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Revision: 1.21
Committed: Thu Sep 7 10:01:58 2006 UTC (17 years, 8 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.20: +2 -2 lines
Log Message:
Some cleanups.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_main_c =
3 pippijn 1.21 * "$Id: main.C,v 1.20 2006-09-04 11:08:00 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #include <object.h>
31     #include <tod.h>
32    
33     #ifdef HAVE_DES_H
34     #include <des.h>
35     #else
36     # ifdef HAVE_CRYPT_H
37     # include <crypt.h>
38     # endif
39     #endif
40    
41     #ifndef __CEXTRACT__
42     #include <sproto.h>
43     #endif
44    
45     #ifdef HAVE_TIME_H
46     #include <time.h>
47     #endif
48    
49     #include <../random_maps/random_map.h>
50     #include <../random_maps/rproto.h>
51     #include "path.h"
52    
53     static char days[7][4] = {
54 root 1.20 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
55     };
56 elmex 1.1
57 root 1.20 void
58     version (object * op)
59     {
60     if (op != NULL)
61     clear_win_info (op);
62 elmex 1.1
63 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION);
64 elmex 1.1
65     /* If in a socket, don't print out the list of authors. It confuses the
66     * crossclient program.
67     */
68 root 1.20 if (op == NULL)
69     return;
70     new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
71     new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)");
72     new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)");
73     new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
74     new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
75     new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)");
76     new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
77     new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)");
78     new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)");
79     new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
80     new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
81     new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)");
82     new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)");
83     new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)");
84     new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
85     new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
86     new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)");
87     new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)");
88     new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)");
89     new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)");
90     new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)");
91     new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)");
92     new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)");
93     new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)");
94     new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)");
95     new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)");
96     new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)");
97     new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
98     new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)");
99     new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)");
100     new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)");
101     new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)");
102     new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)");
103     new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)");
104     new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)");
105     new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)");
106     new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
107     new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)");
108     new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)");
109     new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]");
110     new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
111     new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
112     new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
113     new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]");
114     new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
115     new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
116     new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]");
117     new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
118     }
119    
120     void
121     info_keys (object * op)
122     {
123     clear_win_info (op);
124     new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
125     new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
126     new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
127     new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
128     new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
129     new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
130     new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
131     new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
132     new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
133     new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
134     new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
135     new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
136     new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
137     new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
138     new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
139     new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
140     new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
141 elmex 1.1 }
142    
143 root 1.20 void
144     start_info (object * op)
145     {
146 elmex 1.1 char buf[MAX_BUF];
147    
148 root 1.20 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
149     new_draw_info (NDI_UNIQUE, 0, op, buf);
150     new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
151     new_draw_info (NDI_UNIQUE, 0, op, " ");
152     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
153     if (!op->contr->name_changed)
154     {
155     new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
156     new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
157     new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
158     }
159 elmex 1.1 }
160    
161     /* Really, there is no reason to crypt the passwords any system. But easier
162     * to just leave this enabled for backward compatibility. Put the
163     * simple case at top - no encryption - makes it easier to read.
164     */
165 root 1.20 char *
166     crypt_string (char *str, char *salt)
167     {
168 elmex 1.1 #if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
169 root 1.20 return (str);
170 elmex 1.1 #else
171 root 1.20 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
172     char s[2];
173    
174     if (salt == NULL)
175     s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
176     else
177     s[0] = salt[0], s[1] = salt[1];
178 elmex 1.1
179     # ifdef HAVE_LIBDES
180 root 1.20 return (char *) des_crypt (str, s);
181 elmex 1.1 # endif
182 root 1.20 /* Default case - just use crypt */
183     return (char *) crypt (str, s);
184 elmex 1.1 #endif
185     }
186    
187 root 1.20 int
188     check_password (char *typed, char *crypted)
189     {
190     return !strcmp (crypt_string (typed, crypted), crypted);
191 elmex 1.1 }
192    
193     /* This is a basic little function to put the player back to his
194     * savebed. We do some error checking - its possible that the
195     * savebed map may no longer exist, so we make sure the player
196     * goes someplace.
197     */
198 root 1.20 void
199     enter_player_savebed (object * op)
200 elmex 1.1 {
201 root 1.20 mapstruct *oldmap = op->map;
202     object *tmp;
203 elmex 1.1
204 root 1.20 tmp = get_object ();
205 elmex 1.1
206 root 1.20 EXIT_PATH (tmp) = op->contr->savebed_map;
207     EXIT_X (tmp) = op->contr->bed_x;
208     EXIT_Y (tmp) = op->contr->bed_y;
209     enter_exit (op, tmp);
210     /* If the player has not changed maps and the name does not match
211     * that of the savebed, his savebed map is gone. Lets go back
212     * to the emergency path. Update what the players savebed is
213     * while we're at it.
214     */
215     if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
216     {
217     LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
218     settings.emergency_mapname, &op->name, op->contr->savebed_map);
219     strcpy (op->contr->savebed_map, settings.emergency_mapname);
220     op->contr->bed_x = settings.emergency_x;
221     op->contr->bed_y = settings.emergency_y;
222     EXIT_PATH (tmp) = op->contr->savebed_map;
223     EXIT_X (tmp) = op->contr->bed_x;
224     EXIT_Y (tmp) = op->contr->bed_y;
225     enter_exit (op, tmp);
226 elmex 1.1 }
227 root 1.20 free_object (tmp);
228 elmex 1.1 }
229    
230     /* All this really is is a glorified remove_object that also updates
231     * the counts on the map if needed.
232     */
233 root 1.20 void
234     leave_map (object * op)
235 elmex 1.1 {
236 root 1.20 mapstruct *oldmap = op->map;
237 elmex 1.1
238 root 1.20 remove_ob (op);
239 elmex 1.1
240 root 1.20 if (oldmap)
241     {
242     if (!op->contr->hidden)
243     oldmap->players--;
244     if (oldmap->players <= 0)
245     { /* can be less than zero due to errors in tracking this */
246     set_map_timeout (oldmap);
247 root 1.14 }
248 elmex 1.1 }
249     }
250    
251     /*
252     * enter_map(): Moves the player and pets from current map (if any) to
253     * new map. map, x, y must be set. map is the map we are moving the
254     * player to - it could be the map he just came from if the load failed for
255     * whatever reason. If default map coordinates are to be used, then
256     * the function that calls this should figure them out.
257     */
258 root 1.20 static void
259     enter_map (object * op, mapstruct * newmap, int x, int y)
260     {
261     mapstruct *oldmap = op->map;
262    
263     if (out_of_map (newmap, x, y))
264     {
265     LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
266     x = MAP_ENTER_X (newmap);
267     y = MAP_ENTER_Y (newmap);
268     if (out_of_map (newmap, x, y))
269     {
270     LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
271     newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap));
272     new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
273     return;
274     }
275     }
276     /* try to find a spot for the player */
277     if (ob_blocked (op, newmap, x, y))
278     { /* First choice blocked */
279     /* We try to find a spot for the player, starting closest in.
280     * We could use find_first_free_spot, but that doesn't randomize it at all,
281     * So for example, if the north space is free, you would always end up there even
282     * if other spaces around are available.
283     * Note that for the second and third calls, we could start at a position other
284     * than one, but then we could end up on the other side of walls and so forth.
285     */
286     int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1);
287     if (i == -1)
288     {
289     i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
290     if (i == -1)
291     i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
292     }
293     if (i != -1)
294     {
295     x += freearr_x[i];
296     y += freearr_y[i];
297     }
298     else
299     {
300     /* not much we can do in this case. */
301     LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", newmap->path, x, y);
302     }
303     } /* end if looking for free spot */
304 elmex 1.1
305 root 1.20 if (op->map != NULL)
306     {
307     INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
308     INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
309     }
310    
311     /* If it is a player login, he has yet to be inserted anyplace.
312     * otherwise, we need to deal with removing the player here.
313     */
314     if (!QUERY_FLAG (op, FLAG_REMOVED))
315     remove_ob (op);
316    
317     /* remove_ob clears these so they must be reset after the remove_ob call */
318     op->x = x;
319     op->y = y;
320     op->map = newmap;
321     insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
322    
323     INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
324    
325     if (!op->contr->hidden)
326     newmap->players++;
327    
328     newmap->timeout = 0;
329     op->enemy = NULL;
330    
331     if (op->contr)
332     {
333     strcpy (op->contr->maplevel, newmap->path);
334     op->contr->count = 0;
335     }
336    
337     /* Update any golems */
338     if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
339     {
340     int i = find_free_spot (op->contr->ranges[range_golem], newmap,
341     x, y, 1, SIZEOFFREE);
342     remove_ob (op->contr->ranges[range_golem]);
343     if (i == -1)
344     {
345     remove_friendly_object (op->contr->ranges[range_golem]);
346     free_object (op->contr->ranges[range_golem]);
347     op->contr->ranges[range_golem] = NULL;
348     op->contr->golem_count = 0;
349     }
350     else
351     {
352     object *tmp;
353     for (tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
354     {
355     tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
356     tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
357     tmp->map = newmap;
358 root 1.14 }
359 root 1.20 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
360     op->contr->ranges[range_golem]->direction =
361     find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
362 root 1.14 }
363 elmex 1.1 }
364 root 1.20 op->direction = 0;
365 elmex 1.1
366 root 1.20 /* since the players map is already loaded, we don't need to worry
367     * about pending objects.
368     */
369     remove_all_pets (newmap);
370 elmex 1.1
371 root 1.20 /* If the player is changing maps, we need to do some special things
372     * Do this after the player is on the new map - otherwise the force swap of the
373     * old map does not work.
374     */
375     if (oldmap != newmap)
376     {
377     if (oldmap) /* adjust old map */
378 elmex 1.1 {
379 root 1.20 oldmap->players--;
380 elmex 1.1
381 root 1.20 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
382     set_map_timeout (oldmap);
383 elmex 1.1 }
384     }
385     }
386    
387 root 1.20 void
388     set_map_timeout (mapstruct * oldmap)
389 elmex 1.1 {
390     #if MAP_MAXTIMEOUT
391 root 1.20 oldmap->timeout = MAP_TIMEOUT (oldmap);
392     /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
393     * lower than the min value.
394     */
395 elmex 1.1 #if MAP_MINTIMEOUT
396 root 1.20 if (oldmap->timeout < MAP_MINTIMEOUT)
397     {
398     oldmap->timeout = MAP_MINTIMEOUT;
399 elmex 1.1 }
400     #endif
401 root 1.20 if (oldmap->timeout > MAP_MAXTIMEOUT)
402     {
403     oldmap->timeout = MAP_MAXTIMEOUT;
404 elmex 1.1 }
405     #else
406 root 1.20 /* save out the map */
407     swap_map (oldmap);
408 elmex 1.1 #endif /* MAP_MAXTIMEOUT */
409     }
410    
411    
412     /* clean_path takes a path and replaces all / with _
413     * We do a strcpy so that we do not change the original string.
414     */
415 root 1.20 char *
416     clean_path (const char *file)
417 elmex 1.1 {
418 root 1.20 static char newpath[MAX_BUF], *cp;
419 elmex 1.1
420 root 1.20 strncpy (newpath, file, MAX_BUF - 1);
421     newpath[MAX_BUF - 1] = '\0';
422     for (cp = newpath; *cp != '\0'; cp++)
423     {
424     if (*cp == '/')
425     *cp = '_';
426 elmex 1.1 }
427 root 1.20 return newpath;
428 elmex 1.1 }
429    
430    
431     /* unclean_path takes a path and replaces all _ with /
432     * This basically undoes clean path.
433     * We do a strcpy so that we do not change the original string.
434     * We are smart enough to start after the last / in case we
435     * are getting passed a string that points to a unique map
436     * path.
437     */
438 root 1.20 char *
439     unclean_path (const char *src)
440 elmex 1.1 {
441 root 1.20 static char newpath[MAX_BUF], *cp;
442 elmex 1.1
443 root 1.20 cp = strrchr (src, '/');
444     if (cp)
445     strncpy (newpath, cp + 1, MAX_BUF - 1);
446     else
447     strncpy (newpath, src, MAX_BUF - 1);
448     newpath[MAX_BUF - 1] = '\0';
449    
450     for (cp = newpath; *cp != '\0'; cp++)
451     {
452     if (*cp == '_')
453     *cp = '/';
454 elmex 1.1 }
455 root 1.20 return newpath;
456 elmex 1.1 }
457    
458    
459     /* The player is trying to enter a randomly generated map. In this case, generate the
460     * random map as needed.
461     */
462    
463 root 1.20 static void
464     enter_random_map (object * pl, object * exit_ob)
465 elmex 1.1 {
466 root 1.20 mapstruct *new_map;
467     char newmap_name[HUGE_BUF], *cp;
468     static int reference_number = 0;
469     RMParms rp;
470    
471     memset (&rp, 0, sizeof (RMParms));
472     rp.Xsize = -1;
473     rp.Ysize = -1;
474     rp.region = get_region_by_map (exit_ob->map);
475     if (exit_ob->msg)
476     set_random_map_variable (&rp, exit_ob->msg);
477     rp.origin_x = exit_ob->x;
478     rp.origin_y = exit_ob->y;
479     strcpy (rp.origin_map, pl->map->path);
480    
481     /* If we have a final_map, use it as a base name to give some clue
482     * as where the player is. Otherwise, use the origin map.
483     * Take the last component (after the last slash) to give
484     * shorter names without bogus slashes.
485     */
486     if (rp.final_map[0])
487     {
488     cp = strrchr (rp.final_map, '/');
489     if (!cp)
490     cp = rp.final_map;
491     }
492     else
493     {
494     char buf[HUGE_BUF];
495    
496     cp = strrchr (rp.origin_map, '/');
497     if (!cp)
498     cp = rp.origin_map;
499     /* Need to strip of any trailing digits, if it has them */
500     strcpy (buf, cp);
501     while (isdigit (buf[strlen (buf) - 1]))
502     buf[strlen (buf) - 1] = 0;
503     cp = buf;
504     }
505    
506     sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
507    
508     /* now to generate the actual map. */
509     new_map = generate_random_map (newmap_name, &rp);
510    
511     /* Update the exit_ob so it now points directly at the newly created
512     * random maps. Not that it is likely to happen, but it does mean that a
513     * exit in a unique map leading to a random map will not work properly.
514     * It also means that if the created random map gets reset before
515     * the exit leading to it, that the exit will no longer work.
516     */
517     if (new_map)
518     {
519     int x, y;
520     x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
521     y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
522     EXIT_PATH (exit_ob) = newmap_name;
523     strcpy (new_map->path, newmap_name);
524     enter_map (pl, new_map, x, y);
525 elmex 1.1 }
526     }
527    
528     /* The player is trying to enter a non-randomly generated template map. In this
529     * case, use a map file for a template
530     */
531    
532 root 1.20 static void
533     enter_fixed_template_map (object * pl, object * exit_ob)
534 elmex 1.1 {
535 root 1.20 mapstruct *new_map;
536     char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
537     const char *new_map_name;
538    
539     /* Split the exit path string into two parts, one
540     * for where to store the map, and one for were
541     * to generate the map from.
542     */
543     snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
544     sourcemap = strchr (exitpath, '!');
545     if (!sourcemap)
546     {
547     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
548     /* Should only occur when no source map is set.
549     */
550     LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
551     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
552     return;
553     }
554     *sourcemap++ = '\0';
555    
556     /* If we are not coming from a template map, we can use relative directories
557     * for the map to generate from.
558     */
559     if (!exit_ob->map->templatemap)
560     {
561     sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
562     }
563    
564     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
565     * of the exit, and the name of the map the exit is on, respectively.
566     */
567     sprintf (tmpnum, "%d", exit_ob->x);
568     replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
569    
570     sprintf (tmpnum, "%d", exit_ob->y);
571     sprintf (tmpstring, "%s", resultname);
572     replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
573    
574     sprintf (tmpstring, "%s", resultname);
575     replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
576    
577     /* If we are coming from another template map, use reletive paths unless
578     * indicated otherwise.
579     */
580     if (exit_ob->map->templatemap && (resultname[0] != '/'))
581     {
582     new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
583     }
584     else
585     {
586     new_map_name = create_template_pathname (resultname);
587     }
588    
589     /* Attempt to load the map, if unable to, then
590     * create the map from the template.
591     */
592     new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
593     if (!new_map)
594     {
595     new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
596     if (new_map)
597     fix_auto_apply (new_map);
598     }
599    
600     if (new_map)
601     {
602     /* set the path of the map to where it should be
603     * so we don't just save over the source map.
604     */
605     strcpy (new_map->path, new_map_name);
606     new_map->templatemap = 1;
607     enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
608     }
609     else
610     {
611     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
612     /* Should only occur when an invalid source map is set.
613     */
614     LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
615     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
616 elmex 1.1 }
617     }
618    
619    
620     /* The player is trying to enter a randomly generated template map. In this
621     * case, generate the map as needed.
622     */
623    
624 root 1.20 static void
625     enter_random_template_map (object * pl, object * exit_ob)
626 elmex 1.1 {
627 root 1.20 mapstruct *new_map;
628     char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
629     const char *new_map_name;
630     RMParms rp;
631    
632     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
633     * of the exit, and the name of the map the exit is on, respectively.
634     */
635     sprintf (tmpnum, "%d", exit_ob->x);
636     replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
637    
638     sprintf (tmpnum, "%d", exit_ob->y);
639     sprintf (tmpstring, "%s", resultname);
640     replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
641    
642     sprintf (tmpstring, "%s", resultname);
643     replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
644    
645     /* If we are coming from another template map, use reletive paths unless
646     * indicated otherwise.
647     */
648     if (exit_ob->map->templatemap && (resultname[0] != '/'))
649     {
650     new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
651     }
652     else
653     {
654     new_map_name = create_template_pathname (resultname);
655     }
656    
657     new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
658     if (!new_map)
659     {
660     memset (&rp, 0, sizeof (RMParms));
661     rp.Xsize = -1;
662     rp.Ysize = -1;
663     rp.region = get_region_by_map (exit_ob->map);
664     if (exit_ob->msg)
665     set_random_map_variable (&rp, exit_ob->msg);
666     rp.origin_x = exit_ob->x;
667     rp.origin_y = exit_ob->y;
668     strcpy (rp.origin_map, pl->map->path);
669    
670     /* now to generate the actual map. */
671     new_map = generate_random_map (new_map_name, &rp);
672 elmex 1.1 }
673    
674    
675 root 1.20 /* Update the exit_ob so it now points directly at the newly created
676     * random maps. Not that it is likely to happen, but it does mean that a
677     * exit in a unique map leading to a random map will not work properly.
678     * It also means that if the created random map gets reset before
679     * the exit leading to it, that the exit will no longer work.
680     */
681     if (new_map)
682     {
683     int x, y;
684     x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
685     y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
686     new_map->templatemap = 1;
687     enter_map (pl, new_map, x, y);
688 elmex 1.1 }
689     }
690    
691    
692     /* Code to enter/detect a character entering a unique map.
693     */
694 root 1.20 static void
695     enter_unique_map (object * op, object * exit_ob)
696 elmex 1.1 {
697 root 1.20 char apartment[HUGE_BUF];
698     mapstruct *newmap;
699    
700     if (EXIT_PATH (exit_ob)[0] == '/')
701     {
702     sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
703     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
704     if (!newmap)
705     {
706     newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
707     if (newmap)
708     fix_auto_apply (newmap);
709     }
710     }
711     else
712     { /* relative directory */
713     char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
714 elmex 1.1
715 root 1.20 if (exit_ob->map->unique)
716     {
717    
718     strcpy (reldir, unclean_path (exit_ob->map->path));
719    
720     /* Need to copy this over, as clean_path only has one static return buffer */
721     strcpy (tmpc, clean_path (reldir));
722     /* Remove final component, if any */
723     if ((cp = strrchr (tmpc, '_')) != NULL)
724     *cp = 0;
725    
726     sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
727    
728     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
729     if (!newmap)
730     {
731     newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
732     if (newmap)
733     fix_auto_apply (newmap);
734 root 1.14 }
735     }
736 root 1.20 else
737     {
738     /* The exit is unique, but the map we are coming from is not unique. So
739     * use the basic logic - don't need to demangle the path name
740     */
741     sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
742     settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
743     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
744     if (!newmap)
745     {
746     newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
747     if (newmap)
748     fix_auto_apply (newmap);
749 root 1.14 }
750     }
751 elmex 1.1 }
752    
753 root 1.20 if (newmap)
754     {
755     strcpy (newmap->path, apartment);
756     newmap->unique = 1;
757     enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
758     }
759     else
760     {
761     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
762     /* Perhaps not critical, but I would think that the unique maps
763     * should be new enough this does not happen. This also creates
764     * a strange situation where some players could perhaps have visited
765     * such a map before it was removed, so they have the private
766     * map, but other players can't get it anymore.
767     */
768     LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
769     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
770 elmex 1.1 }
771 root 1.20
772 elmex 1.1 }
773    
774    
775     /* Tries to move 'op' to exit_ob. op is the character or monster that is
776     * using the exit, where exit_ob is the exit object (boat, door, teleporter,
777     * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
778     * move the object to. This is used when loading the player.
779     *
780     * Largely redone by MSW 2001-01-21 - this function was overly complex
781     * and had some obscure bugs.
782     */
783    
784 root 1.20 void
785     enter_exit (object * op, object * exit_ob)
786     {
787     #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
788     object *tmp;
789     /* It may be nice to support other creatures moving across
790     * exits, but right now a lot of the code looks at op->contr,
791     * so thta is an RFE.
792     */
793     if (op->type != PLAYER)
794     return;
795    
796     /* First, lets figure out what map the player is going to go to */
797     if (exit_ob)
798     {
799    
800     /* check to see if we make a template map */
801     if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
802     {
803     if (EXIT_PATH (exit_ob)[2] == '!')
804     {
805     /* generate a template map randomly */
806     enter_random_template_map (op, exit_ob);
807 elmex 1.1 }
808 root 1.20 else
809     {
810     /* generate a template map from a fixed template */
811     enter_fixed_template_map (op, exit_ob);
812     }
813     }
814     /* check to see if we make a randomly generated map */
815     else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
816     {
817     enter_random_map (op, exit_ob);
818 root 1.14 }
819 root 1.20 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
820     {
821     enter_unique_map (op, exit_ob);
822     }
823     else
824     {
825     int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
826     /* 'Normal' exits that do not do anything special
827     * Simple enough we don't need another routine for it.
828     */
829     mapstruct *newmap;
830     if (exit_ob->map)
831     {
832     newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
833     /* Random map was previously generated, but is no longer about. Lets generate a new
834     * map.
835     */
836     if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
837     {
838     /* Maps that go down have a message set. However, maps that go
839     * up, don't. If the going home has reset, there isn't much
840     * point generating a random map, because it won't match the maps.
841     */
842     if (exit_ob->msg)
843     {
844     enter_random_map (op, exit_ob);
845     }
846     else
847     {
848     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
849     return;
850 root 1.14 }
851    
852 root 1.20 /* For exits that cause damages (like pits). Don't know if any
853     * random maps use this or not.
854     */
855     if (exit_ob->stats.dam && op->type == PLAYER)
856     hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
857     return;
858 root 1.14 }
859     }
860 root 1.20 else
861 elmex 1.1 {
862 root 1.20 /* For word of recall and other force objects
863     * They contain the full pathname of the map to go back to,
864     * so we don't need to normalize it.
865     * But we do need to see if it is unique or not
866     */
867     if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
868     newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
869     else
870     newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
871     }
872     if (!newmap)
873     {
874     if (exit_ob->name)
875     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
876     /* don't cry to momma if name is not set - as in tmp objects
877     * used by the savebed code and character creation */
878     return;
879 root 1.14 }
880 elmex 1.1
881 root 1.20 /* This supports the old behaviour, but it really should not be used.
882     * I will note for example that with this method, it is impossible to
883     * set 0,0 destination coordinates. Really, if we want to support
884     * using the new maps default coordinates, the exit ob should use
885     * something like -1, -1 so it is clear to do that.
886     */
887     if (x == 0 && y == 0)
888     {
889     x = MAP_ENTER_X (newmap);
890     y = MAP_ENTER_Y (newmap);
891     LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
892     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
893 root 1.14 }
894 elmex 1.1
895 root 1.20 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
896     if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
897     {
898 elmex 1.1 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
899 root 1.20 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
900     {
901     if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
902     break;
903     }
904     if (tmp)
905     {
906     remove_ob (tmp);
907     free_object (tmp);
908     }
909    
910     strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
911     op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
912     save_player (op, 1);
913 elmex 1.1 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
914     * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
915     * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
916     }
917    
918 root 1.20 enter_map (op, newmap, x, y);
919 root 1.14 }
920 root 1.20 /* For exits that cause damages (like pits) */
921     if (exit_ob->stats.dam && op->type == PLAYER)
922     hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
923     }
924     else
925     {
926     int flags = 0;
927     mapstruct *newmap;
928    
929    
930     /* Hypothetically, I guess its possible that a standard map matches
931     * the localdir, but that seems pretty unlikely - unlikely enough that
932     * I'm not going to attempt to try to deal with that possibility.
933     * We use the fact that when a player saves on a unique map, it prepends
934     * the localdir to that name. So its an easy way to see of the map is
935     * unique or not.
936     */
937     if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
938     flags = MAP_PLAYER_UNIQUE;
939    
940     /* newmap returns the map (if already loaded), or loads it for
941     * us.
942     */
943     newmap = ready_map_name (op->contr->maplevel, flags);
944     if (!newmap)
945     {
946     LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
947     newmap = ready_map_name (settings.emergency_mapname, 0);
948     op->x = settings.emergency_x;
949     op->y = settings.emergency_y;
950     /* If we can't load the emergency map, something is probably really
951     * screwed up, so bail out now.
952     */
953     if (!newmap)
954     {
955     LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
956     abort ();
957 root 1.14 }
958     }
959 root 1.20 enter_map (op, newmap, op->x, op->y);
960 elmex 1.1 }
961     }
962    
963     /*
964     * process_active_maps(): Works like process_events(), but it only
965     * processes maps which a player is on.
966     *
967     */
968    
969 root 1.20 #if 0 // dead code, schmorp
970     void
971     process_active_maps ()
972 root 1.4 {
973 root 1.20 for (mapstruct * map = first_map; map != NULL; map = map->next)
974 root 1.4 if (map->in_memory == MAP_IN_MEMORY)
975     if (players_on_map (map, TRUE))
976     process_events (map);
977 elmex 1.1 }
978 root 1.4 #endif
979 elmex 1.1
980     /* process_players1 and process_players2 do all the player related stuff.
981     * I moved it out of process events and process_map. This was to some
982     * extent for debugging as well as to get a better idea of the time used
983     * by the various functions. process_players1() does the processing before
984     * objects have been updated, process_players2() does the processing that
985     * is needed after the players have been updated.
986     */
987    
988 root 1.20 void
989     process_players1 (mapstruct * map)
990 elmex 1.1 {
991 root 1.20 int flag;
992     player *pl, *plnext;
993    
994     /* Basically, we keep looping until all the players have done their actions. */
995     for (flag = 1; flag != 0;)
996     {
997     flag = 0;
998     for (pl = first_player; pl != NULL; pl = plnext)
999     {
1000     plnext = pl->next; /* In case a player exits the game in handle_player() */
1001 elmex 1.1
1002 root 1.20 if (pl->ob == NULL)
1003     continue;
1004    
1005     if (map != NULL && pl->ob->map != map)
1006     continue;
1007    
1008     if (pl->ob->speed_left > 0)
1009     {
1010     if (handle_newcs_player (pl->ob))
1011     flag = 1;
1012     } /* end if player has speed left */
1013    
1014     /* If the player is not actively playing, don't make a
1015     * backup save - nothing to save anyway. Plus, the
1016     * map may not longer be valid. This can happen when the
1017     * player quits - they exist for purposes of tracking on the map,
1018     * but don't actually reside on any actual map.
1019     */
1020     if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
1021     continue;
1022 elmex 1.1
1023     #ifdef AUTOSAVE
1024 root 1.20 /* check for ST_PLAYING state so that we don't try to save off when
1025     * the player is logging in.
1026     */
1027 pippijn 1.21 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
1028 root 1.20 {
1029     /* Don't save the player on unholy ground. Instead, increase the
1030     * tick time so it will be about 10 seconds before we try and save
1031     * again.
1032     */
1033     // if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1034     // pl->last_save_tick += 100;
1035     // } else {
1036     save_player (pl->ob, 1);
1037     pl->last_save_tick = pticks;
1038     // }
1039 root 1.14 }
1040 elmex 1.1 #endif
1041 root 1.20 } /* end of for loop for all the players */
1042     } /* for flag */
1043     for (pl = first_player; pl != NULL; pl = pl->next)
1044     {
1045     if (map != NULL && (pl->ob == NULL || pl->ob->map != map))
1046     continue;
1047     if (settings.casting_time == TRUE)
1048     {
1049     if (pl->ob->casting_time > 0)
1050     {
1051     pl->ob->casting_time--;
1052     pl->ob->start_holding = 1;
1053 root 1.14 }
1054 root 1.20 /* set spell_state so we can update the range in stats field */
1055     if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1056     {
1057     pl->ob->start_holding = 0;
1058 root 1.14 }
1059     }
1060 root 1.20 do_some_living (pl->ob);
1061     /* draw(pl->ob);*//* updated in socket code */
1062 elmex 1.1 }
1063     }
1064    
1065 root 1.20 void
1066     process_players2 (mapstruct * map)
1067 elmex 1.1 {
1068 root 1.20 player *pl;
1069 elmex 1.1
1070 root 1.20 /* Then check if any players should use weapon-speed instead of speed */
1071     for (pl = first_player; pl != NULL; pl = pl->next)
1072     {
1073     if (map != NULL)
1074     {
1075     if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1076     continue;
1077     else if (pl->loading != NULL) /* Player is blocked */
1078     pl->ob->speed_left -= pl->ob->speed;
1079     if (pl->ob->map != map)
1080     continue;
1081 root 1.14 }
1082    
1083 root 1.20 /* The code that did weapon_sp handling here was out of place -
1084     * this isn't called until after the player has finished there
1085     * actions, and is thus out of place. All we do here is bounds
1086     * checking.
1087     */
1088     if (pl->has_hit)
1089     {
1090     if (pl->ob->speed_left > pl->weapon_sp)
1091     pl->ob->speed_left = pl->weapon_sp;
1092 root 1.14
1093 root 1.20 /* This needs to be here - if the player is running, we need to
1094     * clear this each tick, but new commands are not being received
1095     * so execute_newserver_command() is never called
1096     */
1097     pl->has_hit = 0;
1098 elmex 1.1
1099 root 1.20 }
1100     else if (pl->ob->speed_left > pl->ob->speed)
1101     pl->ob->speed_left = pl->ob->speed;
1102 elmex 1.1 }
1103     }
1104    
1105 root 1.20 void
1106     process_events (mapstruct * map)
1107     {
1108     object *op;
1109     object *marker = get_object ();
1110     tag_t tag;
1111 elmex 1.1
1112 root 1.20 process_players1 (map);
1113 elmex 1.1
1114 root 1.20 marker->active_next = active_objects;
1115 elmex 1.1
1116 root 1.20 if (marker->active_next)
1117     marker->active_next->active_prev = marker;
1118 elmex 1.1
1119 root 1.20 marker->active_prev = NULL;
1120     active_objects = marker;
1121 elmex 1.1
1122 root 1.20 while (marker->active_next)
1123     {
1124     op = marker->active_next;
1125     tag = op->count;
1126 elmex 1.1
1127 root 1.20 /* Move marker forward - swap op and marker */
1128     op->active_prev = marker->active_prev;
1129 elmex 1.1
1130 root 1.20 if (op->active_prev)
1131     op->active_prev->active_next = op;
1132     else
1133     active_objects = op;
1134 root 1.14
1135 root 1.20 marker->active_next = op->active_next;
1136 root 1.14
1137 root 1.20 if (marker->active_next)
1138     marker->active_next->active_prev = marker;
1139 root 1.14
1140 root 1.20 marker->active_prev = op;
1141     op->active_next = marker;
1142 root 1.14
1143 root 1.20 /* Now process op */
1144     if (QUERY_FLAG (op, FLAG_FREED))
1145     {
1146     LOG (llevError, "BUG: process_events(): Free object on list\n");
1147     op->speed = 0;
1148     update_ob_speed (op);
1149     continue;
1150     }
1151    
1152     /* I've seen occasional crashes due to this - the object is removed,
1153     * and thus the map it points to (last map it was on) may be bogus
1154     * The real bug is to try to find out the cause of this - someone
1155     * is probably calling remove_ob without either an insert_ob or
1156     * free_object afterwards, leaving an object dangling. But I'd
1157     * rather log this and continue on instead of crashing.
1158     * Don't remove players - when a player quits, the object is in
1159     * sort of a limbo, of removed, but something we want to keep
1160     * around.
1161     */
1162     if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1163     {
1164     LOG (llevError, "BUG: process_events(): Removed object on list\n");
1165     dump_object (op);
1166     LOG (llevError, errmsg);
1167     free_object (op);
1168     continue;
1169 root 1.14 }
1170    
1171 root 1.20 if (!op->speed)
1172     {
1173     LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name);
1174     update_ob_speed (op);
1175     continue;
1176 root 1.14 }
1177    
1178 root 1.20 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL)
1179     {
1180     LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count);
1181     op->speed = 0;
1182     update_ob_speed (op);
1183     continue;
1184 root 1.14 }
1185    
1186 root 1.20 if (map != NULL && op->map != map)
1187     continue;
1188    
1189     /* Animate the object. Bug of feature that andim_speed
1190     * is based on ticks, and not the creatures speed?
1191     */
1192     if (op->anim_speed && op->last_anim >= op->anim_speed)
1193     {
1194     if ((op->type == PLAYER) || (op->type == MONSTER))
1195     animate_object (op, op->facing);
1196     else
1197     animate_object (op, op->direction);
1198 root 1.14
1199 root 1.20 op->last_anim = 1;
1200     }
1201     else
1202     op->last_anim++;
1203 elmex 1.1
1204 root 1.20 if (op->speed_left > 0)
1205     {
1206 elmex 1.1 #if 0
1207 root 1.20 /* I've seen occasional crashes in move_symptom() with it
1208     * crashing because op is removed - add some debugging to
1209     * track if it is removed at this point.
1210     * This unfortunately is a bit too verbose it seems - not sure
1211     * why - I think what happens is a map is freed or something and
1212     * some objects get 'lost' - removed never to be reclaimed.
1213     * removed objects generally shouldn't exist.
1214     */
1215     if (QUERY_FLAG (op, FLAG_REMOVED))
1216     {
1217     LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1218 root 1.14 }
1219 elmex 1.1 #endif
1220 root 1.20 --op->speed_left;
1221     process_object (op);
1222     if (was_destroyed (op, tag))
1223     continue;
1224 root 1.14 }
1225 root 1.20 if (settings.casting_time == TRUE && op->casting_time > 0)
1226     op->casting_time--;
1227     if (op->speed_left <= 0)
1228     op->speed_left += FABS (op->speed);
1229 elmex 1.1 }
1230    
1231 root 1.20 /* Remove marker object from active list */
1232     if (marker->active_prev != NULL)
1233     marker->active_prev->active_next = NULL;
1234     else
1235     active_objects = NULL;
1236 elmex 1.1
1237 root 1.20 process_players2 (map);
1238    
1239     free_object (marker);
1240 elmex 1.1 }
1241    
1242 root 1.20 void
1243     clean_tmp_files (void)
1244     {
1245 elmex 1.1 mapstruct *m, *next;
1246    
1247 root 1.20 LOG (llevInfo, "Cleaning up...\n");
1248 elmex 1.1
1249     /* We save the maps - it may not be intuitive why, but if there are unique
1250     * items, we need to save the map so they get saved off. Perhaps we should
1251     * just make a special function that only saves the unique items.
1252     */
1253 root 1.20 for (m = first_map; m != NULL; m = next)
1254     {
1255     next = m->next;
1256     if (m->in_memory == MAP_IN_MEMORY)
1257     {
1258     /* If we want to reuse the temp maps, swap it out (note that will also
1259     * update the log file. Otherwise, save the map (mostly for unique item
1260     * stuff). Note that the clean_tmp_map is called after the end of
1261     * the for loop but is in the #else bracket. IF we are recycling the maps,
1262     * we certainly don't want the temp maps removed.
1263     */
1264 elmex 1.1
1265 root 1.14 /* XXX The above comment is dead wrong */
1266     if (settings.recycle_tmp_maps == TRUE)
1267 root 1.20 swap_map (m);
1268     else
1269     {
1270     new_save_map (m, 0); /* note we save here into a overlay map */
1271     clean_tmp_map (m);
1272     }
1273     }
1274     }
1275     write_todclock (); /* lets just write the clock here */
1276 elmex 1.1 }
1277    
1278     /* clean up everything before exiting */
1279 root 1.20 void
1280     cleanup (void)
1281 elmex 1.1 {
1282 root 1.20 LOG (llevDebug, "Cleanup called. freeing data.\n");
1283     clean_tmp_files ();
1284     write_book_archive ();
1285 elmex 1.1 #ifdef MEMORY_DEBUG
1286 root 1.20 free_all_maps ();
1287     free_style_maps ();
1288     free_all_object_data ();
1289     free_all_archs ();
1290     free_all_treasures ();
1291     free_all_images ();
1292     free_all_newserver ();
1293     free_all_recipes ();
1294     free_all_readable ();
1295     free_all_god ();
1296     free_all_anim ();
1297     /* See what the string data that is out there that hasn't been freed. */
1298 elmex 1.1 /* LOG(llevDebug, ss_dump_table(0xff));*/
1299     #endif
1300 root 1.20 exit (0);
1301 elmex 1.1 }
1302    
1303 root 1.20 void
1304     leave (player * pl, int draw_exit)
1305     {
1306     if (pl != NULL)
1307     {
1308     /* We do this so that the socket handling routine can do the final
1309     * cleanup. We also leave that loop to actually handle the freeing
1310     * of the data.
1311     */
1312     if (pl->ob->type != DEAD_OBJECT)
1313     {
1314     pl->socket.status = Ns_Dead;
1315 elmex 1.1
1316 root 1.20 /* If a hidden dm dropped connection do not create
1317     * inconsistencies by showing that they have left the game
1318     */
1319     if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1320     && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1321     {
1322     if (pl->ob->map)
1323     {
1324     INVOKE_PLAYER (LOGOUT, pl);
1325     LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1326     }
1327    
1328     char buf[MAX_BUF];
1329     sprintf (buf, "%s left the game.", &pl->ob->name);
1330     new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1331     }
1332    
1333     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1334     leave_map (pl->ob);
1335    
1336     pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1337     }
1338 elmex 1.1 }
1339     }
1340    
1341 root 1.20 int
1342     forbid_play (void)
1343 elmex 1.1 {
1344     #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1345 root 1.20 char buf[MAX_BUF], day[MAX_BUF];
1346     FILE *fp;
1347     time_t clock;
1348     struct tm *tm;
1349     int i, start, stop, forbit = 0, comp;
1350    
1351     clock = time (NULL);
1352     tm = (struct tm *) localtime (&clock);
1353 root 1.14
1354 root 1.20 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1355     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1356     return 0;
1357    
1358     while (fgets (buf, MAX_BUF, fp))
1359     {
1360     if (buf[0] == '#')
1361     continue;
1362     if (!strncmp (buf, "msg", 3))
1363     {
1364     if (forbit)
1365     while (fgets (buf, MAX_BUF, fp)) /* print message */
1366     fputs (buf, logfile);
1367     break;
1368    
1369     }
1370     else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1371     {
1372     LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1373     continue;
1374 root 1.14 }
1375    
1376 root 1.20 for (i = 0; i < 7; i++)
1377     {
1378     if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1379     forbit = 1;
1380 root 1.14 }
1381 elmex 1.1 }
1382    
1383 root 1.20 close_and_delete (fp, comp);
1384 elmex 1.1
1385 root 1.20 return forbit;
1386 elmex 1.1 #else
1387 root 1.20 return 0;
1388 elmex 1.1 #endif
1389     }
1390    
1391     /*
1392     * do_specials() is a collection of functions to call from time to time.
1393     * Modified 2000-1-14 MSW to use the global pticks count to determine how
1394     * often to do things. This will allow us to spred them out more often.
1395     * I use prime numbers for the factor count - in that way, it is less likely
1396     * these actions will fall on the same tick (compared to say using 500/2500/15000
1397     * which would mean on that 15,000 tick count a whole bunch of stuff gets
1398     * done). Of course, there can still be times where multiple specials are
1399     * done on the same tick, but that will happen very infrequently
1400     *
1401     * I also think this code makes it easier to see how often we really are
1402     * doing the various things.
1403     */
1404    
1405     extern unsigned long todtick;
1406    
1407 root 1.20 void
1408     do_specials (void)
1409     {
1410 elmex 1.1
1411     #ifdef WATCHDOG
1412 root 1.20 if (!(pticks % 503))
1413     watchdog ();
1414 elmex 1.1 #endif
1415    
1416 root 1.20 if (!(pticks % PTICKS_PER_CLOCK))
1417     tick_the_clock ();
1418 elmex 1.1
1419 root 1.20 if (!(pticks % 7))
1420     shstr::gc ();
1421 root 1.18
1422 root 1.20 if (!(pticks % 79))
1423     flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1424 elmex 1.1
1425 root 1.20 if (!(pticks % 2503))
1426     fix_weight (); /* Hack to fix weightproblems caused by bugs */
1427 elmex 1.1
1428 root 1.20 if (!(pticks % 2521))
1429     metaserver_update (); /* 2500 ticks is about 5 minutes */
1430 elmex 1.1
1431 root 1.20 if (!(pticks % 5003))
1432     write_book_archive ();
1433 elmex 1.1
1434 root 1.20 if (!(pticks % 5009))
1435     clean_friendly_list ();
1436 elmex 1.1
1437 root 1.20 if (!(pticks % 5011))
1438     obsolete_parties ();
1439 elmex 1.1
1440 root 1.20 if (!(pticks % 12503))
1441     fix_luck ();
1442 elmex 1.1 }
1443    
1444 root 1.20 void
1445     server_tick ()
1446 root 1.2 {
1447 root 1.4 nroferrors = 0;
1448 root 1.2
1449 root 1.20 doeric_server ();
1450 root 1.12 INVOKE_GLOBAL (CLOCK);
1451 root 1.20 process_events (NULL); /* "do" something with objects with speed */
1452     flush_sockets ();
1453     check_active_maps (); /* Removes unused maps after a certain timeout */
1454     do_specials (); /* Routines called from time to time. */
1455 root 1.5
1456     ++pticks;
1457 root 1.2 }
1458    
1459 root 1.20 int
1460     main (int argc, char **argv)
1461 elmex 1.1 {
1462 root 1.6 settings.argc = argc;
1463     settings.argv = argv;
1464    
1465 root 1.15 cfperl_init ();
1466    
1467 root 1.6 init (argc, argv);
1468    
1469 root 1.10 initPlugins ();
1470 elmex 1.1
1471 root 1.6 for (;;)
1472     cfperl_main ();
1473 elmex 1.1
1474 root 1.6 // unreached
1475     emergency_save (0);
1476     cleanup ();
1477 root 1.4
1478 elmex 1.1 return 0;
1479     }