480     y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
481     EXIT_PATH(exit_ob) = add_string(newmap_name);
482     strcpy(new_map->path, newmap_name);
483     enter_map(pl, new_map, x, y);
484     }
485     }
486    
487     /* The player is trying to enter a non-randomly generated template map. In this
488     * case, use a map file for a template
489     */
490    
491     static void enter_fixed_template_map(object *pl, object *exit_ob)
492     {
493     mapstruct *new_map;
494     char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
495     const char *new_map_name;
496    
497     /* Split the exit path string into two parts, one
498     * for where to store the map, and one for were
499     * to generate the map from.
500     */
501     snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
502     sourcemap = strchr(exitpath, '!');
503     if (!sourcemap) {
504     new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
505     /* Should only occur when no source map is set.
506     */
507     LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
508     exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
509     return;
510     }
511     *sourcemap++ = '\0';
512    
513     /* If we are not coming from a template map, we can use relative directories
514     * for the map to generate from.
515     */
516     if (!exit_ob->map->templatemap) {
517     sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap);
518     }
519    
520     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
521     * of the exit, and the name of the map the exit is on, respectively.
522     */
523     sprintf(tmpnum ,"%d", exit_ob->x);
524     replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
525    
526     sprintf(tmpnum ,"%d", exit_ob->y);
527     sprintf(tmpstring, "%s", resultname);
528     replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
529    
530     sprintf(tmpstring, "%s", resultname);
531     replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
532    
533     /* If we are coming from another template map, use reletive paths unless
534     * indicated otherwise.
535     */
536     if (exit_ob->map->templatemap && (resultname[0] != '/')) {
537     new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
538     } else {
539     new_map_name = create_template_pathname(resultname);
540     }
541    
542     /* Attempt to load the map, if unable to, then
543     * create the map from the template.
544     */
545     new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
546     if (!new_map) {
547     new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE);
548     if (new_map) fix_auto_apply(new_map);
549     }
550    
551     if (new_map) {
552     /* set the path of the map to where it should be
553     * so we don't just save over the source map.
554     */
555     strcpy(new_map->path, new_map_name);
556     new_map->templatemap = 1;
557     enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
558     } else {
559     new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
560     /* Should only occur when an invalid source map is set.
561     */
562     LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
563     exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
564     }
565     }
566    
567    
568     /* The player is trying to enter a randomly generated template map. In this
569     * case, generate the map as needed.
570     */
571    
572     static void enter_random_template_map(object *pl, object *exit_ob)
573     {
574     mapstruct *new_map;
575     char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
576     const char *new_map_name;
577     RMParms rp;
578    
579     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
580     * of the exit, and the name of the map the exit is on, respectively.
581     */
582     sprintf(tmpnum ,"%d", exit_ob->x);
583     replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
584    
585     sprintf(tmpnum ,"%d", exit_ob->y);
586     sprintf(tmpstring, "%s", resultname);
587     replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
588    
589     sprintf(tmpstring, "%s", resultname);
590     replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
591    
592     /* If we are coming from another template map, use reletive paths unless
593     * indicated otherwise.
594     */
595     if (exit_ob->map->templatemap && (resultname[0] != '/')) {
596     new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
597     } else {
598     new_map_name = create_template_pathname(resultname);
599     }
600    
601     new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
602     if (!new_map) {
603     memset(&rp, 0, sizeof(RMParms));
604     rp.Xsize=-1;
605     rp.Ysize=-1;
606     rp.region=get_region_by_map(exit_ob->map);
607     if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
608     rp.origin_x = exit_ob->x;
609     rp.origin_y = exit_ob->y;
610     strcpy(rp.origin_map, pl->map->path);
611    
612     /* now to generate the actual map. */
613     new_map=generate_random_map(new_map_name,&rp);
614     }
615    
616    
617     /* Update the exit_ob so it now points directly at the newly created
618     * random maps. Not that it is likely to happen, but it does mean that a
619     * exit in a unique map leading to a random map will not work properly.
620     * It also means that if the created random map gets reset before
621     * the exit leading to it, that the exit will no longer work.
622     */
623     if(new_map) {
624     int x, y;
625     x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
626     y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
627     new_map->templatemap = 1;
628     enter_map(pl, new_map, x, y);
629     }
630     }
631    
632    
633     /* Code to enter/detect a character entering a unique map.
634     */
635     static void enter_unique_map(object *op, object *exit_ob)
636     {
637     char apartment[HUGE_BUF];
638     mapstruct *newmap;
639    
640     if (EXIT_PATH(exit_ob)[0]=='/') {
641     sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
642     settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob)));
643     newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
644     if (!newmap) {
645     newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
646     if (newmap) fix_auto_apply(newmap);
647     }
648     } else { /* relative directory */
649     char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
650    
651     if (exit_ob->map->unique) {
652    
653     strcpy(reldir, unclean_path(exit_ob->map->path));
654    
655     /* Need to copy this over, as clean_path only has one static return buffer */
656     strcpy(tmpc, clean_path(reldir));
657     /* Remove final component, if any */
658     if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
659    
660     sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
661     settings.playerdir, op->name, tmpc,
662     clean_path(EXIT_PATH(exit_ob)));
663    
664     newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
665     if (!newmap) {
666     newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
667     if (newmap) fix_auto_apply(newmap);
668     }
669     }
670     else {
671     /* The exit is unique, but the map we are coming from is not unique. So
672     * use the basic logic - don't need to demangle the path name
673     */
674     sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
675     settings.playerdir, op->name,
676     clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
677     newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
678     if (!newmap) {
679     newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
680     if (newmap) fix_auto_apply(newmap);
681     }
682     }
683     }
684    
685     if (newmap) {
686     strcpy(newmap->path, apartment);
687     newmap->unique = 1;
688     enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
689     } else {
690     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
691     /* Perhaps not critical, but I would think that the unique maps
692     * should be new enough this does not happen. This also creates
693     * a strange situation where some players could perhaps have visited
694     * such a map before it was removed, so they have the private
695     * map, but other players can't get it anymore.
696     */
697     LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
698     exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
699     }
700    
701     }
702    
703    
704     /* Tries to move 'op' to exit_ob. op is the character or monster that is
705     * using the exit, where exit_ob is the exit object (boat, door, teleporter,
706     * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
707     * move the object to. This is used when loading the player.
708     *
709     * Largely redone by MSW 2001-01-21 - this function was overly complex
710     * and had some obscure bugs.
711     */
712    
713     void enter_exit(object *op, object *exit_ob) {
714     #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
715     object *tmp;
716     /* It may be nice to support other creatures moving across
717     * exits, but right now a lot of the code looks at op->contr,
718     * so thta is an RFE.
719     */
720     if (op->type != PLAYER) return;
721    
722     /* First, lets figure out what map the player is going to go to */
723     if (exit_ob){
724    
725     /* check to see if we make a template map */
726     if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
727     if (EXIT_PATH(exit_ob)[2]=='!') {
728     /* generate a template map randomly */
729     enter_random_template_map(op, exit_ob);
730     } else {
731     /* generate a template map from a fixed template */
732     enter_fixed_template_map(op, exit_ob);
733     }
734     }
735     /* check to see if we make a randomly generated map */
736     else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
737     enter_random_map(op, exit_ob);
738     }
739     else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
740     enter_unique_map(op, exit_ob);
741     } else {
742     int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
743     /* 'Normal' exits that do not do anything special
744     * Simple enough we don't need another routine for it.
745     */
746     mapstruct *newmap;
747     if (exit_ob->map) {
748     newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
749     /* Random map was previously generated, but is no longer about. Lets generate a new
750     * map.
751     */
752     if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
753     /* Maps that go down have a message set. However, maps that go
754     * up, don't. If the going home has reset, there isn't much
755     * point generating a random map, because it won't match the maps.
756     */
757     if (exit_ob->msg) {
758     enter_random_map(op, exit_ob);
759     } else {
760     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
761     return;
762     }
763    
764     /* For exits that cause damages (like pits). Don't know if any
765     * random maps use this or not.
766     */
767     if(exit_ob->stats.dam && op->type==PLAYER)
768     hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
769     return;
770     }
771     } else {
772     /* For word of recall and other force objects
773     * They contain the full pathname of the map to go back to,
774     * so we don't need to normalize it.
775     * But we do need to see if it is unique or not
776     */
777     if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
778     newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
779     else
780     newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
781     }
782     if (!newmap)
783     {
784     if (exit_ob->name)
785     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
786     /* don't cry to momma if name is not set - as in tmp objects
787     * used by the savebed code and character creation */
788     return;
789     }
790    
791     /* This supports the old behaviour, but it really should not be used.
792     * I will note for example that with this method, it is impossible to
793     * set 0,0 destination coordinates. Really, if we want to support
794     * using the new maps default coordinates, the exit ob should use
795     * something like -1, -1 so it is clear to do that.
796     */
797     if (x==0 && y==0) {
798     x=MAP_ENTER_X(newmap);
799     y=MAP_ENTER_Y(newmap);
800     LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
801     exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
802     exit_ob->map?exit_ob->map->path:"(none)");
803     }
804    
805     /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
806     if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
807     /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
808     for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
809     if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;
810     }
811     if(tmp) {
812     remove_ob(tmp);
813     free_object(tmp);
814     }
815    
816     strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));
817     op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
818     save_player(op, 1);
819     /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
820     * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
821     * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
822     }
823    
824     enter_map(op, newmap, x, y);
825     }
826     /* For exits that cause damages (like pits) */
827     if(exit_ob->stats.dam && op->type==PLAYER)
828     hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
829     } else {
830     int flags = 0;
831     mapstruct *newmap;
832    
833    
834     /* Hypothetically, I guess its possible that a standard map matches
835     * the localdir, but that seems pretty unlikely - unlikely enough that
836     * I'm not going to attempt to try to deal with that possibility.
837     * We use the fact that when a player saves on a unique map, it prepends
838     * the localdir to that name. So its an easy way to see of the map is
839     * unique or not.
840     */
841     if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
842     flags = MAP_PLAYER_UNIQUE;
843    
844     /* newmap returns the map (if already loaded), or loads it for
845     * us.
846     */
847     newmap = ready_map_name(op->contr->maplevel, flags);
848     if (!newmap)
849     {
850     LOG(llevError,
851     "enter_exit: Pathname to map does not exist! (%s)\n",
852     op->contr->maplevel);
853     newmap = ready_map_name(settings.emergency_mapname, 0);
854     op->x = settings.emergency_x;
855     op->y = settings.emergency_y;
856     /* If we can't load the emergency map, something is probably really
857     * screwed up, so bail out now.
858     */
859     if (!newmap) {
860     LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
861     abort();
862     }
863     }
864     enter_map(op, newmap, op->x, op->y);
865     }
866     }
867    
868     /*
869     * process_active_maps(): Works like process_events(), but it only
870     * processes maps which a player is on.
871     *
872     */
873    
874 root 1.4 #if 0 // dead code, schmorp
875     void process_active_maps ()
876     {
877     for (mapstruct *map = first_map; map != NULL; map = map->next)
878     if (map->in_memory == MAP_IN_MEMORY)
879     if (players_on_map (map, TRUE))
880     process_events (map);
881 elmex 1.1 }
882 root 1.4 #endif
883 elmex 1.1
884     /* process_players1 and process_players2 do all the player related stuff.
885     * I moved it out of process events and process_map. This was to some
886     * extent for debugging as well as to get a better idea of the time used
887     * by the various functions. process_players1() does the processing before
888     * objects have been updated, process_players2() does the processing that
889     * is needed after the players have been updated.
890     */
891    
892     void process_players1(mapstruct *map)
893     {
894     int flag;
895     player *pl,*plnext;
896    
897     /* Basically, we keep looping until all the players have done their actions. */
898     for(flag=1;flag!=0;) {
899     flag=0;
900     for(pl=first_player;pl!=NULL;pl=plnext) {
901     plnext=pl->next; /* In case a player exits the game in handle_player() */
902    
903     if (pl->ob == NULL) continue;
904    
905     if (map!=NULL && pl->ob->map!=map) continue;
906    
907     if(pl->ob->speed_left>0) {
908     if (handle_newcs_player(pl->ob))
909     flag=1;
910     } /* end if player has speed left */
911    
912     /* If the player is not actively playing, don't make a
913     * backup save - nothing to save anyway. Plus, the
914     * map may not longer be valid. This can happen when the
915     * player quits - they exist for purposes of tracking on the map,
916     * but don't actually reside on any actual map.
917     */
918     if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
919    
920     #ifdef AUTOSAVE
921     /* check for ST_PLAYING state so that we don't try to save off when
922     * the player is logging in.
923     */
924     if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
925     /* Don't save the player on unholy ground. Instead, increase the
926     * tick time so it will be about 10 seconds before we try and save
927     * again.
928     */
929     // if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
930     // pl->last_save_tick += 100;
931     // } else {
932     save_player(pl->ob,1);
933     pl->last_save_tick = pticks;
934     // }
935     }
936     #endif
937     } /* end of for loop for all the players */
938     } /* for flag */
939     for(pl=first_player;pl!=NULL;pl=pl->next) {
940     if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map))
941     continue;
942     if (settings.casting_time == TRUE) {
943     if (pl->ob->casting_time > 0){
944     pl->ob->casting_time--;
945     pl->ob->start_holding = 1;
946     }
947     /* set spell_state so we can update the range in stats field */
948     if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
949     pl->ob->start_holding = 0;
950     }
951     }
952     do_some_living(pl->ob);
953     /* draw(pl->ob);*/ /* updated in socket code */
954     }
955     }
956    
957     void process_players2(mapstruct *map)
958     {
959     player *pl;
960    
961     /* Then check if any players should use weapon-speed instead of speed */
962     for(pl=first_player;pl!=NULL;pl=pl->next) {
963     if (map!=NULL) {
964     if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
965     continue;
966     else if(pl->loading != NULL) /* Player is blocked */
967     pl->ob->speed_left -= pl->ob->speed;
968     if (pl->ob->map!=map) continue;
969     }
970    
971     /* The code that did weapon_sp handling here was out of place -
972     * this isn't called until after the player has finished there
973     * actions, and is thus out of place. All we do here is bounds
974     * checking.
975     */
976     if (pl->has_hit) {
977     if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
978    
979     /* This needs to be here - if the player is running, we need to
980     * clear this each tick, but new commands are not being received
981     * so execute_newserver_command() is never called
982     */
983     pl->has_hit=0;
984    
985     } else if (pl->ob->speed_left>pl->ob->speed)
986     pl->ob->speed_left = pl->ob->speed;
987     }
988     }
989    
990     #define SPEED_DEBUG
991    
992    
993     void process_events (mapstruct *map)
994     {
995     object *op;
996     object marker;
997     tag_t tag;
998    
999     process_players1 (map);
1000    
1001     memset(&marker, 0, sizeof(object));
1002     /* Put marker object at beginning of active list */
1003     marker.active_next = active_objects;
1004    
1005     if (marker.active_next)
1006     marker.active_next->active_prev = &marker;
1007     marker.active_prev = NULL;
1008     active_objects = &marker;
1009    
1010     while (marker.active_next) {
1011     op = marker.active_next;
1012     tag = op->count;
1013    
1014     /* Move marker forward - swap op and marker */
1015     op->active_prev = marker.active_prev;
1016    
1017     if (op->active_prev)
1018     op->active_prev->active_next = op;
1019     else
1020     active_objects = op;
1021    
1022     marker.active_next = op->active_next;
1023    
1024     if (marker.active_next)
1025     marker.active_next->active_prev = &marker;
1026     marker.active_prev = op;
1027     op->active_next = &marker;
1028    
1029     /* Now process op */
1030     if (QUERY_FLAG (op, FLAG_FREED)) {
1031     LOG (llevError, "BUG: process_events(): Free object on list\n");
1032     op->speed = 0;
1033     update_ob_speed (op);
1034     continue;
1035     }
1036    
1037     /* I've seen occasional crashes due to this - the object is removed,
1038     * and thus the map it points to (last map it was on) may be bogus
1039     * The real bug is to try to find out the cause of this - someone
1040     * is probably calling remove_ob without either an insert_ob or
1041     * free_object afterwards, leaving an object dangling. But I'd
1042     * rather log this and continue on instead of crashing.
1043     * Don't remove players - when a player quits, the object is in
1044     * sort of a limbo, of removed, but something we want to keep
1045     * around.
1046     */
1047     if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1048     op->map && op->map->in_memory != MAP_IN_MEMORY) {
1049     LOG (llevError, "BUG: process_events(): Removed object on list\n");
1050     dump_object(op);
1051     LOG(llevError, errmsg);
1052     free_object(op);
1053     continue;
1054     }
1055    
1056     if ( ! op->speed) {
1057     LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1058     "but is on active list\n", op->arch->name);
1059     update_ob_speed (op);
1060     continue;
1061     }
1062    
1063     if (op->map == NULL && op->env == NULL && op->name &&
1064     op->type != MAP && map == NULL) {
1065     LOG (llevError, "BUG: process_events(): Object without map or "
1066     "inventory is on active list: %s (%d)\n",
1067     op->name, op->count);
1068     op->speed = 0;
1069     update_ob_speed (op);
1070     continue;
1071     }
1072    
1073     if (map != NULL && op->map != map)
1074     continue;
1075    
1076     /* Animate the object. Bug of feature that andim_speed
1077     * is based on ticks, and not the creatures speed?
1078     */
1079     if (op->anim_speed && op->last_anim >= op->anim_speed)
1080     {
1081     if ((op->type==PLAYER)||(op->type==MONSTER))
1082     animate_object(op, op->facing);
1083     else
1084     animate_object (op, op->direction);
1085    
1086     op->last_anim = 1;
1087     }
1088     else
1089     op->last_anim++;
1090    
1091     if (op->speed_left > 0) {
1092     #if 0
1093     /* I've seen occasional crashes in move_symptom() with it
1094     * crashing because op is removed - add some debugging to
1095     * track if it is removed at this point.
1096     * This unfortunately is a bit too verbose it seems - not sure
1097     * why - I think what happens is a map is freed or something and
1098     * some objects get 'lost' - removed never to be reclaimed.
1099     * removed objects generally shouldn't exist.
1100     */
1101     if (QUERY_FLAG(op, FLAG_REMOVED)) {
1102     LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1103     op->name?op->name:"null");
1104     }
1105     #endif
1106     --op->speed_left;
1107     process_object (op);
1108     if (was_destroyed (op, tag))
1109     continue;
1110     }
1111     if (settings.casting_time == TRUE && op->casting_time > 0)
1112     op->casting_time--;
1113     if (op->speed_left <= 0)
1114     op->speed_left += FABS (op->speed);
1115     }
1116    
1117     /* Remove marker object from active list */
1118     if (marker.active_prev != NULL)
1119     marker.active_prev->active_next = NULL;
1120     else
1121     active_objects = NULL;
1122    
1123     process_players2 (map);
1124     }
1125    
1126     void clean_tmp_files(void) {
1127     mapstruct *m, *next;
1128    
1129     LOG(llevInfo,"Cleaning up...\n");
1130    
1131     /* We save the maps - it may not be intuitive why, but if there are unique
1132     * items, we need to save the map so they get saved off. Perhaps we should
1133     * just make a special function that only saves the unique items.
1134     */
1135     for(m=first_map;m!=NULL;m=next) {
1136     next=m->next;
1137     if (m->in_memory == MAP_IN_MEMORY) {
1138     /* If we want to reuse the temp maps, swap it out (note that will also
1139     * update the log file. Otherwise, save the map (mostly for unique item
1140     * stuff). Note that the clean_tmp_map is called after the end of
1141     * the for loop but is in the #else bracket. IF we are recycling the maps,
1142     * we certainly don't want the temp maps removed.
1143     */
1144    
1145     /* XXX The above comment is dead wrong */
1146     if (settings.recycle_tmp_maps == TRUE)
1147     swap_map(m);
1148     else {
1149     new_save_map(m, 0); /* note we save here into a overlay map */
1150     clean_tmp_map(m);
1151     }
1152     }
1153     }
1154     write_todclock(); /* lets just write the clock here */
1155     }
1156    
1157     /* clean up everything before exiting */
1158     void cleanup(void)
1159     {
1160     LOG(llevDebug,"Cleanup called. freeing data.\n");
1161     clean_tmp_files();
1162     write_book_archive();
1163     #ifdef MEMORY_DEBUG
1164     free_all_maps();
1165     free_style_maps();
1166     free_all_object_data();
1167     free_all_archs();
1168     free_all_treasures();
1169     free_all_images();
1170     free_all_newserver();
1171     free_all_recipes();
1172     free_all_readable();
1173     free_all_god();
1174     free_all_anim();
1175     /* See what the string data that is out there that hasn't been freed. */
1176     /* LOG(llevDebug, ss_dump_table(0xff));*/
1177     #endif
1178     exit(0);
1179     }
1180    
1181     void leave(player *pl, int draw_exit) {
1182     if (pl != NULL) {
1183     /* We do this so that the socket handling routine can do the final
1184     * cleanup. We also leave that loop to actually handle the freeing
1185     * of the data.
1186     */
1187     if (pl->ob->type != DEAD_OBJECT)
1188     {
1189     pl->socket.status = Ns_Dead;
1190    
1191     /* If a hidden dm dropped connection do not create
1192     * inconsistencies by showing that they have left the game
1193     */
1194     if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden)
1195     && draw_exit
1196     && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1197     {
1198 root 1.6 if (pl->ob->map)
1199     {
1200     INVOKE_PLAYER (LOGOUT, pl);
1201     LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host);
1202     }
1203    
1204 elmex 1.1 char buf[MAX_BUF];
1205     sprintf (buf, "%s left the game.", pl->ob->name);
1206     new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1207     }
1208    
1209     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1210     leave_map (pl->ob);
1211    
1212     pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1213     }
1214     }
1215     }
1216    
1217     int forbid_play(void)
1218     {
1219     #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1220     char buf[MAX_BUF], day[MAX_BUF];
1221     FILE *fp;
1222     time_t clock;
1223     struct tm *tm;
1224     int i, start, stop, forbit=0, comp;
1225    
1226     clock = time (NULL);
1227     tm = (struct tm *) localtime (&clock);
1228    
1229     sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1230     if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1231     return 0;
1232    
1233     while (fgets (buf, MAX_BUF, fp)) {
1234     if (buf[0]=='#') continue;
1235     if (!strncmp (buf, "msg", 3)) {
1236     if (forbit)
1237     while (fgets (buf, MAX_BUF, fp)) /* print message */
1238     fputs (buf, logfile);
1239     break;
1240    
1241     } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1242     LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1243     continue;
1244     }
1245    
1246     for (i=0; i< 7; i++) {
1247     if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1248     (tm->tm_hour >= start) && (tm->tm_hour < stop))
1249     forbit = 1;
1250     }
1251     }
1252    
1253     close_and_delete(fp, comp);
1254    
1255     return forbit;
1256     #else
1257     return 0;
1258     #endif
1259     }
1260    
1261     /*
1262     * do_specials() is a collection of functions to call from time to time.
1263     * Modified 2000-1-14 MSW to use the global pticks count to determine how
1264     * often to do things. This will allow us to spred them out more often.
1265     * I use prime numbers for the factor count - in that way, it is less likely
1266     * these actions will fall on the same tick (compared to say using 500/2500/15000
1267     * which would mean on that 15,000 tick count a whole bunch of stuff gets
1268     * done). Of course, there can still be times where multiple specials are
1269     * done on the same tick, but that will happen very infrequently
1270     *
1271     * I also think this code makes it easier to see how often we really are
1272     * doing the various things.
1273     */
1274    
1275     extern unsigned long todtick;
1276    
1277     void do_specials(void) {
1278    
1279     #ifdef WATCHDOG
1280     if (!(pticks % 503))
1281     watchdog();
1282     #endif
1283    
1284     if (!(pticks % PTICKS_PER_CLOCK))
1285     tick_the_clock();
1286    
1287     if (!(pticks % 509))
1288     flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1289    
1290     if (!(pticks % 2503))
1291     fix_weight(); /* Hack to fix weightproblems caused by bugs */
1292    
1293     if (!(pticks % 2521))
1294     metaserver_update(); /* 2500 ticks is about 5 minutes */
1295    
1296     if (!(pticks % 5003))
1297     write_book_archive();
1298    
1299     if (!(pticks % 5009))
1300     clean_friendly_list();
1301    
1302     if (!(pticks % 5011))
1303     obsolete_parties();
1304    
1305     if (!(pticks % 12503))
1306     fix_luck();
1307     }
1308    
1309 root 1.4 void server_tick ()
1310 root 1.2 {
1311 root 1.4 nroferrors = 0;
1312 root 1.2
1313 root 1.4 doeric_server();
1314 root 1.12 INVOKE_GLOBAL (CLOCK);
1315 root 1.4 process_events(NULL); /* "do" something with objects with speed */
1316     flush_sockets();
1317     check_active_maps(); /* Removes unused maps after a certain timeout */
1318     do_specials(); /* Routines called from time to time. */
1319 root 1.5
1320     ++pticks;
1321 root 1.2 }
1322    
1323 elmex 1.1 int main(int argc, char **argv)
1324     {
1325 root 1.6 settings.argc = argc;
1326     settings.argv = argv;
1327    
1328     init (argc, argv);
1329    
1330     cfperl_init ();
1331 root 1.10 initPlugins ();
1332 elmex 1.1
1333 root 1.6 for (;;)
1334     cfperl_main ();
1335 elmex 1.1
1336 root 1.6 // unreached
1337     emergency_save (0);
1338     cleanup ();
1339 root 1.4
1340 elmex 1.1 return 0;
1341     }