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Revision: 1.2
Committed: Tue Aug 15 18:07:25 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +59 -1 lines
Log Message:
use perl's event loop as mainloop

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_main_c =
3 root 1.2 * "$Id: main.C,v 1.1 2006-08-13 17:16:04 elmex 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    
286     /* If it is a player login, he has yet to be inserted anyplace.
287     * otherwise, we need to deal with removing the playe here.
288     */
289     if(!QUERY_FLAG(op, FLAG_REMOVED))
290     remove_ob(op);
291     if (op->map!=NULL)
292     {
293     /* Lauwenmark : Here we handle the MAPLEAVE global event */
294     execute_global_event(EVENT_MAPLEAVE, op);
295     }
296     /* remove_ob clears these so they must be reset after the remove_ob call */
297     op->x = x;
298     op->y = y;
299     op->map = newmap;
300     insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON);
301    
302     /* Lauwenmark : Here we handle the MAPENTER global event */
303     execute_global_event(EVENT_MAPENTER, op);
304    
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     if( op->type == PLAYER)
363     MapNewmapCmd( op->contr);
364     }
365    
366     void set_map_timeout(mapstruct *oldmap)
367     {
368     #if MAP_MAXTIMEOUT
369     oldmap->timeout = MAP_TIMEOUT(oldmap);
370     /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
371     * lower than the min value.
372     */
373     #if MAP_MINTIMEOUT
374     if (oldmap->timeout < MAP_MINTIMEOUT) {
375     oldmap->timeout = MAP_MINTIMEOUT;
376     }
377     #endif
378     if (oldmap->timeout > MAP_MAXTIMEOUT) {
379     oldmap->timeout = MAP_MAXTIMEOUT;
380     }
381     #else
382     /* save out the map */
383     swap_map(oldmap);
384     #endif /* MAP_MAXTIMEOUT */
385     }
386    
387    
388     /* clean_path takes a path and replaces all / with _
389     * We do a strcpy so that we do not change the original string.
390     */
391     char *clean_path(const char *file)
392     {
393     static char newpath[MAX_BUF],*cp;
394    
395     strncpy(newpath, file, MAX_BUF-1);
396     newpath[MAX_BUF-1]='\0';
397     for (cp=newpath; *cp!='\0'; cp++) {
398     if (*cp=='/') *cp='_';
399     }
400     return newpath;
401     }
402    
403    
404     /* unclean_path takes a path and replaces all _ with /
405     * This basically undoes clean path.
406     * We do a strcpy so that we do not change the original string.
407     * We are smart enough to start after the last / in case we
408     * are getting passed a string that points to a unique map
409     * path.
410     */
411     char *unclean_path(const char *src)
412     {
413     static char newpath[MAX_BUF],*cp;
414    
415     cp=strrchr(src, '/');
416     if (cp)
417     strncpy(newpath, cp+1, MAX_BUF-1);
418     else
419     strncpy(newpath, src, MAX_BUF-1);
420     newpath[MAX_BUF-1]='\0';
421    
422     for (cp=newpath; *cp!='\0'; cp++) {
423     if (*cp=='_') *cp='/';
424     }
425     return newpath;
426     }
427    
428    
429     /* The player is trying to enter a randomly generated map. In this case, generate the
430     * random map as needed.
431     */
432    
433     static void enter_random_map(object *pl, object *exit_ob)
434     {
435     mapstruct *new_map;
436     char newmap_name[HUGE_BUF], *cp;
437     static int reference_number = 0;
438     RMParms rp;
439    
440     memset(&rp, 0, sizeof(RMParms));
441     rp.Xsize=-1;
442     rp.Ysize=-1;
443     rp.region=get_region_by_map(exit_ob->map);
444     if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
445     rp.origin_x = exit_ob->x;
446     rp.origin_y = exit_ob->y;
447     strcpy(rp.origin_map, pl->map->path);
448    
449     /* If we have a final_map, use it as a base name to give some clue
450     * as where the player is. Otherwise, use the origin map.
451     * Take the last component (after the last slash) to give
452     * shorter names without bogus slashes.
453     */
454     if (rp.final_map[0]) {
455     cp = strrchr(rp.final_map, '/');
456     if (!cp) cp = rp.final_map;
457     } else {
458     char buf[HUGE_BUF];
459    
460     cp = strrchr(rp.origin_map, '/');
461     if (!cp) cp = rp.origin_map;
462     /* Need to strip of any trailing digits, if it has them */
463     strcpy(buf, cp);
464     while (isdigit(buf[strlen(buf) - 1]))
465     buf[strlen(buf) - 1] = 0;
466     cp = buf;
467     }
468    
469     sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
470    
471     /* now to generate the actual map. */
472     new_map=generate_random_map(newmap_name,&rp);
473    
474     /* Update the exit_ob so it now points directly at the newly created
475     * random maps. Not that it is likely to happen, but it does mean that a
476     * exit in a unique map leading to a random map will not work properly.
477     * It also means that if the created random map gets reset before
478     * the exit leading to it, that the exit will no longer work.
479     */
480     if(new_map) {
481     int x, y;
482     x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
483     y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
484     EXIT_PATH(exit_ob) = add_string(newmap_name);
485     strcpy(new_map->path, newmap_name);
486     enter_map(pl, new_map, x, y);
487     }
488     }
489    
490     /* The player is trying to enter a non-randomly generated template map. In this
491     * case, use a map file for a template
492     */
493    
494     static void enter_fixed_template_map(object *pl, object *exit_ob)
495     {
496     mapstruct *new_map;
497     char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
498     const char *new_map_name;
499    
500     /* Split the exit path string into two parts, one
501     * for where to store the map, and one for were
502     * to generate the map from.
503     */
504     snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
505     sourcemap = strchr(exitpath, '!');
506     if (!sourcemap) {
507     new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
508     /* Should only occur when no source map is set.
509     */
510     LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
511     exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
512     return;
513     }
514     *sourcemap++ = '\0';
515    
516     /* If we are not coming from a template map, we can use relative directories
517     * for the map to generate from.
518     */
519     if (!exit_ob->map->templatemap) {
520     sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap);
521     }
522    
523     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
524     * of the exit, and the name of the map the exit is on, respectively.
525     */
526     sprintf(tmpnum ,"%d", exit_ob->x);
527     replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
528    
529     sprintf(tmpnum ,"%d", exit_ob->y);
530     sprintf(tmpstring, "%s", resultname);
531     replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
532    
533     sprintf(tmpstring, "%s", resultname);
534     replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
535    
536     /* If we are coming from another template map, use reletive paths unless
537     * indicated otherwise.
538     */
539     if (exit_ob->map->templatemap && (resultname[0] != '/')) {
540     new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
541     } else {
542     new_map_name = create_template_pathname(resultname);
543     }
544    
545     /* Attempt to load the map, if unable to, then
546     * create the map from the template.
547     */
548     new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
549     if (!new_map) {
550     new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE);
551     if (new_map) fix_auto_apply(new_map);
552     }
553    
554     if (new_map) {
555     /* set the path of the map to where it should be
556     * so we don't just save over the source map.
557     */
558     strcpy(new_map->path, new_map_name);
559     new_map->templatemap = 1;
560     enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
561     } else {
562     new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
563     /* Should only occur when an invalid source map is set.
564     */
565     LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
566     exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
567     }
568     }
569    
570    
571     /* The player is trying to enter a randomly generated template map. In this
572     * case, generate the map as needed.
573     */
574    
575     static void enter_random_template_map(object *pl, object *exit_ob)
576     {
577     mapstruct *new_map;
578     char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
579     const char *new_map_name;
580     RMParms rp;
581    
582     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
583     * of the exit, and the name of the map the exit is on, respectively.
584     */
585     sprintf(tmpnum ,"%d", exit_ob->x);
586     replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
587    
588     sprintf(tmpnum ,"%d", exit_ob->y);
589     sprintf(tmpstring, "%s", resultname);
590     replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
591    
592     sprintf(tmpstring, "%s", resultname);
593     replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
594    
595     /* If we are coming from another template map, use reletive paths unless
596     * indicated otherwise.
597     */
598     if (exit_ob->map->templatemap && (resultname[0] != '/')) {
599     new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
600     } else {
601     new_map_name = create_template_pathname(resultname);
602     }
603    
604     new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
605     if (!new_map) {
606     memset(&rp, 0, sizeof(RMParms));
607     rp.Xsize=-1;
608     rp.Ysize=-1;
609     rp.region=get_region_by_map(exit_ob->map);
610     if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
611     rp.origin_x = exit_ob->x;
612     rp.origin_y = exit_ob->y;
613     strcpy(rp.origin_map, pl->map->path);
614    
615     /* now to generate the actual map. */
616     new_map=generate_random_map(new_map_name,&rp);
617     }
618    
619    
620     /* Update the exit_ob so it now points directly at the newly created
621     * random maps. Not that it is likely to happen, but it does mean that a
622     * exit in a unique map leading to a random map will not work properly.
623     * It also means that if the created random map gets reset before
624     * the exit leading to it, that the exit will no longer work.
625     */
626     if(new_map) {
627     int x, y;
628     x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
629     y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
630     new_map->templatemap = 1;
631     enter_map(pl, new_map, x, y);
632     }
633     }
634    
635    
636     /* Code to enter/detect a character entering a unique map.
637     */
638     static void enter_unique_map(object *op, object *exit_ob)
639     {
640     char apartment[HUGE_BUF];
641     mapstruct *newmap;
642    
643     if (EXIT_PATH(exit_ob)[0]=='/') {
644     sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
645     settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob)));
646     newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
647     if (!newmap) {
648     newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
649     if (newmap) fix_auto_apply(newmap);
650     }
651     } else { /* relative directory */
652     char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
653    
654     if (exit_ob->map->unique) {
655    
656     strcpy(reldir, unclean_path(exit_ob->map->path));
657    
658     /* Need to copy this over, as clean_path only has one static return buffer */
659     strcpy(tmpc, clean_path(reldir));
660     /* Remove final component, if any */
661     if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
662    
663     sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
664     settings.playerdir, op->name, tmpc,
665     clean_path(EXIT_PATH(exit_ob)));
666    
667     newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
668     if (!newmap) {
669     newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
670     if (newmap) fix_auto_apply(newmap);
671     }
672     }
673     else {
674     /* The exit is unique, but the map we are coming from is not unique. So
675     * use the basic logic - don't need to demangle the path name
676     */
677     sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
678     settings.playerdir, op->name,
679     clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
680     newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
681     if (!newmap) {
682     newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
683     if (newmap) fix_auto_apply(newmap);
684     }
685     }
686     }
687    
688     if (newmap) {
689     strcpy(newmap->path, apartment);
690     newmap->unique = 1;
691     enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
692     } else {
693     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
694     /* Perhaps not critical, but I would think that the unique maps
695     * should be new enough this does not happen. This also creates
696     * a strange situation where some players could perhaps have visited
697     * such a map before it was removed, so they have the private
698     * map, but other players can't get it anymore.
699     */
700     LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
701     exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
702     }
703    
704     }
705    
706    
707     /* Tries to move 'op' to exit_ob. op is the character or monster that is
708     * using the exit, where exit_ob is the exit object (boat, door, teleporter,
709     * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
710     * move the object to. This is used when loading the player.
711     *
712     * Largely redone by MSW 2001-01-21 - this function was overly complex
713     * and had some obscure bugs.
714     */
715    
716     void enter_exit(object *op, object *exit_ob) {
717     #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
718     object *tmp;
719     /* It may be nice to support other creatures moving across
720     * exits, but right now a lot of the code looks at op->contr,
721     * so thta is an RFE.
722     */
723     if (op->type != PLAYER) return;
724    
725     /* Need to remove player from transport */
726     if (op->contr->transport) apply_transport(op, op->contr->transport, AP_UNAPPLY);
727    
728     /* First, lets figure out what map the player is going to go to */
729     if (exit_ob){
730    
731     /* check to see if we make a template map */
732     if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
733     if (EXIT_PATH(exit_ob)[2]=='!') {
734     /* generate a template map randomly */
735     enter_random_template_map(op, exit_ob);
736     } else {
737     /* generate a template map from a fixed template */
738     enter_fixed_template_map(op, exit_ob);
739     }
740     }
741     /* check to see if we make a randomly generated map */
742     else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
743     enter_random_map(op, exit_ob);
744     }
745     else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
746     enter_unique_map(op, exit_ob);
747     } else {
748     int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
749     /* 'Normal' exits that do not do anything special
750     * Simple enough we don't need another routine for it.
751     */
752     mapstruct *newmap;
753     if (exit_ob->map) {
754     newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
755     /* Random map was previously generated, but is no longer about. Lets generate a new
756     * map.
757     */
758     if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
759     /* Maps that go down have a message set. However, maps that go
760     * up, don't. If the going home has reset, there isn't much
761     * point generating a random map, because it won't match the maps.
762     */
763     if (exit_ob->msg) {
764     enter_random_map(op, exit_ob);
765     } else {
766     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
767     return;
768     }
769    
770     /* For exits that cause damages (like pits). Don't know if any
771     * random maps use this or not.
772     */
773     if(exit_ob->stats.dam && op->type==PLAYER)
774     hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
775     return;
776     }
777     } else {
778     /* For word of recall and other force objects
779     * They contain the full pathname of the map to go back to,
780     * so we don't need to normalize it.
781     * But we do need to see if it is unique or not
782     */
783     if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
784     newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
785     else
786     newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
787     }
788     if (!newmap)
789     {
790     if (exit_ob->name)
791     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
792     /* don't cry to momma if name is not set - as in tmp objects
793     * used by the savebed code and character creation */
794     return;
795     }
796    
797     /* This supports the old behaviour, but it really should not be used.
798     * I will note for example that with this method, it is impossible to
799     * set 0,0 destination coordinates. Really, if we want to support
800     * using the new maps default coordinates, the exit ob should use
801     * something like -1, -1 so it is clear to do that.
802     */
803     if (x==0 && y==0) {
804     x=MAP_ENTER_X(newmap);
805     y=MAP_ENTER_Y(newmap);
806     LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
807     exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
808     exit_ob->map?exit_ob->map->path:"(none)");
809     }
810    
811     /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
812     if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
813     /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
814     for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
815     if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;
816     }
817     if(tmp) {
818     remove_ob(tmp);
819     free_object(tmp);
820     }
821    
822     strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));
823     op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
824     save_player(op, 1);
825     /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
826     * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
827     * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
828     }
829    
830     enter_map(op, newmap, x, y);
831     }
832     /* For exits that cause damages (like pits) */
833     if(exit_ob->stats.dam && op->type==PLAYER)
834     hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
835     } else {
836     int flags = 0;
837     mapstruct *newmap;
838    
839    
840     /* Hypothetically, I guess its possible that a standard map matches
841     * the localdir, but that seems pretty unlikely - unlikely enough that
842     * I'm not going to attempt to try to deal with that possibility.
843     * We use the fact that when a player saves on a unique map, it prepends
844     * the localdir to that name. So its an easy way to see of the map is
845     * unique or not.
846     */
847     if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
848     flags = MAP_PLAYER_UNIQUE;
849    
850     /* newmap returns the map (if already loaded), or loads it for
851     * us.
852     */
853     newmap = ready_map_name(op->contr->maplevel, flags);
854     if (!newmap)
855     {
856     LOG(llevError,
857     "enter_exit: Pathname to map does not exist! (%s)\n",
858     op->contr->maplevel);
859     newmap = ready_map_name(settings.emergency_mapname, 0);
860     op->x = settings.emergency_x;
861     op->y = settings.emergency_y;
862     /* If we can't load the emergency map, something is probably really
863     * screwed up, so bail out now.
864     */
865     if (!newmap) {
866     LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
867     abort();
868     }
869     }
870     enter_map(op, newmap, op->x, op->y);
871     }
872     }
873    
874     /*
875     * process_active_maps(): Works like process_events(), but it only
876     * processes maps which a player is on.
877     * It will check that it isn't called too often, and abort
878     * if time since last call is less than MAX_TIME.
879     *
880     */
881    
882     void process_active_maps(void) {
883     mapstruct *map;
884    
885    
886     /*
887     * If enough time has elapsed, do some work.
888     */
889     if(enough_elapsed_time()) {
890     for(map=first_map;map!=NULL;map=map->next) {
891     if(map->in_memory == MAP_IN_MEMORY) {
892     if(players_on_map(map,TRUE))
893     process_events(map);
894     }
895     }
896     }
897     }
898    
899     /* process_players1 and process_players2 do all the player related stuff.
900     * I moved it out of process events and process_map. This was to some
901     * extent for debugging as well as to get a better idea of the time used
902     * by the various functions. process_players1() does the processing before
903     * objects have been updated, process_players2() does the processing that
904     * is needed after the players have been updated.
905     */
906    
907     void process_players1(mapstruct *map)
908     {
909     int flag;
910     player *pl,*plnext;
911    
912     /* Basically, we keep looping until all the players have done their actions. */
913     for(flag=1;flag!=0;) {
914     flag=0;
915     for(pl=first_player;pl!=NULL;pl=plnext) {
916     plnext=pl->next; /* In case a player exits the game in handle_player() */
917    
918     if (pl->ob == NULL) continue;
919    
920     if (map!=NULL && pl->ob->map!=map) continue;
921    
922     if(pl->ob->speed_left>0) {
923     if (handle_newcs_player(pl->ob))
924     flag=1;
925     } /* end if player has speed left */
926    
927     /* If the player is not actively playing, don't make a
928     * backup save - nothing to save anyway. Plus, the
929     * map may not longer be valid. This can happen when the
930     * player quits - they exist for purposes of tracking on the map,
931     * but don't actually reside on any actual map.
932     */
933     if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
934    
935     #ifdef AUTOSAVE
936     /* check for ST_PLAYING state so that we don't try to save off when
937     * the player is logging in.
938     */
939     if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
940     /* Don't save the player on unholy ground. Instead, increase the
941     * tick time so it will be about 10 seconds before we try and save
942     * again.
943     */
944     // if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
945     // pl->last_save_tick += 100;
946     // } else {
947     save_player(pl->ob,1);
948     pl->last_save_tick = pticks;
949     // }
950     }
951     #endif
952     } /* end of for loop for all the players */
953     } /* for flag */
954     for(pl=first_player;pl!=NULL;pl=pl->next) {
955     if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map))
956     continue;
957     if (settings.casting_time == TRUE) {
958     if (pl->ob->casting_time > 0){
959     pl->ob->casting_time--;
960     pl->ob->start_holding = 1;
961     }
962     /* set spell_state so we can update the range in stats field */
963     if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
964     pl->ob->start_holding = 0;
965     }
966     }
967     do_some_living(pl->ob);
968     /* draw(pl->ob);*/ /* updated in socket code */
969     }
970     }
971    
972     void process_players2(mapstruct *map)
973     {
974     player *pl;
975    
976     /* Then check if any players should use weapon-speed instead of speed */
977     for(pl=first_player;pl!=NULL;pl=pl->next) {
978     if (map!=NULL) {
979     if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
980     continue;
981     else if(pl->loading != NULL) /* Player is blocked */
982     pl->ob->speed_left -= pl->ob->speed;
983     if (pl->ob->map!=map) continue;
984     }
985    
986     /* The code that did weapon_sp handling here was out of place -
987     * this isn't called until after the player has finished there
988     * actions, and is thus out of place. All we do here is bounds
989     * checking.
990     */
991     if (pl->has_hit) {
992     if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
993    
994     /* This needs to be here - if the player is running, we need to
995     * clear this each tick, but new commands are not being received
996     * so execute_newserver_command() is never called
997     */
998     pl->has_hit=0;
999    
1000     } else if (pl->ob->speed_left>pl->ob->speed)
1001     pl->ob->speed_left = pl->ob->speed;
1002     }
1003     }
1004    
1005     #define SPEED_DEBUG
1006    
1007    
1008     void process_events (mapstruct *map)
1009     {
1010     object *op;
1011     object marker;
1012     tag_t tag;
1013    
1014     process_players1 (map);
1015    
1016     memset(&marker, 0, sizeof(object));
1017     /* Put marker object at beginning of active list */
1018     marker.active_next = active_objects;
1019    
1020     if (marker.active_next)
1021     marker.active_next->active_prev = &marker;
1022     marker.active_prev = NULL;
1023     active_objects = &marker;
1024    
1025     while (marker.active_next) {
1026     op = marker.active_next;
1027     tag = op->count;
1028    
1029     /* Move marker forward - swap op and marker */
1030     op->active_prev = marker.active_prev;
1031    
1032     if (op->active_prev)
1033     op->active_prev->active_next = op;
1034     else
1035     active_objects = op;
1036    
1037     marker.active_next = op->active_next;
1038    
1039     if (marker.active_next)
1040     marker.active_next->active_prev = &marker;
1041     marker.active_prev = op;
1042     op->active_next = &marker;
1043    
1044     /* Now process op */
1045     if (QUERY_FLAG (op, FLAG_FREED)) {
1046     LOG (llevError, "BUG: process_events(): Free object on list\n");
1047     op->speed = 0;
1048     update_ob_speed (op);
1049     continue;
1050     }
1051    
1052     /* I've seen occasional crashes due to this - the object is removed,
1053     * and thus the map it points to (last map it was on) may be bogus
1054     * The real bug is to try to find out the cause of this - someone
1055     * is probably calling remove_ob without either an insert_ob or
1056     * free_object afterwards, leaving an object dangling. But I'd
1057     * rather log this and continue on instead of crashing.
1058     * Don't remove players - when a player quits, the object is in
1059     * sort of a limbo, of removed, but something we want to keep
1060     * around.
1061     */
1062     if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1063     op->map && op->map->in_memory != MAP_IN_MEMORY) {
1064     LOG (llevError, "BUG: process_events(): Removed object on list\n");
1065     dump_object(op);
1066     LOG(llevError, errmsg);
1067     free_object(op);
1068     continue;
1069     }
1070    
1071     if ( ! op->speed) {
1072     LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1073     "but is on active list\n", op->arch->name);
1074     update_ob_speed (op);
1075     continue;
1076     }
1077    
1078     if (op->map == NULL && op->env == NULL && op->name &&
1079     op->type != MAP && map == NULL) {
1080     LOG (llevError, "BUG: process_events(): Object without map or "
1081     "inventory is on active list: %s (%d)\n",
1082     op->name, op->count);
1083     op->speed = 0;
1084     update_ob_speed (op);
1085     continue;
1086     }
1087    
1088     if (map != NULL && op->map != map)
1089     continue;
1090    
1091     /* Animate the object. Bug of feature that andim_speed
1092     * is based on ticks, and not the creatures speed?
1093     */
1094     if (op->anim_speed && op->last_anim >= op->anim_speed)
1095     {
1096     if ((op->type==PLAYER)||(op->type==MONSTER))
1097     animate_object(op, op->facing);
1098     else
1099     animate_object (op, op->direction);
1100    
1101     op->last_anim = 1;
1102     }
1103     else
1104     op->last_anim++;
1105    
1106     if (op->speed_left > 0) {
1107     #if 0
1108     /* I've seen occasional crashes in move_symptom() with it
1109     * crashing because op is removed - add some debugging to
1110     * track if it is removed at this point.
1111     * This unfortunately is a bit too verbose it seems - not sure
1112     * why - I think what happens is a map is freed or something and
1113     * some objects get 'lost' - removed never to be reclaimed.
1114     * removed objects generally shouldn't exist.
1115     */
1116     if (QUERY_FLAG(op, FLAG_REMOVED)) {
1117     LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1118     op->name?op->name:"null");
1119     }
1120     #endif
1121     --op->speed_left;
1122     process_object (op);
1123     if (was_destroyed (op, tag))
1124     continue;
1125     }
1126     if (settings.casting_time == TRUE && op->casting_time > 0)
1127     op->casting_time--;
1128     if (op->speed_left <= 0)
1129     op->speed_left += FABS (op->speed);
1130     }
1131    
1132     /* Remove marker object from active list */
1133     if (marker.active_prev != NULL)
1134     marker.active_prev->active_next = NULL;
1135     else
1136     active_objects = NULL;
1137    
1138     process_players2 (map);
1139     }
1140    
1141     void clean_tmp_files(void) {
1142     mapstruct *m, *next;
1143    
1144     LOG(llevInfo,"Cleaning up...\n");
1145    
1146     /* We save the maps - it may not be intuitive why, but if there are unique
1147     * items, we need to save the map so they get saved off. Perhaps we should
1148     * just make a special function that only saves the unique items.
1149     */
1150     for(m=first_map;m!=NULL;m=next) {
1151     next=m->next;
1152     if (m->in_memory == MAP_IN_MEMORY) {
1153     /* If we want to reuse the temp maps, swap it out (note that will also
1154     * update the log file. Otherwise, save the map (mostly for unique item
1155     * stuff). Note that the clean_tmp_map is called after the end of
1156     * the for loop but is in the #else bracket. IF we are recycling the maps,
1157     * we certainly don't want the temp maps removed.
1158     */
1159    
1160     /* XXX The above comment is dead wrong */
1161     if (settings.recycle_tmp_maps == TRUE)
1162     swap_map(m);
1163     else {
1164     new_save_map(m, 0); /* note we save here into a overlay map */
1165     clean_tmp_map(m);
1166     }
1167     }
1168     }
1169     write_todclock(); /* lets just write the clock here */
1170     }
1171    
1172     /* clean up everything before exiting */
1173     void cleanup(void)
1174     {
1175     LOG(llevDebug,"Cleanup called. freeing data.\n");
1176     clean_tmp_files();
1177     write_book_archive();
1178     #ifdef MEMORY_DEBUG
1179     free_all_maps();
1180     free_style_maps();
1181     free_all_object_data();
1182     free_all_archs();
1183     free_all_treasures();
1184     free_all_images();
1185     free_all_newserver();
1186     free_all_recipes();
1187     free_all_readable();
1188     free_all_god();
1189     free_all_anim();
1190     /* See what the string data that is out there that hasn't been freed. */
1191     /* LOG(llevDebug, ss_dump_table(0xff));*/
1192     #endif
1193     exit(0);
1194     }
1195    
1196     void leave(player *pl, int draw_exit) {
1197     if (pl != NULL) {
1198     /* We do this so that the socket handling routine can do the final
1199     * cleanup. We also leave that loop to actually handle the freeing
1200     * of the data.
1201     */
1202     if (pl->ob->type != DEAD_OBJECT)
1203     {
1204     execute_global_event (EVENT_LOGOUT, pl, pl->socket.host);
1205     LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host);
1206    
1207     pl->socket.status = Ns_Dead;
1208    
1209     /* If a hidden dm dropped connection do not create
1210     * inconsistencies by showing that they have left the game
1211     */
1212     if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden)
1213     && draw_exit
1214     && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1215     {
1216     char buf[MAX_BUF];
1217     sprintf (buf, "%s left the game.", pl->ob->name);
1218     new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1219     }
1220    
1221     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1222     leave_map (pl->ob);
1223    
1224     pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1225     }
1226     }
1227     }
1228    
1229     int forbid_play(void)
1230     {
1231     #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1232     char buf[MAX_BUF], day[MAX_BUF];
1233     FILE *fp;
1234     time_t clock;
1235     struct tm *tm;
1236     int i, start, stop, forbit=0, comp;
1237    
1238     clock = time (NULL);
1239     tm = (struct tm *) localtime (&clock);
1240    
1241     sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1242     if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1243     return 0;
1244    
1245     while (fgets (buf, MAX_BUF, fp)) {
1246     if (buf[0]=='#') continue;
1247     if (!strncmp (buf, "msg", 3)) {
1248     if (forbit)
1249     while (fgets (buf, MAX_BUF, fp)) /* print message */
1250     fputs (buf, logfile);
1251     break;
1252    
1253     } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1254     LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1255     continue;
1256     }
1257    
1258     for (i=0; i< 7; i++) {
1259     if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1260     (tm->tm_hour >= start) && (tm->tm_hour < stop))
1261     forbit = 1;
1262     }
1263     }
1264    
1265     close_and_delete(fp, comp);
1266    
1267     return forbit;
1268     #else
1269     return 0;
1270     #endif
1271     }
1272    
1273     /*
1274     * do_specials() is a collection of functions to call from time to time.
1275     * Modified 2000-1-14 MSW to use the global pticks count to determine how
1276     * often to do things. This will allow us to spred them out more often.
1277     * I use prime numbers for the factor count - in that way, it is less likely
1278     * these actions will fall on the same tick (compared to say using 500/2500/15000
1279     * which would mean on that 15,000 tick count a whole bunch of stuff gets
1280     * done). Of course, there can still be times where multiple specials are
1281     * done on the same tick, but that will happen very infrequently
1282     *
1283     * I also think this code makes it easier to see how often we really are
1284     * doing the various things.
1285     */
1286    
1287     extern unsigned long todtick;
1288    
1289     void do_specials(void) {
1290    
1291     #ifdef WATCHDOG
1292     if (!(pticks % 503))
1293     watchdog();
1294     #endif
1295    
1296     if (!(pticks % PTICKS_PER_CLOCK))
1297     tick_the_clock();
1298    
1299     if (!(pticks % 509))
1300     flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1301    
1302     if (!(pticks % 2503))
1303     fix_weight(); /* Hack to fix weightproblems caused by bugs */
1304    
1305     if (!(pticks % 2521))
1306     metaserver_update(); /* 2500 ticks is about 5 minutes */
1307    
1308     if (!(pticks % 5003))
1309     write_book_archive();
1310    
1311     if (!(pticks % 5009))
1312     clean_friendly_list();
1313    
1314     if (!(pticks % 5011))
1315     obsolete_parties();
1316    
1317     if (!(pticks % 12503))
1318     fix_luck();
1319     }
1320    
1321 root 1.2 /*
1322     * sleep_delta checks how much time has elapsed since last tick.
1323     * If it is less than max_time, the remaining time is slept with select().
1324     */
1325    
1326     void
1327     sleep_delta(void)
1328     {
1329     extern long max_time;
1330     extern struct timeval last_time;
1331     extern long process_utime_long_count;
1332     extern void cfperl_sleep (double delta);
1333    
1334     struct timeval new_time;
1335     GETTIMEOFDAY (&new_time);
1336    
1337     long sleep_sec = last_time.tv_sec - new_time.tv_sec;
1338     long sleep_usec = max_time - (new_time.tv_usec - last_time.tv_usec);
1339    
1340     /* This is very ugly, but probably the fastest for our use: */
1341     while (sleep_usec < 0) {
1342     sleep_usec += 1000000;
1343     sleep_sec -= 1;
1344     }
1345     while (sleep_usec > 1000000) {
1346     sleep_usec -= 1000000;
1347     sleep_sec += 1;
1348     }
1349    
1350     log_time((new_time.tv_sec - last_time.tv_sec)*1000000
1351     + new_time.tv_usec - last_time.tv_usec);
1352    
1353     /*
1354     * Set last_time to when we're expected to wake up:
1355     */
1356     last_time.tv_usec += max_time;
1357     while (last_time.tv_usec > 1000000) {
1358     last_time.tv_usec -= 1000000;
1359     last_time.tv_sec++;
1360     }
1361    
1362     /*
1363     * Don't do too much catching up:
1364     * (Things can still get jerky on a slow/loaded computer)
1365     */
1366     if (last_time.tv_sec * 1000000 + last_time.tv_usec <
1367     new_time.tv_sec * 1000000 + new_time.tv_usec)
1368     {
1369     last_time.tv_sec = new_time.tv_sec;
1370     last_time.tv_usec = new_time.tv_usec;
1371     }
1372    
1373     if (sleep_sec >= 0 && sleep_usec > 0)
1374     cfperl_sleep (sleep_sec + sleep_usec * 1e-6);
1375     else
1376     process_utime_long_count++;
1377     }
1378    
1379 elmex 1.1 int main(int argc, char **argv)
1380     {
1381     #ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
1382     _fmode = _O_BINARY ;
1383     bRunning = 1;
1384     #endif
1385    
1386     #ifdef DEBUG_MALLOC_LEVEL
1387     malloc_debug(DEBUG_MALLOC_LEVEL);
1388     #endif
1389    
1390     settings.argc=argc;
1391     settings.argv=argv;
1392     init(argc, argv);
1393     initPlugins(); /* GROS - Init the Plugins */
1394     #ifdef WIN32
1395     while ( bRunning )
1396     {
1397     #else
1398     for(;;) {
1399     #endif
1400     nroferrors = 0;
1401    
1402     doeric_server();
1403     process_events(NULL); /* "do" something with objects with speed */
1404     cftimer_process_timers();/* Process the crossfire Timers */
1405     /* Lauwenmark : Here we handle the CLOCK global event */
1406     execute_global_event(EVENT_CLOCK);
1407     flush_sockets();
1408     check_active_maps(); /* Removes unused maps after a certain timeout */
1409     do_specials(); /* Routines called from time to time. */
1410    
1411     sleep_delta(); /* Slepp proper amount of time before next tick */
1412     }
1413     emergency_save( 0 );
1414     cleanup( );
1415     return 0;
1416     }