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Revision: 1.18
Committed: Sun Sep 3 09:00:09 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.17: +4 -1 lines
Log Message:
everything seems to work so far

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_main_c =
3 root 1.18 * "$Id: main.C,v 1.17 2006-09-03 00:18:42 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 root 1.17 shstr undead_name;
54    
55 elmex 1.1 static char days[7][4] = {
56     "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};
57    
58     void version(object *op) {
59     if(op!=NULL)
60     clear_win_info(op);
61    
62     new_draw_info_format(NDI_UNIQUE, 0, op, "This is Crossfire v%s",VERSION);
63    
64     /* If in a socket, don't print out the list of authors. It confuses the
65     * crossclient program.
66     */
67     if (op==NULL) return;
68     new_draw_info(NDI_UNIQUE, 0,op,"Authors and contributors to this program:");
69     new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)");
70     new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)");
71     new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
72     new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
73     new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)");
74     new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
75     new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)");
76     new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)");
77     new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
78     new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
79     new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)");
80     new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)");
81     new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)");
82     new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
83     new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
84     new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)");
85     new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)");
86     new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)");
87     new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)");
88     new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)");
89     new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)");
90     new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)");
91     new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)");
92     new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)");
93     new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)");
94     new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)");
95     new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
96     new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)");
97     new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)");
98     new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)");
99     new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)");
100     new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)");
101     new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)");
102     new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)");
103     new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)");
104     new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
105     new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)");
106     new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)");
107     new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David [david.delbecq@mailandnews.com]");
108     new_draw_info(NDI_UNIQUE, 0,op,"Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
109     new_draw_info(NDI_UNIQUE, 0,op,"Images and art:");
110     new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner");
111     new_draw_info(NDI_UNIQUE, 0,op,"David Gervais [david_eg@mail.com]");
112     new_draw_info(NDI_UNIQUE, 0,op,"Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
113     new_draw_info(NDI_UNIQUE, 0,op,"Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
114     new_draw_info(NDI_UNIQUE, 0,op,"Mårten Woxberg [maxmc@telia.com]");
115     new_draw_info(NDI_UNIQUE, 0,op,"And many more!");
116     }
117    
118     void info_keys(object *op) {
119     clear_win_info(op);
120     new_draw_info(NDI_UNIQUE, 0,op,"Push `hjklynub' to walk in a direction.");
121     new_draw_info(NDI_UNIQUE, 0,op,"Shift + dir = fire, Ctrl + dir = run");
122     new_draw_info(NDI_UNIQUE, 0,op,"(To fire at yourself, hit `.'");
123     new_draw_info(NDI_UNIQUE, 0,op,"To attack, walk into the monsters.");
124     new_draw_info(NDI_UNIQUE, 0,op,"\" = speak ' = extended command");
125     new_draw_info(NDI_UNIQUE, 0,op,"i = inventory , = get : = look");
126     new_draw_info(NDI_UNIQUE, 0,op,"<> = rotate d = drop ? = help");
127     new_draw_info(NDI_UNIQUE, 0,op,"a = apply A = apply below t = throw");
128     new_draw_info(NDI_UNIQUE, 0,op,"e = examine E = exa below @ = autopick");
129     new_draw_info(NDI_UNIQUE, 0,op,"C = configure s = brace v = version");
130     new_draw_info(NDI_UNIQUE, 0,op,"+- = change range <tab> = browse spells");
131     new_draw_info(NDI_UNIQUE, 0,op,"x = change inventory type");
132     new_draw_info(NDI_UNIQUE, 0,op,"Mouse: L = examine, M = apply, R = drop/get");
133     new_draw_info(NDI_UNIQUE, 0,op,"'help = info about extended commands.");
134     new_draw_info(NDI_UNIQUE, 0,op,"Ctrl-R = refresh Ctrl-C = clear");
135     new_draw_info(NDI_UNIQUE, 0,op,"You can type a number before most commands.");
136     new_draw_info(NDI_UNIQUE, 0,op,"(For instance 3d drops 3 items.)");
137     }
138    
139     void start_info(object *op) {
140     char buf[MAX_BUF];
141    
142     sprintf(buf,"Welcome to Crossfire, v%s!",VERSION);
143     new_draw_info(NDI_UNIQUE, 0,op,buf);
144     new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help");
145     new_draw_info(NDI_UNIQUE, 0,op," ");
146     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op,
147 root 1.17 "%s entered the game.",&op->name);
148 elmex 1.1 if(!op->contr->name_changed) {
149     new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name");
150     new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list.");
151     new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)");
152     }
153     }
154    
155     /* Really, there is no reason to crypt the passwords any system. But easier
156     * to just leave this enabled for backward compatibility. Put the
157     * simple case at top - no encryption - makes it easier to read.
158     */
159     char *crypt_string(char *str, char *salt) {
160     #if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
161     return(str);
162     #else
163     static char *c=
164 root 1.14 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
165 elmex 1.1 char s[2];
166    
167     if(salt==NULL)
168 root 1.14 s[0]= c[RANDOM() % (int)strlen(c)],
169     s[1]= c[RANDOM() % (int)strlen(c)];
170 elmex 1.1 else
171 root 1.14 s[0]= salt[0],
172     s[1]= salt[1];
173 elmex 1.1
174     # ifdef HAVE_LIBDES
175     return (char*)des_crypt(str,s);
176     # endif
177     /* Default case - just use crypt */
178     return (char*)crypt(str,s);
179     #endif
180     }
181    
182     int check_password(char *typed,char *crypted) {
183     return !strcmp(crypt_string(typed,crypted),crypted);
184     }
185    
186     /* This is a basic little function to put the player back to his
187     * savebed. We do some error checking - its possible that the
188     * savebed map may no longer exist, so we make sure the player
189     * goes someplace.
190     */
191     void enter_player_savebed(object *op)
192     {
193     mapstruct *oldmap = op->map;
194     object *tmp;
195    
196     tmp=get_object();
197    
198 root 1.17 EXIT_PATH(tmp) = op->contr->savebed_map;
199 elmex 1.1 EXIT_X(tmp) = op->contr->bed_x;
200     EXIT_Y(tmp) = op->contr->bed_y;
201     enter_exit(op,tmp);
202     /* If the player has not changed maps and the name does not match
203     * that of the savebed, his savebed map is gone. Lets go back
204     * to the emergency path. Update what the players savebed is
205     * while we're at it.
206     */
207     if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
208 root 1.14 LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n",
209 root 1.17 settings.emergency_mapname, &op->name, op->contr->savebed_map);
210 root 1.14 strcpy(op->contr->savebed_map, settings.emergency_mapname);
211     op->contr->bed_x = settings.emergency_x;
212     op->contr->bed_y = settings.emergency_y;
213 root 1.17 EXIT_PATH(tmp) = op->contr->savebed_map;
214 root 1.14 EXIT_X(tmp) = op->contr->bed_x;
215     EXIT_Y(tmp) = op->contr->bed_y;
216     enter_exit(op,tmp);
217 elmex 1.1 }
218     free_object(tmp);
219     }
220    
221     /* All this really is is a glorified remove_object that also updates
222     * the counts on the map if needed.
223     */
224     void leave_map(object *op)
225     {
226     mapstruct *oldmap = op->map;
227    
228     remove_ob(op);
229    
230     if (oldmap) {
231 root 1.14 if (!op->contr->hidden)
232     oldmap->players--;
233     if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */
234     set_map_timeout(oldmap);
235     }
236 elmex 1.1 }
237     }
238    
239     /*
240     * enter_map(): Moves the player and pets from current map (if any) to
241     * new map. map, x, y must be set. map is the map we are moving the
242     * player to - it could be the map he just came from if the load failed for
243     * whatever reason. If default map coordinates are to be used, then
244     * the function that calls this should figure them out.
245     */
246     static void enter_map(object *op, mapstruct *newmap, int x, int y) {
247     mapstruct *oldmap = op->map;
248    
249     if (out_of_map(newmap, x, y)) {
250 root 1.14 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n",
251     newmap->path, x, y);
252     x=MAP_ENTER_X(newmap);
253     y=MAP_ENTER_Y(newmap);
254     if (out_of_map(newmap, x, y)) {
255     LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
256     newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap));
257     new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed");
258     return;
259     }
260 elmex 1.1 }
261     /* try to find a spot for the player */
262     if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
263 root 1.14 /* We try to find a spot for the player, starting closest in.
264     * We could use find_first_free_spot, but that doesn't randomize it at all,
265     * So for example, if the north space is free, you would always end up there even
266     * if other spaces around are available.
267     * Note that for the second and third calls, we could start at a position other
268     * than one, but then we could end up on the other side of walls and so forth.
269     */
270     int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1);
271     if (i==-1) {
272     i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1);
273     if (i==-1)
274     i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
275     }
276     if (i != -1 ) {
277     x += freearr_x[i];
278     y += freearr_y[i];
279     } else {
280     /* not much we can do in this case. */
281     LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n",
282     newmap->path, x , y);
283     }
284 elmex 1.1 } /* end if looking for free spot */
285 root 1.14
286 root 1.9 if (op->map!=NULL)
287     {
288     INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
289     INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
290     }
291 elmex 1.1
292     /* If it is a player login, he has yet to be inserted anyplace.
293 root 1.9 * otherwise, we need to deal with removing the player here.
294 elmex 1.1 */
295     if(!QUERY_FLAG(op, FLAG_REMOVED))
296 root 1.14 remove_ob(op);
297 root 1.6
298 elmex 1.1 /* remove_ob clears these so they must be reset after the remove_ob call */
299     op->x = x;
300     op->y = y;
301     op->map = newmap;
302     insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON);
303    
304 root 1.9 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
305 elmex 1.1
306     if (!op->contr->hidden)
307 root 1.14 newmap->players++;
308 elmex 1.1
309     newmap->timeout=0;
310     op->enemy = NULL;
311    
312     if (op->contr) {
313 root 1.14 strcpy(op->contr->maplevel, newmap->path);
314     op->contr->count=0;
315 elmex 1.1 }
316    
317     /* Update any golems */
318     if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
319 root 1.14 int i = find_free_spot(op->contr->ranges[range_golem],newmap,
320     x, y, 1, SIZEOFFREE);
321     remove_ob(op->contr->ranges[range_golem]);
322     if (i==-1) {
323     remove_friendly_object(op->contr->ranges[range_golem]);
324     free_object(op->contr->ranges[range_golem]);
325     op->contr->ranges[range_golem]=NULL;
326     op->contr->golem_count=0;
327     }
328     else {
329     object *tmp;
330     for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) {
331     tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x);
332     tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y);
333     tmp->map = newmap;
334     }
335     insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0);
336     op->contr->ranges[range_golem]->direction =
337     find_dir_2(op->x - op->contr->ranges[range_golem]->x,
338     op->y - op->contr->ranges[range_golem]->y);
339     }
340 elmex 1.1 }
341     op->direction=0;
342    
343     /* since the players map is already loaded, we don't need to worry
344     * about pending objects.
345     */
346     remove_all_pets(newmap);
347    
348     /* If the player is changing maps, we need to do some special things
349     * Do this after the player is on the new map - otherwise the force swap of the
350     * old map does not work.
351     */
352     if (oldmap != newmap) {
353     if (oldmap) /* adjust old map */
354     {
355     oldmap->players--;
356    
357     if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
358 root 1.14 set_map_timeout(oldmap);
359 elmex 1.1 }
360     }
361     swap_below_max (newmap->path);
362     }
363    
364     void set_map_timeout(mapstruct *oldmap)
365     {
366     #if MAP_MAXTIMEOUT
367     oldmap->timeout = MAP_TIMEOUT(oldmap);
368     /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
369     * lower than the min value.
370     */
371     #if MAP_MINTIMEOUT
372     if (oldmap->timeout < MAP_MINTIMEOUT) {
373 root 1.14 oldmap->timeout = MAP_MINTIMEOUT;
374 elmex 1.1 }
375     #endif
376     if (oldmap->timeout > MAP_MAXTIMEOUT) {
377 root 1.14 oldmap->timeout = MAP_MAXTIMEOUT;
378 elmex 1.1 }
379     #else
380     /* save out the map */
381     swap_map(oldmap);
382     #endif /* MAP_MAXTIMEOUT */
383     }
384    
385    
386     /* clean_path takes a path and replaces all / with _
387     * We do a strcpy so that we do not change the original string.
388     */
389     char *clean_path(const char *file)
390     {
391     static char newpath[MAX_BUF],*cp;
392    
393     strncpy(newpath, file, MAX_BUF-1);
394     newpath[MAX_BUF-1]='\0';
395     for (cp=newpath; *cp!='\0'; cp++) {
396 root 1.14 if (*cp=='/') *cp='_';
397 elmex 1.1 }
398     return newpath;
399     }
400    
401    
402     /* unclean_path takes a path and replaces all _ with /
403     * This basically undoes clean path.
404     * We do a strcpy so that we do not change the original string.
405     * We are smart enough to start after the last / in case we
406     * are getting passed a string that points to a unique map
407     * path.
408     */
409     char *unclean_path(const char *src)
410     {
411     static char newpath[MAX_BUF],*cp;
412    
413     cp=strrchr(src, '/');
414     if (cp)
415 root 1.14 strncpy(newpath, cp+1, MAX_BUF-1);
416 elmex 1.1 else
417 root 1.14 strncpy(newpath, src, MAX_BUF-1);
418 elmex 1.1 newpath[MAX_BUF-1]='\0';
419    
420     for (cp=newpath; *cp!='\0'; cp++) {
421 root 1.14 if (*cp=='_') *cp='/';
422 elmex 1.1 }
423     return newpath;
424     }
425    
426    
427     /* The player is trying to enter a randomly generated map. In this case, generate the
428     * random map as needed.
429     */
430    
431     static void enter_random_map(object *pl, object *exit_ob)
432     {
433     mapstruct *new_map;
434     char newmap_name[HUGE_BUF], *cp;
435     static int reference_number = 0;
436     RMParms rp;
437    
438     memset(&rp, 0, sizeof(RMParms));
439     rp.Xsize=-1;
440     rp.Ysize=-1;
441     rp.region=get_region_by_map(exit_ob->map);
442     if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
443     rp.origin_x = exit_ob->x;
444     rp.origin_y = exit_ob->y;
445     strcpy(rp.origin_map, pl->map->path);
446    
447     /* If we have a final_map, use it as a base name to give some clue
448     * as where the player is. Otherwise, use the origin map.
449     * Take the last component (after the last slash) to give
450     * shorter names without bogus slashes.
451     */
452     if (rp.final_map[0]) {
453 root 1.14 cp = strrchr(rp.final_map, '/');
454     if (!cp) cp = rp.final_map;
455 elmex 1.1 } else {
456 root 1.14 char buf[HUGE_BUF];
457 elmex 1.1
458 root 1.14 cp = strrchr(rp.origin_map, '/');
459     if (!cp) cp = rp.origin_map;
460     /* Need to strip of any trailing digits, if it has them */
461     strcpy(buf, cp);
462     while (isdigit(buf[strlen(buf) - 1]))
463     buf[strlen(buf) - 1] = 0;
464     cp = buf;
465 elmex 1.1 }
466    
467     sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
468    
469     /* now to generate the actual map. */
470     new_map=generate_random_map(newmap_name,&rp);
471    
472     /* Update the exit_ob so it now points directly at the newly created
473     * random maps. Not that it is likely to happen, but it does mean that a
474     * exit in a unique map leading to a random map will not work properly.
475     * It also means that if the created random map gets reset before
476     * the exit leading to it, that the exit will no longer work.
477     */
478     if(new_map) {
479 root 1.14 int x, y;
480     x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
481     y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
482 root 1.17 EXIT_PATH(exit_ob) = newmap_name;
483 root 1.14 strcpy(new_map->path, newmap_name);
484     enter_map(pl, new_map, x, y);
485 elmex 1.1 }
486     }
487    
488     /* The player is trying to enter a non-randomly generated template map. In this
489     * case, use a map file for a template
490     */
491    
492     static void enter_fixed_template_map(object *pl, object *exit_ob)
493     {
494     mapstruct *new_map;
495     char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
496     const char *new_map_name;
497    
498     /* Split the exit path string into two parts, one
499     * for where to store the map, and one for were
500     * to generate the map from.
501     */
502     snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
503     sourcemap = strchr(exitpath, '!');
504     if (!sourcemap) {
505 root 1.17 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
506 root 1.14 /* Should only occur when no source map is set.
507     */
508     LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
509 root 1.17 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
510 elmex 1.1 return;
511     }
512     *sourcemap++ = '\0';
513    
514     /* If we are not coming from a template map, we can use relative directories
515     * for the map to generate from.
516     */
517     if (!exit_ob->map->templatemap) {
518     sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap);
519     }
520    
521     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
522     * of the exit, and the name of the map the exit is on, respectively.
523     */
524     sprintf(tmpnum ,"%d", exit_ob->x);
525     replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
526    
527     sprintf(tmpnum ,"%d", exit_ob->y);
528     sprintf(tmpstring, "%s", resultname);
529     replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
530    
531     sprintf(tmpstring, "%s", resultname);
532     replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
533    
534     /* If we are coming from another template map, use reletive paths unless
535     * indicated otherwise.
536     */
537     if (exit_ob->map->templatemap && (resultname[0] != '/')) {
538     new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
539     } else {
540     new_map_name = create_template_pathname(resultname);
541     }
542    
543     /* Attempt to load the map, if unable to, then
544     * create the map from the template.
545     */
546     new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
547     if (!new_map) {
548     new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE);
549     if (new_map) fix_auto_apply(new_map);
550     }
551    
552     if (new_map) {
553     /* set the path of the map to where it should be
554     * so we don't just save over the source map.
555     */
556     strcpy(new_map->path, new_map_name);
557 root 1.14 new_map->templatemap = 1;
558 elmex 1.1 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
559     } else {
560 root 1.17 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
561 root 1.14 /* Should only occur when an invalid source map is set.
562     */
563     LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
564 root 1.17 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
565 elmex 1.1 }
566     }
567    
568    
569     /* The player is trying to enter a randomly generated template map. In this
570     * case, generate the map as needed.
571     */
572    
573     static void enter_random_template_map(object *pl, object *exit_ob)
574     {
575     mapstruct *new_map;
576     char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
577     const char *new_map_name;
578     RMParms rp;
579    
580     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
581     * of the exit, and the name of the map the exit is on, respectively.
582     */
583     sprintf(tmpnum ,"%d", exit_ob->x);
584     replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
585    
586     sprintf(tmpnum ,"%d", exit_ob->y);
587     sprintf(tmpstring, "%s", resultname);
588     replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
589    
590     sprintf(tmpstring, "%s", resultname);
591     replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
592    
593     /* If we are coming from another template map, use reletive paths unless
594     * indicated otherwise.
595     */
596     if (exit_ob->map->templatemap && (resultname[0] != '/')) {
597     new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
598     } else {
599     new_map_name = create_template_pathname(resultname);
600     }
601    
602     new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
603     if (!new_map) {
604 root 1.14 memset(&rp, 0, sizeof(RMParms));
605     rp.Xsize=-1;
606     rp.Ysize=-1;
607     rp.region=get_region_by_map(exit_ob->map);
608     if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
609     rp.origin_x = exit_ob->x;
610     rp.origin_y = exit_ob->y;
611     strcpy(rp.origin_map, pl->map->path);
612    
613     /* now to generate the actual map. */
614     new_map=generate_random_map(new_map_name,&rp);
615 elmex 1.1 }
616    
617    
618     /* Update the exit_ob so it now points directly at the newly created
619     * random maps. Not that it is likely to happen, but it does mean that a
620     * exit in a unique map leading to a random map will not work properly.
621     * It also means that if the created random map gets reset before
622     * the exit leading to it, that the exit will no longer work.
623     */
624     if(new_map) {
625 root 1.14 int x, y;
626     x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
627     y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
628     new_map->templatemap = 1;
629     enter_map(pl, new_map, x, y);
630 elmex 1.1 }
631     }
632    
633    
634     /* Code to enter/detect a character entering a unique map.
635     */
636     static void enter_unique_map(object *op, object *exit_ob)
637     {
638     char apartment[HUGE_BUF];
639     mapstruct *newmap;
640    
641     if (EXIT_PATH(exit_ob)[0]=='/') {
642 root 1.14 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
643 root 1.17 settings.playerdir, &op->name, clean_path(EXIT_PATH(exit_ob)));
644 root 1.14 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
645     if (!newmap) {
646     newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
647     if (newmap) fix_auto_apply(newmap);
648     }
649 elmex 1.1 } else { /* relative directory */
650 root 1.14 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
651 elmex 1.1
652 root 1.14 if (exit_ob->map->unique) {
653 elmex 1.1
654 root 1.14 strcpy(reldir, unclean_path(exit_ob->map->path));
655 elmex 1.1
656 root 1.14 /* Need to copy this over, as clean_path only has one static return buffer */
657     strcpy(tmpc, clean_path(reldir));
658     /* Remove final component, if any */
659     if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
660    
661     sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
662 root 1.17 settings.playerdir, &op->name, tmpc,
663 root 1.14 clean_path(EXIT_PATH(exit_ob)));
664    
665     newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
666     if (!newmap) {
667     newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
668     if (newmap) fix_auto_apply(newmap);
669     }
670     }
671     else {
672     /* The exit is unique, but the map we are coming from is not unique. So
673     * use the basic logic - don't need to demangle the path name
674     */
675     sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
676 root 1.17 settings.playerdir, &op->name,
677 root 1.14 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
678     newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
679     if (!newmap) {
680     newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
681     if (newmap) fix_auto_apply(newmap);
682     }
683     }
684 elmex 1.1 }
685    
686     if (newmap) {
687 root 1.14 strcpy(newmap->path, apartment);
688     newmap->unique = 1;
689     enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
690 elmex 1.1 } else {
691 root 1.17 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
692 root 1.14 /* Perhaps not critical, but I would think that the unique maps
693     * should be new enough this does not happen. This also creates
694     * a strange situation where some players could perhaps have visited
695     * such a map before it was removed, so they have the private
696     * map, but other players can't get it anymore.
697     */
698     LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
699 root 1.17 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
700 elmex 1.1 }
701 root 1.14
702 elmex 1.1 }
703    
704    
705     /* Tries to move 'op' to exit_ob. op is the character or monster that is
706     * using the exit, where exit_ob is the exit object (boat, door, teleporter,
707     * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
708     * move the object to. This is used when loading the player.
709     *
710     * Largely redone by MSW 2001-01-21 - this function was overly complex
711     * and had some obscure bugs.
712     */
713    
714     void enter_exit(object *op, object *exit_ob) {
715     #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
716     object *tmp;
717     /* It may be nice to support other creatures moving across
718     * exits, but right now a lot of the code looks at op->contr,
719     * so thta is an RFE.
720     */
721     if (op->type != PLAYER) return;
722    
723     /* First, lets figure out what map the player is going to go to */
724     if (exit_ob){
725    
726 root 1.14 /* check to see if we make a template map */
727     if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
728 elmex 1.1 if (EXIT_PATH(exit_ob)[2]=='!') {
729     /* generate a template map randomly */
730     enter_random_template_map(op, exit_ob);
731     } else {
732     /* generate a template map from a fixed template */
733     enter_fixed_template_map(op, exit_ob);
734     }
735 root 1.14 }
736 elmex 1.1 /* check to see if we make a randomly generated map */
737 root 1.14 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
738     enter_random_map(op, exit_ob);
739     }
740     else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
741     enter_unique_map(op, exit_ob);
742     } else {
743     int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
744     /* 'Normal' exits that do not do anything special
745     * Simple enough we don't need another routine for it.
746     */
747     mapstruct *newmap;
748     if (exit_ob->map) {
749     newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
750     /* Random map was previously generated, but is no longer about. Lets generate a new
751     * map.
752     */
753     if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
754     /* Maps that go down have a message set. However, maps that go
755     * up, don't. If the going home has reset, there isn't much
756     * point generating a random map, because it won't match the maps.
757     */
758     if (exit_ob->msg) {
759     enter_random_map(op, exit_ob);
760     } else {
761 root 1.17 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
762 root 1.14 return;
763     }
764    
765     /* For exits that cause damages (like pits). Don't know if any
766     * random maps use this or not.
767     */
768     if(exit_ob->stats.dam && op->type==PLAYER)
769     hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
770     return;
771     }
772     } else {
773     /* For word of recall and other force objects
774     * They contain the full pathname of the map to go back to,
775     * so we don't need to normalize it.
776     * But we do need to see if it is unique or not
777     */
778     if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
779     newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
780     else
781     newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
782     }
783 elmex 1.1 if (!newmap)
784     {
785     if (exit_ob->name)
786 root 1.17 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
787 elmex 1.1 /* don't cry to momma if name is not set - as in tmp objects
788     * used by the savebed code and character creation */
789 root 1.14 return;
790     }
791 elmex 1.1
792 root 1.14 /* This supports the old behaviour, but it really should not be used.
793     * I will note for example that with this method, it is impossible to
794     * set 0,0 destination coordinates. Really, if we want to support
795     * using the new maps default coordinates, the exit ob should use
796     * something like -1, -1 so it is clear to do that.
797     */
798     if (x==0 && y==0) {
799     x=MAP_ENTER_X(newmap);
800     y=MAP_ENTER_Y(newmap);
801     LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
802 root 1.17 &exit_ob->name, exit_ob->x, exit_ob->y,
803     exit_ob->map ? exit_ob->map->path : "<nil>");
804 root 1.14 }
805 elmex 1.1
806     /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
807     if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
808     /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
809     for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
810     if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;
811     }
812     if(tmp) {
813     remove_ob(tmp);
814     free_object(tmp);
815     }
816    
817     strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));
818     op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
819     save_player(op, 1);
820     /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
821     * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
822     * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
823     }
824    
825 root 1.14 enter_map(op, newmap, x, y);
826     }
827     /* For exits that cause damages (like pits) */
828     if(exit_ob->stats.dam && op->type==PLAYER)
829     hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
830 elmex 1.1 } else {
831 root 1.14 int flags = 0;
832     mapstruct *newmap;
833 elmex 1.1
834    
835 root 1.14 /* Hypothetically, I guess its possible that a standard map matches
836     * the localdir, but that seems pretty unlikely - unlikely enough that
837     * I'm not going to attempt to try to deal with that possibility.
838     * We use the fact that when a player saves on a unique map, it prepends
839     * the localdir to that name. So its an easy way to see of the map is
840     * unique or not.
841     */
842     if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
843     flags = MAP_PLAYER_UNIQUE;
844    
845     /* newmap returns the map (if already loaded), or loads it for
846     * us.
847     */
848     newmap = ready_map_name(op->contr->maplevel, flags);
849 elmex 1.1 if (!newmap)
850     {
851     LOG(llevError,
852     "enter_exit: Pathname to map does not exist! (%s)\n",
853     op->contr->maplevel);
854 root 1.14 newmap = ready_map_name(settings.emergency_mapname, 0);
855     op->x = settings.emergency_x;
856     op->y = settings.emergency_y;
857     /* If we can't load the emergency map, something is probably really
858     * screwed up, so bail out now.
859     */
860     if (!newmap) {
861     LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
862     abort();
863     }
864     }
865     enter_map(op, newmap, op->x, op->y);
866 elmex 1.1 }
867     }
868    
869     /*
870     * process_active_maps(): Works like process_events(), but it only
871     * processes maps which a player is on.
872     *
873     */
874    
875 root 1.4 #if 0 // dead code, schmorp
876     void process_active_maps ()
877     {
878     for (mapstruct *map = first_map; map != NULL; map = map->next)
879     if (map->in_memory == MAP_IN_MEMORY)
880     if (players_on_map (map, TRUE))
881     process_events (map);
882 elmex 1.1 }
883 root 1.4 #endif
884 elmex 1.1
885     /* process_players1 and process_players2 do all the player related stuff.
886     * I moved it out of process events and process_map. This was to some
887     * extent for debugging as well as to get a better idea of the time used
888     * by the various functions. process_players1() does the processing before
889     * objects have been updated, process_players2() does the processing that
890     * is needed after the players have been updated.
891     */
892    
893     void process_players1(mapstruct *map)
894     {
895     int flag;
896     player *pl,*plnext;
897    
898     /* Basically, we keep looping until all the players have done their actions. */
899     for(flag=1;flag!=0;) {
900 root 1.14 flag=0;
901     for(pl=first_player;pl!=NULL;pl=plnext) {
902     plnext=pl->next; /* In case a player exits the game in handle_player() */
903 elmex 1.1
904 root 1.14 if (pl->ob == NULL) continue;
905 elmex 1.1
906 root 1.14 if (map!=NULL && pl->ob->map!=map) continue;
907 elmex 1.1
908     if(pl->ob->speed_left>0) {
909 root 1.14 if (handle_newcs_player(pl->ob))
910     flag=1;
911     } /* end if player has speed left */
912    
913     /* If the player is not actively playing, don't make a
914     * backup save - nothing to save anyway. Plus, the
915     * map may not longer be valid. This can happen when the
916     * player quits - they exist for purposes of tracking on the map,
917     * but don't actually reside on any actual map.
918     */
919     if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
920 elmex 1.1
921     #ifdef AUTOSAVE
922 root 1.14 /* check for ST_PLAYING state so that we don't try to save off when
923     * the player is logging in.
924     */
925     if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
926     /* Don't save the player on unholy ground. Instead, increase the
927     * tick time so it will be about 10 seconds before we try and save
928     * again.
929     */
930 elmex 1.1 // if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
931     // pl->last_save_tick += 100;
932     // } else {
933 root 1.14 save_player(pl->ob,1);
934     pl->last_save_tick = pticks;
935 elmex 1.1 // }
936 root 1.14 }
937 elmex 1.1 #endif
938 root 1.14 } /* end of for loop for all the players */
939 elmex 1.1 } /* for flag */
940     for(pl=first_player;pl!=NULL;pl=pl->next) {
941 root 1.14 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map))
942     continue;
943     if (settings.casting_time == TRUE) {
944     if (pl->ob->casting_time > 0){
945     pl->ob->casting_time--;
946     pl->ob->start_holding = 1;
947     }
948     /* set spell_state so we can update the range in stats field */
949     if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
950     pl->ob->start_holding = 0;
951     }
952     }
953     do_some_living(pl->ob);
954 elmex 1.1 /* draw(pl->ob);*/ /* updated in socket code */
955     }
956     }
957    
958     void process_players2(mapstruct *map)
959     {
960     player *pl;
961    
962     /* Then check if any players should use weapon-speed instead of speed */
963     for(pl=first_player;pl!=NULL;pl=pl->next) {
964 root 1.14 if (map!=NULL) {
965     if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
966     continue;
967     else if(pl->loading != NULL) /* Player is blocked */
968     pl->ob->speed_left -= pl->ob->speed;
969     if (pl->ob->map!=map) continue;
970     }
971    
972     /* The code that did weapon_sp handling here was out of place -
973     * this isn't called until after the player has finished there
974     * actions, and is thus out of place. All we do here is bounds
975     * checking.
976     */
977     if (pl->has_hit) {
978     if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
979    
980     /* This needs to be here - if the player is running, we need to
981     * clear this each tick, but new commands are not being received
982     * so execute_newserver_command() is never called
983     */
984     pl->has_hit=0;
985 elmex 1.1
986 root 1.14 } else if (pl->ob->speed_left>pl->ob->speed)
987     pl->ob->speed_left = pl->ob->speed;
988 elmex 1.1 }
989     }
990    
991     #define SPEED_DEBUG
992    
993    
994     void process_events (mapstruct *map)
995     {
996     object *op;
997     object marker;
998     tag_t tag;
999    
1000     process_players1 (map);
1001    
1002     memset(&marker, 0, sizeof(object));
1003     /* Put marker object at beginning of active list */
1004     marker.active_next = active_objects;
1005    
1006     if (marker.active_next)
1007 root 1.14 marker.active_next->active_prev = &marker;
1008 elmex 1.1 marker.active_prev = NULL;
1009     active_objects = &marker;
1010    
1011     while (marker.active_next) {
1012 root 1.14 op = marker.active_next;
1013     tag = op->count;
1014 elmex 1.1
1015 root 1.14 /* Move marker forward - swap op and marker */
1016     op->active_prev = marker.active_prev;
1017 elmex 1.1
1018 root 1.14 if (op->active_prev)
1019     op->active_prev->active_next = op;
1020     else
1021     active_objects = op;
1022    
1023     marker.active_next = op->active_next;
1024    
1025     if (marker.active_next)
1026     marker.active_next->active_prev = &marker;
1027     marker.active_prev = op;
1028     op->active_next = &marker;
1029    
1030     /* Now process op */
1031     if (QUERY_FLAG (op, FLAG_FREED)) {
1032     LOG (llevError, "BUG: process_events(): Free object on list\n");
1033     op->speed = 0;
1034     update_ob_speed (op);
1035     continue;
1036     }
1037    
1038     /* I've seen occasional crashes due to this - the object is removed,
1039     * and thus the map it points to (last map it was on) may be bogus
1040     * The real bug is to try to find out the cause of this - someone
1041     * is probably calling remove_ob without either an insert_ob or
1042     * free_object afterwards, leaving an object dangling. But I'd
1043     * rather log this and continue on instead of crashing.
1044     * Don't remove players - when a player quits, the object is in
1045 elmex 1.1 * sort of a limbo, of removed, but something we want to keep
1046 root 1.14 * around.
1047     */
1048     if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1049     op->map && op->map->in_memory != MAP_IN_MEMORY) {
1050     LOG (llevError, "BUG: process_events(): Removed object on list\n");
1051     dump_object(op);
1052     LOG(llevError, errmsg);
1053     free_object(op);
1054     continue;
1055     }
1056    
1057     if ( ! op->speed) {
1058     LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1059 root 1.17 "but is on active list\n", &op->arch->name);
1060 root 1.14 update_ob_speed (op);
1061     continue;
1062     }
1063    
1064     if (op->map == NULL && op->env == NULL && op->name &&
1065     op->type != MAP && map == NULL) {
1066     LOG (llevError, "BUG: process_events(): Object without map or "
1067     "inventory is on active list: %s (%d)\n",
1068 root 1.17 &op->name, op->count);
1069 root 1.14 op->speed = 0;
1070     update_ob_speed (op);
1071     continue;
1072     }
1073    
1074     if (map != NULL && op->map != map)
1075     continue;
1076    
1077     /* Animate the object. Bug of feature that andim_speed
1078     * is based on ticks, and not the creatures speed?
1079     */
1080 elmex 1.1 if (op->anim_speed && op->last_anim >= op->anim_speed)
1081     {
1082     if ((op->type==PLAYER)||(op->type==MONSTER))
1083     animate_object(op, op->facing);
1084     else
1085     animate_object (op, op->direction);
1086    
1087     op->last_anim = 1;
1088     }
1089     else
1090     op->last_anim++;
1091    
1092 root 1.14 if (op->speed_left > 0) {
1093 elmex 1.1 #if 0
1094 root 1.14 /* I've seen occasional crashes in move_symptom() with it
1095     * crashing because op is removed - add some debugging to
1096     * track if it is removed at this point.
1097     * This unfortunately is a bit too verbose it seems - not sure
1098     * why - I think what happens is a map is freed or something and
1099     * some objects get 'lost' - removed never to be reclaimed.
1100     * removed objects generally shouldn't exist.
1101     */
1102     if (QUERY_FLAG(op, FLAG_REMOVED)) {
1103     LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1104     op->name?op->name:"null");
1105     }
1106 elmex 1.1 #endif
1107 root 1.14 --op->speed_left;
1108     process_object (op);
1109     if (was_destroyed (op, tag))
1110     continue;
1111     }
1112     if (settings.casting_time == TRUE && op->casting_time > 0)
1113     op->casting_time--;
1114     if (op->speed_left <= 0)
1115     op->speed_left += FABS (op->speed);
1116 elmex 1.1 }
1117    
1118     /* Remove marker object from active list */
1119     if (marker.active_prev != NULL)
1120 root 1.14 marker.active_prev->active_next = NULL;
1121 elmex 1.1 else
1122 root 1.14 active_objects = NULL;
1123 elmex 1.1
1124     process_players2 (map);
1125     }
1126    
1127     void clean_tmp_files(void) {
1128     mapstruct *m, *next;
1129    
1130     LOG(llevInfo,"Cleaning up...\n");
1131    
1132     /* We save the maps - it may not be intuitive why, but if there are unique
1133     * items, we need to save the map so they get saved off. Perhaps we should
1134     * just make a special function that only saves the unique items.
1135     */
1136     for(m=first_map;m!=NULL;m=next) {
1137     next=m->next;
1138     if (m->in_memory == MAP_IN_MEMORY) {
1139 root 1.14 /* If we want to reuse the temp maps, swap it out (note that will also
1140     * update the log file. Otherwise, save the map (mostly for unique item
1141 elmex 1.1 * stuff). Note that the clean_tmp_map is called after the end of
1142 root 1.14 * the for loop but is in the #else bracket. IF we are recycling the maps,
1143 elmex 1.1 * we certainly don't want the temp maps removed.
1144 root 1.14 */
1145 elmex 1.1
1146 root 1.14 /* XXX The above comment is dead wrong */
1147     if (settings.recycle_tmp_maps == TRUE)
1148     swap_map(m);
1149     else {
1150     new_save_map(m, 0); /* note we save here into a overlay map */
1151     clean_tmp_map(m);
1152     }
1153 elmex 1.1 }
1154     }
1155     write_todclock(); /* lets just write the clock here */
1156     }
1157    
1158     /* clean up everything before exiting */
1159     void cleanup(void)
1160     {
1161     LOG(llevDebug,"Cleanup called. freeing data.\n");
1162     clean_tmp_files();
1163     write_book_archive();
1164     #ifdef MEMORY_DEBUG
1165     free_all_maps();
1166     free_style_maps();
1167     free_all_object_data();
1168     free_all_archs();
1169     free_all_treasures();
1170     free_all_images();
1171     free_all_newserver();
1172     free_all_recipes();
1173     free_all_readable();
1174     free_all_god();
1175     free_all_anim();
1176     /* See what the string data that is out there that hasn't been freed. */
1177     /* LOG(llevDebug, ss_dump_table(0xff));*/
1178     #endif
1179     exit(0);
1180     }
1181    
1182     void leave(player *pl, int draw_exit) {
1183     if (pl != NULL) {
1184 root 1.14 /* We do this so that the socket handling routine can do the final
1185     * cleanup. We also leave that loop to actually handle the freeing
1186     * of the data.
1187     */
1188 elmex 1.1 if (pl->ob->type != DEAD_OBJECT)
1189     {
1190     pl->socket.status = Ns_Dead;
1191    
1192     /* If a hidden dm dropped connection do not create
1193     * inconsistencies by showing that they have left the game
1194     */
1195     if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden)
1196     && draw_exit
1197     && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1198     {
1199 root 1.6 if (pl->ob->map)
1200     {
1201     INVOKE_PLAYER (LOGOUT, pl);
1202 root 1.17 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1203 root 1.6 }
1204    
1205 elmex 1.1 char buf[MAX_BUF];
1206 root 1.17 sprintf (buf, "%s left the game.", &pl->ob->name);
1207 elmex 1.1 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1208     }
1209    
1210     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1211     leave_map (pl->ob);
1212    
1213     pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1214     }
1215     }
1216     }
1217    
1218     int forbid_play(void)
1219     {
1220     #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1221     char buf[MAX_BUF], day[MAX_BUF];
1222     FILE *fp;
1223     time_t clock;
1224     struct tm *tm;
1225     int i, start, stop, forbit=0, comp;
1226    
1227     clock = time (NULL);
1228     tm = (struct tm *) localtime (&clock);
1229    
1230     sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1231     if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1232 root 1.14 return 0;
1233 elmex 1.1
1234     while (fgets (buf, MAX_BUF, fp)) {
1235 root 1.14 if (buf[0]=='#') continue;
1236     if (!strncmp (buf, "msg", 3)) {
1237     if (forbit)
1238     while (fgets (buf, MAX_BUF, fp)) /* print message */
1239     fputs (buf, logfile);
1240     break;
1241    
1242     } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1243     LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1244     continue;
1245     }
1246    
1247     for (i=0; i< 7; i++) {
1248     if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1249     (tm->tm_hour >= start) && (tm->tm_hour < stop))
1250     forbit = 1;
1251     }
1252 elmex 1.1 }
1253    
1254     close_and_delete(fp, comp);
1255    
1256     return forbit;
1257     #else
1258     return 0;
1259     #endif
1260     }
1261    
1262     /*
1263     * do_specials() is a collection of functions to call from time to time.
1264     * Modified 2000-1-14 MSW to use the global pticks count to determine how
1265     * often to do things. This will allow us to spred them out more often.
1266     * I use prime numbers for the factor count - in that way, it is less likely
1267     * these actions will fall on the same tick (compared to say using 500/2500/15000
1268     * which would mean on that 15,000 tick count a whole bunch of stuff gets
1269     * done). Of course, there can still be times where multiple specials are
1270     * done on the same tick, but that will happen very infrequently
1271     *
1272     * I also think this code makes it easier to see how often we really are
1273     * doing the various things.
1274     */
1275    
1276     extern unsigned long todtick;
1277    
1278     void do_specials(void) {
1279    
1280     #ifdef WATCHDOG
1281     if (!(pticks % 503))
1282 root 1.14 watchdog();
1283 elmex 1.1 #endif
1284    
1285     if (!(pticks % PTICKS_PER_CLOCK))
1286 root 1.14 tick_the_clock();
1287 elmex 1.1
1288 root 1.18 if (!(pticks % 7))
1289     shstr::gc ();
1290    
1291 root 1.16 if (!(pticks % 79))
1292 root 1.14 flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1293 elmex 1.1
1294     if (!(pticks % 2503))
1295 root 1.14 fix_weight(); /* Hack to fix weightproblems caused by bugs */
1296 elmex 1.1
1297     if (!(pticks % 2521))
1298 root 1.14 metaserver_update(); /* 2500 ticks is about 5 minutes */
1299 elmex 1.1
1300     if (!(pticks % 5003))
1301 root 1.14 write_book_archive();
1302 elmex 1.1
1303     if (!(pticks % 5009))
1304 root 1.14 clean_friendly_list();
1305 elmex 1.1
1306     if (!(pticks % 5011))
1307 root 1.14 obsolete_parties();
1308 elmex 1.1
1309     if (!(pticks % 12503))
1310     fix_luck();
1311     }
1312    
1313 root 1.4 void server_tick ()
1314 root 1.2 {
1315 root 1.4 nroferrors = 0;
1316 root 1.2
1317 root 1.4 doeric_server();
1318 root 1.12 INVOKE_GLOBAL (CLOCK);
1319 root 1.4 process_events(NULL); /* "do" something with objects with speed */
1320     flush_sockets();
1321     check_active_maps(); /* Removes unused maps after a certain timeout */
1322     do_specials(); /* Routines called from time to time. */
1323 root 1.5
1324     ++pticks;
1325 root 1.2 }
1326    
1327 elmex 1.1 int main(int argc, char **argv)
1328     {
1329 root 1.17 undead_name = "undead"; // what weird misoptimisation is this again?
1330    
1331 root 1.6 settings.argc = argc;
1332     settings.argv = argv;
1333    
1334 root 1.15 cfperl_init ();
1335    
1336 root 1.6 init (argc, argv);
1337    
1338 root 1.15 cfperl_boot ();
1339 root 1.10 initPlugins ();
1340 elmex 1.1
1341 root 1.6 for (;;)
1342     cfperl_main ();
1343 elmex 1.1
1344 root 1.6 // unreached
1345     emergency_save (0);
1346     cleanup ();
1347 root 1.4
1348 elmex 1.1 return 0;
1349     }