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Revision: 1.23
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.22: +39 -28 lines
Log Message:
indent

File Contents

# User Rev Content
1 root 1.23
2 elmex 1.1 /*
3     * static char *rcsid_main_c =
4 root 1.23 * "$Id: main.C,v 1.22 2006-09-09 21:48:29 root Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30     #include <global.h>
31     #include <object.h>
32     #include <tod.h>
33    
34     #ifdef HAVE_DES_H
35 root 1.23 # include <des.h>
36 elmex 1.1 #else
37 root 1.23 # ifdef HAVE_CRYPT_H
38 elmex 1.1 # include <crypt.h>
39 root 1.23 # endif
40 elmex 1.1 #endif
41    
42     #ifndef __CEXTRACT__
43 root 1.23 # include <sproto.h>
44 elmex 1.1 #endif
45    
46     #ifdef HAVE_TIME_H
47 root 1.23 # include <time.h>
48 elmex 1.1 #endif
49    
50     #include <../random_maps/random_map.h>
51     #include <../random_maps/rproto.h>
52     #include "path.h"
53    
54     static char days[7][4] = {
55 root 1.20 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
56     };
57 elmex 1.1
58 root 1.20 void
59 root 1.23 version (object *op)
60 root 1.20 {
61     if (op != NULL)
62     clear_win_info (op);
63 elmex 1.1
64 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION);
65 elmex 1.1
66     /* If in a socket, don't print out the list of authors. It confuses the
67     * crossclient program.
68     */
69 root 1.20 if (op == NULL)
70     return;
71     new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
72     new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)");
73     new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)");
74     new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
75     new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
76     new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)");
77     new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
78     new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)");
79     new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)");
80     new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
81     new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
82     new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)");
83     new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)");
84     new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)");
85     new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
86     new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
87     new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)");
88     new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)");
89     new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)");
90     new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)");
91     new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)");
92     new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)");
93     new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)");
94     new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)");
95     new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)");
96     new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)");
97     new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)");
98     new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
99     new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)");
100     new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)");
101     new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)");
102     new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)");
103     new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)");
104     new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)");
105     new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)");
106     new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)");
107     new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
108     new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)");
109     new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)");
110     new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]");
111     new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
112     new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
113     new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
114     new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]");
115     new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
116     new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
117     new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]");
118     new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
119     }
120    
121     void
122 root 1.23 info_keys (object *op)
123 root 1.20 {
124     clear_win_info (op);
125     new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
126     new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
127     new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
128     new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
129     new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
130     new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
131     new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
132     new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
133     new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
134     new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
135     new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
136     new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
137     new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
138     new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
139     new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
140     new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
141     new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
142 elmex 1.1 }
143    
144 root 1.20 void
145 root 1.23 start_info (object *op)
146 root 1.20 {
147 elmex 1.1 char buf[MAX_BUF];
148    
149 root 1.20 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
150     new_draw_info (NDI_UNIQUE, 0, op, buf);
151     new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
152     new_draw_info (NDI_UNIQUE, 0, op, " ");
153     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
154     if (!op->contr->name_changed)
155     {
156     new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
157     new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
158     new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
159     }
160 elmex 1.1 }
161    
162     /* Really, there is no reason to crypt the passwords any system. But easier
163     * to just leave this enabled for backward compatibility. Put the
164     * simple case at top - no encryption - makes it easier to read.
165     */
166 root 1.20 char *
167     crypt_string (char *str, char *salt)
168     {
169 elmex 1.1 #if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
170 root 1.20 return (str);
171 elmex 1.1 #else
172 root 1.20 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
173     char s[2];
174    
175     if (salt == NULL)
176     s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
177     else
178     s[0] = salt[0], s[1] = salt[1];
179 elmex 1.1
180 root 1.23 # ifdef HAVE_LIBDES
181 root 1.20 return (char *) des_crypt (str, s);
182 root 1.23 # endif
183 root 1.20 /* Default case - just use crypt */
184     return (char *) crypt (str, s);
185 elmex 1.1 #endif
186     }
187    
188 root 1.20 int
189     check_password (char *typed, char *crypted)
190     {
191     return !strcmp (crypt_string (typed, crypted), crypted);
192 elmex 1.1 }
193    
194     /* This is a basic little function to put the player back to his
195     * savebed. We do some error checking - its possible that the
196     * savebed map may no longer exist, so we make sure the player
197     * goes someplace.
198     */
199 root 1.20 void
200 root 1.23 enter_player_savebed (object *op)
201 elmex 1.1 {
202 root 1.20 mapstruct *oldmap = op->map;
203     object *tmp;
204 elmex 1.1
205 root 1.20 tmp = get_object ();
206 elmex 1.1
207 root 1.20 EXIT_PATH (tmp) = op->contr->savebed_map;
208     EXIT_X (tmp) = op->contr->bed_x;
209     EXIT_Y (tmp) = op->contr->bed_y;
210     enter_exit (op, tmp);
211     /* If the player has not changed maps and the name does not match
212     * that of the savebed, his savebed map is gone. Lets go back
213     * to the emergency path. Update what the players savebed is
214     * while we're at it.
215     */
216     if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
217     {
218     LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
219     settings.emergency_mapname, &op->name, op->contr->savebed_map);
220     strcpy (op->contr->savebed_map, settings.emergency_mapname);
221     op->contr->bed_x = settings.emergency_x;
222     op->contr->bed_y = settings.emergency_y;
223     EXIT_PATH (tmp) = op->contr->savebed_map;
224     EXIT_X (tmp) = op->contr->bed_x;
225     EXIT_Y (tmp) = op->contr->bed_y;
226     enter_exit (op, tmp);
227 elmex 1.1 }
228 root 1.20 free_object (tmp);
229 elmex 1.1 }
230    
231     /* All this really is is a glorified remove_object that also updates
232     * the counts on the map if needed.
233     */
234 root 1.20 void
235 root 1.23 leave_map (object *op)
236 elmex 1.1 {
237 root 1.20 mapstruct *oldmap = op->map;
238 elmex 1.1
239 root 1.20 remove_ob (op);
240 elmex 1.1
241 root 1.20 if (oldmap)
242     {
243     if (!op->contr->hidden)
244     oldmap->players--;
245     if (oldmap->players <= 0)
246     { /* can be less than zero due to errors in tracking this */
247     set_map_timeout (oldmap);
248 root 1.14 }
249 elmex 1.1 }
250     }
251    
252     /*
253     * enter_map(): Moves the player and pets from current map (if any) to
254     * new map. map, x, y must be set. map is the map we are moving the
255     * player to - it could be the map he just came from if the load failed for
256     * whatever reason. If default map coordinates are to be used, then
257     * the function that calls this should figure them out.
258     */
259 root 1.20 static void
260 root 1.23 enter_map (object *op, mapstruct *newmap, int x, int y)
261 root 1.20 {
262     mapstruct *oldmap = op->map;
263    
264     if (out_of_map (newmap, x, y))
265     {
266     LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
267     x = MAP_ENTER_X (newmap);
268     y = MAP_ENTER_Y (newmap);
269     if (out_of_map (newmap, x, y))
270     {
271     LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
272     newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap));
273     new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
274     return;
275     }
276     }
277     /* try to find a spot for the player */
278     if (ob_blocked (op, newmap, x, y))
279     { /* First choice blocked */
280     /* We try to find a spot for the player, starting closest in.
281     * We could use find_first_free_spot, but that doesn't randomize it at all,
282     * So for example, if the north space is free, you would always end up there even
283     * if other spaces around are available.
284     * Note that for the second and third calls, we could start at a position other
285     * than one, but then we could end up on the other side of walls and so forth.
286     */
287     int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1);
288 root 1.23
289 root 1.20 if (i == -1)
290     {
291     i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
292     if (i == -1)
293     i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
294     }
295     if (i != -1)
296     {
297     x += freearr_x[i];
298     y += freearr_y[i];
299     }
300     else
301     {
302     /* not much we can do in this case. */
303     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);
304     }
305     } /* end if looking for free spot */
306 elmex 1.1
307 root 1.20 if (op->map != NULL)
308     {
309     INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
310     INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
311     }
312    
313     /* If it is a player login, he has yet to be inserted anyplace.
314     * otherwise, we need to deal with removing the player here.
315     */
316     if (!QUERY_FLAG (op, FLAG_REMOVED))
317     remove_ob (op);
318    
319     /* remove_ob clears these so they must be reset after the remove_ob call */
320     op->x = x;
321     op->y = y;
322     op->map = newmap;
323     insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
324    
325     INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
326    
327     if (!op->contr->hidden)
328     newmap->players++;
329    
330     newmap->timeout = 0;
331     op->enemy = NULL;
332    
333     if (op->contr)
334     {
335     strcpy (op->contr->maplevel, newmap->path);
336     op->contr->count = 0;
337     }
338    
339     /* Update any golems */
340     if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
341     {
342     int i = find_free_spot (op->contr->ranges[range_golem], newmap,
343     x, y, 1, SIZEOFFREE);
344 root 1.23
345 root 1.20 remove_ob (op->contr->ranges[range_golem]);
346     if (i == -1)
347     {
348     remove_friendly_object (op->contr->ranges[range_golem]);
349     free_object (op->contr->ranges[range_golem]);
350     op->contr->ranges[range_golem] = NULL;
351     op->contr->golem_count = 0;
352     }
353     else
354     {
355     object *tmp;
356 root 1.23
357 root 1.20 for (tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
358     {
359     tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
360     tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
361     tmp->map = newmap;
362 root 1.14 }
363 root 1.20 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
364     op->contr->ranges[range_golem]->direction =
365     find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
366 root 1.14 }
367 elmex 1.1 }
368 root 1.20 op->direction = 0;
369 elmex 1.1
370 root 1.20 /* since the players map is already loaded, we don't need to worry
371     * about pending objects.
372     */
373     remove_all_pets (newmap);
374 elmex 1.1
375 root 1.20 /* If the player is changing maps, we need to do some special things
376     * Do this after the player is on the new map - otherwise the force swap of the
377     * old map does not work.
378     */
379     if (oldmap != newmap)
380     {
381     if (oldmap) /* adjust old map */
382 elmex 1.1 {
383 root 1.20 oldmap->players--;
384 elmex 1.1
385 root 1.20 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
386     set_map_timeout (oldmap);
387 elmex 1.1 }
388     }
389     }
390    
391 root 1.20 void
392 root 1.23 set_map_timeout (mapstruct *oldmap)
393 elmex 1.1 {
394     #if MAP_MAXTIMEOUT
395 root 1.20 oldmap->timeout = MAP_TIMEOUT (oldmap);
396     /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
397     * lower than the min value.
398     */
399 root 1.23 # if MAP_MINTIMEOUT
400 root 1.20 if (oldmap->timeout < MAP_MINTIMEOUT)
401     {
402     oldmap->timeout = MAP_MINTIMEOUT;
403 elmex 1.1 }
404 root 1.23 # endif
405 root 1.20 if (oldmap->timeout > MAP_MAXTIMEOUT)
406     {
407     oldmap->timeout = MAP_MAXTIMEOUT;
408 elmex 1.1 }
409     #else
410 root 1.20 /* save out the map */
411     swap_map (oldmap);
412 elmex 1.1 #endif /* MAP_MAXTIMEOUT */
413     }
414    
415    
416     /* clean_path takes a path and replaces all / with _
417     * We do a strcpy so that we do not change the original string.
418     */
419 root 1.20 char *
420     clean_path (const char *file)
421 elmex 1.1 {
422 root 1.20 static char newpath[MAX_BUF], *cp;
423 elmex 1.1
424 root 1.20 strncpy (newpath, file, MAX_BUF - 1);
425     newpath[MAX_BUF - 1] = '\0';
426     for (cp = newpath; *cp != '\0'; cp++)
427     {
428     if (*cp == '/')
429     *cp = '_';
430 elmex 1.1 }
431 root 1.20 return newpath;
432 elmex 1.1 }
433    
434    
435     /* unclean_path takes a path and replaces all _ with /
436     * This basically undoes clean path.
437     * We do a strcpy so that we do not change the original string.
438     * We are smart enough to start after the last / in case we
439     * are getting passed a string that points to a unique map
440     * path.
441     */
442 root 1.20 char *
443     unclean_path (const char *src)
444 elmex 1.1 {
445 root 1.20 static char newpath[MAX_BUF], *cp;
446 elmex 1.1
447 root 1.20 cp = strrchr (src, '/');
448     if (cp)
449     strncpy (newpath, cp + 1, MAX_BUF - 1);
450     else
451     strncpy (newpath, src, MAX_BUF - 1);
452     newpath[MAX_BUF - 1] = '\0';
453    
454     for (cp = newpath; *cp != '\0'; cp++)
455     {
456     if (*cp == '_')
457     *cp = '/';
458 elmex 1.1 }
459 root 1.20 return newpath;
460 elmex 1.1 }
461    
462    
463     /* The player is trying to enter a randomly generated map. In this case, generate the
464     * random map as needed.
465     */
466    
467 root 1.20 static void
468 root 1.23 enter_random_map (object *pl, object *exit_ob)
469 elmex 1.1 {
470 root 1.20 mapstruct *new_map;
471     char newmap_name[HUGE_BUF], *cp;
472     static int reference_number = 0;
473     RMParms rp;
474    
475     memset (&rp, 0, sizeof (RMParms));
476     rp.Xsize = -1;
477     rp.Ysize = -1;
478     rp.region = get_region_by_map (exit_ob->map);
479     if (exit_ob->msg)
480     set_random_map_variable (&rp, exit_ob->msg);
481     rp.origin_x = exit_ob->x;
482     rp.origin_y = exit_ob->y;
483     strcpy (rp.origin_map, pl->map->path);
484    
485     /* If we have a final_map, use it as a base name to give some clue
486     * as where the player is. Otherwise, use the origin map.
487     * Take the last component (after the last slash) to give
488     * shorter names without bogus slashes.
489     */
490     if (rp.final_map[0])
491     {
492     cp = strrchr (rp.final_map, '/');
493     if (!cp)
494     cp = rp.final_map;
495     }
496     else
497     {
498     char buf[HUGE_BUF];
499    
500     cp = strrchr (rp.origin_map, '/');
501     if (!cp)
502     cp = rp.origin_map;
503     /* Need to strip of any trailing digits, if it has them */
504     strcpy (buf, cp);
505     while (isdigit (buf[strlen (buf) - 1]))
506     buf[strlen (buf) - 1] = 0;
507     cp = buf;
508     }
509    
510     sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
511    
512     /* now to generate the actual map. */
513     new_map = generate_random_map (newmap_name, &rp);
514    
515     /* Update the exit_ob so it now points directly at the newly created
516     * random maps. Not that it is likely to happen, but it does mean that a
517     * exit in a unique map leading to a random map will not work properly.
518     * It also means that if the created random map gets reset before
519     * the exit leading to it, that the exit will no longer work.
520     */
521     if (new_map)
522     {
523     int x, y;
524 root 1.23
525 root 1.20 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
526     y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
527     EXIT_PATH (exit_ob) = newmap_name;
528     strcpy (new_map->path, newmap_name);
529     enter_map (pl, new_map, x, y);
530 elmex 1.1 }
531     }
532    
533     /* The player is trying to enter a non-randomly generated template map. In this
534     * case, use a map file for a template
535     */
536    
537 root 1.20 static void
538 root 1.23 enter_fixed_template_map (object *pl, object *exit_ob)
539 elmex 1.1 {
540 root 1.20 mapstruct *new_map;
541     char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
542     const char *new_map_name;
543    
544     /* Split the exit path string into two parts, one
545     * for where to store the map, and one for were
546     * to generate the map from.
547     */
548     snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
549     sourcemap = strchr (exitpath, '!');
550     if (!sourcemap)
551     {
552     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
553     /* Should only occur when no source map is set.
554     */
555     LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
556     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
557     return;
558     }
559     *sourcemap++ = '\0';
560    
561     /* If we are not coming from a template map, we can use relative directories
562     * for the map to generate from.
563     */
564     if (!exit_ob->map->templatemap)
565     {
566     sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
567     }
568    
569     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
570     * of the exit, and the name of the map the exit is on, respectively.
571     */
572     sprintf (tmpnum, "%d", exit_ob->x);
573     replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
574    
575     sprintf (tmpnum, "%d", exit_ob->y);
576     sprintf (tmpstring, "%s", resultname);
577     replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
578    
579     sprintf (tmpstring, "%s", resultname);
580     replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
581    
582     /* If we are coming from another template map, use reletive paths unless
583     * indicated otherwise.
584     */
585     if (exit_ob->map->templatemap && (resultname[0] != '/'))
586     {
587     new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
588     }
589     else
590     {
591     new_map_name = create_template_pathname (resultname);
592     }
593    
594     /* Attempt to load the map, if unable to, then
595     * create the map from the template.
596     */
597     new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
598     if (!new_map)
599     {
600     new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
601     if (new_map)
602     fix_auto_apply (new_map);
603     }
604    
605     if (new_map)
606     {
607     /* set the path of the map to where it should be
608     * so we don't just save over the source map.
609     */
610     strcpy (new_map->path, new_map_name);
611     new_map->templatemap = 1;
612     enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
613     }
614     else
615     {
616     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
617     /* Should only occur when an invalid source map is set.
618     */
619     LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
620     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
621 elmex 1.1 }
622     }
623    
624    
625     /* The player is trying to enter a randomly generated template map. In this
626     * case, generate the map as needed.
627     */
628    
629 root 1.20 static void
630 root 1.23 enter_random_template_map (object *pl, object *exit_ob)
631 elmex 1.1 {
632 root 1.20 mapstruct *new_map;
633     char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
634     const char *new_map_name;
635     RMParms rp;
636    
637     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
638     * of the exit, and the name of the map the exit is on, respectively.
639     */
640     sprintf (tmpnum, "%d", exit_ob->x);
641     replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
642    
643     sprintf (tmpnum, "%d", exit_ob->y);
644     sprintf (tmpstring, "%s", resultname);
645     replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
646    
647     sprintf (tmpstring, "%s", resultname);
648     replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
649    
650     /* If we are coming from another template map, use reletive paths unless
651     * indicated otherwise.
652     */
653     if (exit_ob->map->templatemap && (resultname[0] != '/'))
654     {
655     new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
656     }
657     else
658     {
659     new_map_name = create_template_pathname (resultname);
660     }
661    
662     new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
663     if (!new_map)
664     {
665     memset (&rp, 0, sizeof (RMParms));
666     rp.Xsize = -1;
667     rp.Ysize = -1;
668     rp.region = get_region_by_map (exit_ob->map);
669     if (exit_ob->msg)
670     set_random_map_variable (&rp, exit_ob->msg);
671     rp.origin_x = exit_ob->x;
672     rp.origin_y = exit_ob->y;
673     strcpy (rp.origin_map, pl->map->path);
674    
675     /* now to generate the actual map. */
676     new_map = generate_random_map (new_map_name, &rp);
677 elmex 1.1 }
678    
679    
680 root 1.20 /* Update the exit_ob so it now points directly at the newly created
681     * random maps. Not that it is likely to happen, but it does mean that a
682     * exit in a unique map leading to a random map will not work properly.
683     * It also means that if the created random map gets reset before
684     * the exit leading to it, that the exit will no longer work.
685     */
686     if (new_map)
687     {
688     int x, y;
689 root 1.23
690 root 1.20 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
691     y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
692     new_map->templatemap = 1;
693     enter_map (pl, new_map, x, y);
694 elmex 1.1 }
695     }
696    
697    
698     /* Code to enter/detect a character entering a unique map.
699     */
700 root 1.20 static void
701 root 1.23 enter_unique_map (object *op, object *exit_ob)
702 elmex 1.1 {
703 root 1.20 char apartment[HUGE_BUF];
704     mapstruct *newmap;
705    
706     if (EXIT_PATH (exit_ob)[0] == '/')
707     {
708     sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
709     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
710     if (!newmap)
711     {
712     newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
713     if (newmap)
714     fix_auto_apply (newmap);
715     }
716     }
717     else
718     { /* relative directory */
719     char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
720 elmex 1.1
721 root 1.20 if (exit_ob->map->unique)
722     {
723    
724     strcpy (reldir, unclean_path (exit_ob->map->path));
725    
726     /* Need to copy this over, as clean_path only has one static return buffer */
727     strcpy (tmpc, clean_path (reldir));
728     /* Remove final component, if any */
729     if ((cp = strrchr (tmpc, '_')) != NULL)
730     *cp = 0;
731    
732     sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
733    
734     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
735     if (!newmap)
736     {
737     newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
738     if (newmap)
739     fix_auto_apply (newmap);
740 root 1.14 }
741     }
742 root 1.20 else
743     {
744     /* The exit is unique, but the map we are coming from is not unique. So
745     * use the basic logic - don't need to demangle the path name
746     */
747     sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
748     settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
749     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
750     if (!newmap)
751     {
752     newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
753     if (newmap)
754     fix_auto_apply (newmap);
755 root 1.14 }
756     }
757 elmex 1.1 }
758    
759 root 1.20 if (newmap)
760     {
761     strcpy (newmap->path, apartment);
762     newmap->unique = 1;
763     enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
764     }
765     else
766     {
767     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
768     /* Perhaps not critical, but I would think that the unique maps
769     * should be new enough this does not happen. This also creates
770     * a strange situation where some players could perhaps have visited
771     * such a map before it was removed, so they have the private
772     * map, but other players can't get it anymore.
773     */
774     LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
775     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
776 elmex 1.1 }
777 root 1.20
778 elmex 1.1 }
779    
780    
781     /* Tries to move 'op' to exit_ob. op is the character or monster that is
782     * using the exit, where exit_ob is the exit object (boat, door, teleporter,
783     * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
784     * move the object to. This is used when loading the player.
785     *
786     * Largely redone by MSW 2001-01-21 - this function was overly complex
787     * and had some obscure bugs.
788     */
789    
790 root 1.20 void
791 root 1.23 enter_exit (object *op, object *exit_ob)
792 root 1.20 {
793     #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
794     object *tmp;
795 root 1.23
796 root 1.20 /* It may be nice to support other creatures moving across
797     * exits, but right now a lot of the code looks at op->contr,
798     * so thta is an RFE.
799     */
800     if (op->type != PLAYER)
801     return;
802    
803     /* First, lets figure out what map the player is going to go to */
804     if (exit_ob)
805     {
806    
807     /* check to see if we make a template map */
808     if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
809     {
810     if (EXIT_PATH (exit_ob)[2] == '!')
811     {
812     /* generate a template map randomly */
813     enter_random_template_map (op, exit_ob);
814 elmex 1.1 }
815 root 1.20 else
816     {
817     /* generate a template map from a fixed template */
818     enter_fixed_template_map (op, exit_ob);
819     }
820     }
821     /* check to see if we make a randomly generated map */
822     else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
823     {
824     enter_random_map (op, exit_ob);
825 root 1.14 }
826 root 1.20 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
827     {
828     enter_unique_map (op, exit_ob);
829     }
830     else
831     {
832     int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
833 root 1.23
834 root 1.20 /* 'Normal' exits that do not do anything special
835     * Simple enough we don't need another routine for it.
836     */
837     mapstruct *newmap;
838 root 1.23
839 root 1.20 if (exit_ob->map)
840     {
841     newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
842     /* Random map was previously generated, but is no longer about. Lets generate a new
843     * map.
844     */
845     if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
846     {
847     /* Maps that go down have a message set. However, maps that go
848     * up, don't. If the going home has reset, there isn't much
849     * point generating a random map, because it won't match the maps.
850     */
851     if (exit_ob->msg)
852     {
853     enter_random_map (op, exit_ob);
854     }
855     else
856     {
857     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
858     return;
859 root 1.14 }
860    
861 root 1.20 /* For exits that cause damages (like pits). Don't know if any
862     * random maps use this or not.
863     */
864     if (exit_ob->stats.dam && op->type == PLAYER)
865     hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
866     return;
867 root 1.14 }
868     }
869 root 1.20 else
870 elmex 1.1 {
871 root 1.20 /* For word of recall and other force objects
872     * They contain the full pathname of the map to go back to,
873     * so we don't need to normalize it.
874     * But we do need to see if it is unique or not
875     */
876     if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
877     newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
878     else
879     newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
880     }
881     if (!newmap)
882     {
883     if (exit_ob->name)
884     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
885     /* don't cry to momma if name is not set - as in tmp objects
886     * used by the savebed code and character creation */
887     return;
888 root 1.14 }
889 elmex 1.1
890 root 1.20 /* This supports the old behaviour, but it really should not be used.
891     * I will note for example that with this method, it is impossible to
892     * set 0,0 destination coordinates. Really, if we want to support
893     * using the new maps default coordinates, the exit ob should use
894     * something like -1, -1 so it is clear to do that.
895     */
896     if (x == 0 && y == 0)
897     {
898     x = MAP_ENTER_X (newmap);
899     y = MAP_ENTER_Y (newmap);
900     LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
901     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
902 root 1.14 }
903 elmex 1.1
904 root 1.20 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
905     if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
906     {
907 elmex 1.1 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
908 root 1.20 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
909     {
910     if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
911     break;
912     }
913     if (tmp)
914     {
915     remove_ob (tmp);
916     free_object (tmp);
917     }
918    
919     strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
920     op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
921     save_player (op, 1);
922 elmex 1.1 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
923     * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
924     * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
925     }
926    
927 root 1.20 enter_map (op, newmap, x, y);
928 root 1.14 }
929 root 1.20 /* For exits that cause damages (like pits) */
930     if (exit_ob->stats.dam && op->type == PLAYER)
931     hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
932     }
933     else
934     {
935     int flags = 0;
936     mapstruct *newmap;
937    
938    
939     /* Hypothetically, I guess its possible that a standard map matches
940     * the localdir, but that seems pretty unlikely - unlikely enough that
941     * I'm not going to attempt to try to deal with that possibility.
942     * We use the fact that when a player saves on a unique map, it prepends
943     * the localdir to that name. So its an easy way to see of the map is
944     * unique or not.
945     */
946     if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
947     flags = MAP_PLAYER_UNIQUE;
948    
949     /* newmap returns the map (if already loaded), or loads it for
950     * us.
951     */
952     newmap = ready_map_name (op->contr->maplevel, flags);
953     if (!newmap)
954     {
955     LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
956     newmap = ready_map_name (settings.emergency_mapname, 0);
957     op->x = settings.emergency_x;
958     op->y = settings.emergency_y;
959     /* If we can't load the emergency map, something is probably really
960     * screwed up, so bail out now.
961     */
962     if (!newmap)
963     {
964     LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
965     abort ();
966 root 1.14 }
967     }
968 root 1.20 enter_map (op, newmap, op->x, op->y);
969 elmex 1.1 }
970     }
971    
972     /*
973     * process_active_maps(): Works like process_events(), but it only
974     * processes maps which a player is on.
975     *
976     */
977    
978 root 1.20 #if 0 // dead code, schmorp
979     void
980     process_active_maps ()
981 root 1.4 {
982 root 1.23 for (mapstruct *map = first_map; map != NULL; map = map->next)
983 root 1.4 if (map->in_memory == MAP_IN_MEMORY)
984     if (players_on_map (map, TRUE))
985     process_events (map);
986 elmex 1.1 }
987 root 1.4 #endif
988 elmex 1.1
989     /* process_players1 and process_players2 do all the player related stuff.
990     * I moved it out of process events and process_map. This was to some
991     * extent for debugging as well as to get a better idea of the time used
992     * by the various functions. process_players1() does the processing before
993     * objects have been updated, process_players2() does the processing that
994     * is needed after the players have been updated.
995     */
996    
997 root 1.20 void
998 root 1.23 process_players1 (mapstruct *map)
999 elmex 1.1 {
1000 root 1.20 int flag;
1001     player *pl, *plnext;
1002    
1003     /* Basically, we keep looping until all the players have done their actions. */
1004     for (flag = 1; flag != 0;)
1005     {
1006     flag = 0;
1007     for (pl = first_player; pl != NULL; pl = plnext)
1008     {
1009     plnext = pl->next; /* In case a player exits the game in handle_player() */
1010 elmex 1.1
1011 root 1.20 if (pl->ob == NULL)
1012     continue;
1013    
1014     if (map != NULL && pl->ob->map != map)
1015     continue;
1016    
1017     if (pl->ob->speed_left > 0)
1018     {
1019     if (handle_newcs_player (pl->ob))
1020     flag = 1;
1021     } /* end if player has speed left */
1022    
1023     /* If the player is not actively playing, don't make a
1024     * backup save - nothing to save anyway. Plus, the
1025     * map may not longer be valid. This can happen when the
1026     * player quits - they exist for purposes of tracking on the map,
1027     * but don't actually reside on any actual map.
1028     */
1029     if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
1030     continue;
1031 elmex 1.1
1032     #ifdef AUTOSAVE
1033 root 1.20 /* check for ST_PLAYING state so that we don't try to save off when
1034     * the player is logging in.
1035     */
1036 pippijn 1.21 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
1037 root 1.20 {
1038     /* Don't save the player on unholy ground. Instead, increase the
1039     * tick time so it will be about 10 seconds before we try and save
1040     * again.
1041     */
1042     // if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1043     // pl->last_save_tick += 100;
1044     // } else {
1045     save_player (pl->ob, 1);
1046     pl->last_save_tick = pticks;
1047     // }
1048 root 1.14 }
1049 elmex 1.1 #endif
1050 root 1.20 } /* end of for loop for all the players */
1051     } /* for flag */
1052     for (pl = first_player; pl != NULL; pl = pl->next)
1053     {
1054     if (map != NULL && (pl->ob == NULL || pl->ob->map != map))
1055     continue;
1056     if (settings.casting_time == TRUE)
1057     {
1058     if (pl->ob->casting_time > 0)
1059     {
1060     pl->ob->casting_time--;
1061     pl->ob->start_holding = 1;
1062 root 1.14 }
1063 root 1.20 /* set spell_state so we can update the range in stats field */
1064     if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1065     {
1066     pl->ob->start_holding = 0;
1067 root 1.14 }
1068     }
1069 root 1.20 do_some_living (pl->ob);
1070 root 1.23 /* draw(pl->ob); *//* updated in socket code */
1071 elmex 1.1 }
1072     }
1073    
1074 root 1.20 void
1075 root 1.23 process_players2 (mapstruct *map)
1076 elmex 1.1 {
1077 root 1.20 player *pl;
1078 elmex 1.1
1079 root 1.20 /* Then check if any players should use weapon-speed instead of speed */
1080     for (pl = first_player; pl != NULL; pl = pl->next)
1081     {
1082     if (map != NULL)
1083     {
1084     if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1085     continue;
1086     else if (pl->loading != NULL) /* Player is blocked */
1087     pl->ob->speed_left -= pl->ob->speed;
1088     if (pl->ob->map != map)
1089     continue;
1090 root 1.14 }
1091    
1092 root 1.20 /* The code that did weapon_sp handling here was out of place -
1093     * this isn't called until after the player has finished there
1094     * actions, and is thus out of place. All we do here is bounds
1095     * checking.
1096     */
1097     if (pl->has_hit)
1098     {
1099     if (pl->ob->speed_left > pl->weapon_sp)
1100     pl->ob->speed_left = pl->weapon_sp;
1101 root 1.14
1102 root 1.20 /* This needs to be here - if the player is running, we need to
1103     * clear this each tick, but new commands are not being received
1104     * so execute_newserver_command() is never called
1105     */
1106     pl->has_hit = 0;
1107 elmex 1.1
1108 root 1.20 }
1109     else if (pl->ob->speed_left > pl->ob->speed)
1110     pl->ob->speed_left = pl->ob->speed;
1111 elmex 1.1 }
1112     }
1113    
1114 root 1.20 void
1115 root 1.23 process_events (mapstruct *map)
1116 root 1.20 {
1117     object *op;
1118     object *marker = get_object ();
1119     tag_t tag;
1120 elmex 1.1
1121 root 1.20 process_players1 (map);
1122 elmex 1.1
1123 root 1.20 marker->active_next = active_objects;
1124 elmex 1.1
1125 root 1.20 if (marker->active_next)
1126     marker->active_next->active_prev = marker;
1127 elmex 1.1
1128 root 1.20 marker->active_prev = NULL;
1129     active_objects = marker;
1130 elmex 1.1
1131 root 1.20 while (marker->active_next)
1132     {
1133     op = marker->active_next;
1134     tag = op->count;
1135 elmex 1.1
1136 root 1.20 /* Move marker forward - swap op and marker */
1137     op->active_prev = marker->active_prev;
1138 elmex 1.1
1139 root 1.20 if (op->active_prev)
1140     op->active_prev->active_next = op;
1141     else
1142     active_objects = op;
1143 root 1.14
1144 root 1.20 marker->active_next = op->active_next;
1145 root 1.14
1146 root 1.20 if (marker->active_next)
1147     marker->active_next->active_prev = marker;
1148 root 1.14
1149 root 1.20 marker->active_prev = op;
1150     op->active_next = marker;
1151 root 1.14
1152 root 1.20 /* Now process op */
1153     if (QUERY_FLAG (op, FLAG_FREED))
1154     {
1155     LOG (llevError, "BUG: process_events(): Free object on list\n");
1156     op->speed = 0;
1157     update_ob_speed (op);
1158     continue;
1159     }
1160    
1161     /* I've seen occasional crashes due to this - the object is removed,
1162     * and thus the map it points to (last map it was on) may be bogus
1163     * The real bug is to try to find out the cause of this - someone
1164     * is probably calling remove_ob without either an insert_ob or
1165     * free_object afterwards, leaving an object dangling. But I'd
1166     * rather log this and continue on instead of crashing.
1167     * Don't remove players - when a player quits, the object is in
1168     * sort of a limbo, of removed, but something we want to keep
1169     * around.
1170     */
1171     if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1172     {
1173     LOG (llevError, "BUG: process_events(): Removed object on list\n");
1174     dump_object (op);
1175     LOG (llevError, errmsg);
1176     free_object (op);
1177     continue;
1178 root 1.14 }
1179    
1180 root 1.20 if (!op->speed)
1181     {
1182     LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name);
1183     update_ob_speed (op);
1184     continue;
1185 root 1.14 }
1186    
1187 root 1.20 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL)
1188     {
1189     LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count);
1190     op->speed = 0;
1191     update_ob_speed (op);
1192     continue;
1193 root 1.14 }
1194    
1195 root 1.20 if (map != NULL && op->map != map)
1196     continue;
1197    
1198     /* Animate the object. Bug of feature that andim_speed
1199     * is based on ticks, and not the creatures speed?
1200     */
1201     if (op->anim_speed && op->last_anim >= op->anim_speed)
1202     {
1203     if ((op->type == PLAYER) || (op->type == MONSTER))
1204     animate_object (op, op->facing);
1205     else
1206     animate_object (op, op->direction);
1207 root 1.14
1208 root 1.20 op->last_anim = 1;
1209     }
1210     else
1211     op->last_anim++;
1212 elmex 1.1
1213 root 1.20 if (op->speed_left > 0)
1214     {
1215 elmex 1.1 #if 0
1216 root 1.20 /* I've seen occasional crashes in move_symptom() with it
1217     * crashing because op is removed - add some debugging to
1218     * track if it is removed at this point.
1219     * This unfortunately is a bit too verbose it seems - not sure
1220     * why - I think what happens is a map is freed or something and
1221     * some objects get 'lost' - removed never to be reclaimed.
1222     * removed objects generally shouldn't exist.
1223     */
1224     if (QUERY_FLAG (op, FLAG_REMOVED))
1225     {
1226     LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1227 root 1.14 }
1228 elmex 1.1 #endif
1229 root 1.20 --op->speed_left;
1230     process_object (op);
1231     if (was_destroyed (op, tag))
1232     continue;
1233 root 1.14 }
1234 root 1.20 if (settings.casting_time == TRUE && op->casting_time > 0)
1235     op->casting_time--;
1236     if (op->speed_left <= 0)
1237     op->speed_left += FABS (op->speed);
1238 elmex 1.1 }
1239    
1240 root 1.20 /* Remove marker object from active list */
1241     if (marker->active_prev != NULL)
1242     marker->active_prev->active_next = NULL;
1243     else
1244     active_objects = NULL;
1245 elmex 1.1
1246 root 1.20 process_players2 (map);
1247    
1248     free_object (marker);
1249 elmex 1.1 }
1250    
1251 root 1.20 void
1252     clean_tmp_files (void)
1253     {
1254 elmex 1.1 mapstruct *m, *next;
1255    
1256 root 1.20 LOG (llevInfo, "Cleaning up...\n");
1257 elmex 1.1
1258     /* We save the maps - it may not be intuitive why, but if there are unique
1259     * items, we need to save the map so they get saved off. Perhaps we should
1260     * just make a special function that only saves the unique items.
1261     */
1262 root 1.20 for (m = first_map; m != NULL; m = next)
1263     {
1264     next = m->next;
1265     if (m->in_memory == MAP_IN_MEMORY)
1266     {
1267     /* If we want to reuse the temp maps, swap it out (note that will also
1268     * update the log file. Otherwise, save the map (mostly for unique item
1269     * stuff). Note that the clean_tmp_map is called after the end of
1270     * the for loop but is in the #else bracket. IF we are recycling the maps,
1271     * we certainly don't want the temp maps removed.
1272     */
1273 elmex 1.1
1274 root 1.14 /* XXX The above comment is dead wrong */
1275     if (settings.recycle_tmp_maps == TRUE)
1276 root 1.20 swap_map (m);
1277     else
1278     {
1279     new_save_map (m, 0); /* note we save here into a overlay map */
1280     clean_tmp_map (m);
1281     }
1282     }
1283     }
1284     write_todclock (); /* lets just write the clock here */
1285 elmex 1.1 }
1286    
1287     /* clean up everything before exiting */
1288 root 1.20 void
1289     cleanup (void)
1290 elmex 1.1 {
1291 root 1.20 LOG (llevDebug, "Cleanup called. freeing data.\n");
1292     clean_tmp_files ();
1293     write_book_archive ();
1294 elmex 1.1 #ifdef MEMORY_DEBUG
1295 root 1.20 free_all_maps ();
1296     free_style_maps ();
1297     free_all_object_data ();
1298     free_all_archs ();
1299     free_all_treasures ();
1300     free_all_images ();
1301     free_all_newserver ();
1302     free_all_recipes ();
1303     free_all_readable ();
1304     free_all_god ();
1305     free_all_anim ();
1306     /* See what the string data that is out there that hasn't been freed. */
1307 root 1.23
1308 elmex 1.1 /* LOG(llevDebug, ss_dump_table(0xff));*/
1309     #endif
1310 root 1.20 exit (0);
1311 elmex 1.1 }
1312    
1313 root 1.20 void
1314 root 1.23 leave (player *pl, int draw_exit)
1315 root 1.20 {
1316     if (pl != NULL)
1317     {
1318     /* We do this so that the socket handling routine can do the final
1319     * cleanup. We also leave that loop to actually handle the freeing
1320     * of the data.
1321     */
1322     if (pl->ob->type != DEAD_OBJECT)
1323     {
1324     pl->socket.status = Ns_Dead;
1325 elmex 1.1
1326 root 1.20 /* If a hidden dm dropped connection do not create
1327     * inconsistencies by showing that they have left the game
1328     */
1329     if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1330     && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1331     {
1332     if (pl->ob->map)
1333     {
1334     INVOKE_PLAYER (LOGOUT, pl);
1335     LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1336     }
1337    
1338     char buf[MAX_BUF];
1339 root 1.23
1340 root 1.20 sprintf (buf, "%s left the game.", &pl->ob->name);
1341     new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1342     }
1343    
1344     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1345     leave_map (pl->ob);
1346    
1347     pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1348     }
1349 elmex 1.1 }
1350     }
1351    
1352 root 1.20 int
1353     forbid_play (void)
1354 elmex 1.1 {
1355     #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1356 root 1.20 char buf[MAX_BUF], day[MAX_BUF];
1357     FILE *fp;
1358     time_t clock;
1359     struct tm *tm;
1360     int i, start, stop, forbit = 0, comp;
1361    
1362     clock = time (NULL);
1363     tm = (struct tm *) localtime (&clock);
1364 root 1.14
1365 root 1.20 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1366     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1367     return 0;
1368    
1369     while (fgets (buf, MAX_BUF, fp))
1370     {
1371     if (buf[0] == '#')
1372     continue;
1373     if (!strncmp (buf, "msg", 3))
1374     {
1375     if (forbit)
1376     while (fgets (buf, MAX_BUF, fp)) /* print message */
1377     fputs (buf, logfile);
1378     break;
1379    
1380     }
1381     else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1382     {
1383     LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1384     continue;
1385 root 1.14 }
1386    
1387 root 1.20 for (i = 0; i < 7; i++)
1388     {
1389     if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1390     forbit = 1;
1391 root 1.14 }
1392 elmex 1.1 }
1393    
1394 root 1.20 close_and_delete (fp, comp);
1395 elmex 1.1
1396 root 1.20 return forbit;
1397 elmex 1.1 #else
1398 root 1.20 return 0;
1399 elmex 1.1 #endif
1400     }
1401    
1402     /*
1403     * do_specials() is a collection of functions to call from time to time.
1404     * Modified 2000-1-14 MSW to use the global pticks count to determine how
1405     * often to do things. This will allow us to spred them out more often.
1406     * I use prime numbers for the factor count - in that way, it is less likely
1407     * these actions will fall on the same tick (compared to say using 500/2500/15000
1408     * which would mean on that 15,000 tick count a whole bunch of stuff gets
1409     * done). Of course, there can still be times where multiple specials are
1410     * done on the same tick, but that will happen very infrequently
1411     *
1412     * I also think this code makes it easier to see how often we really are
1413     * doing the various things.
1414     */
1415    
1416     extern unsigned long todtick;
1417    
1418 root 1.20 void
1419     do_specials (void)
1420     {
1421 elmex 1.1
1422     #ifdef WATCHDOG
1423 root 1.20 if (!(pticks % 503))
1424     watchdog ();
1425 elmex 1.1 #endif
1426    
1427 root 1.20 if (!(pticks % PTICKS_PER_CLOCK))
1428     tick_the_clock ();
1429 elmex 1.1
1430 root 1.20 if (!(pticks % 7))
1431     shstr::gc ();
1432 root 1.18
1433 root 1.20 if (!(pticks % 79))
1434     flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1435 elmex 1.1
1436 root 1.20 if (!(pticks % 2503))
1437     fix_weight (); /* Hack to fix weightproblems caused by bugs */
1438 elmex 1.1
1439 root 1.20 if (!(pticks % 2521))
1440     metaserver_update (); /* 2500 ticks is about 5 minutes */
1441 elmex 1.1
1442 root 1.20 if (!(pticks % 5003))
1443     write_book_archive ();
1444 elmex 1.1
1445 root 1.20 if (!(pticks % 5009))
1446     clean_friendly_list ();
1447 elmex 1.1
1448 root 1.20 if (!(pticks % 5011))
1449     obsolete_parties ();
1450 elmex 1.1
1451 root 1.20 if (!(pticks % 12503))
1452     fix_luck ();
1453 elmex 1.1 }
1454    
1455 root 1.20 void
1456     server_tick ()
1457 root 1.2 {
1458 root 1.4 nroferrors = 0;
1459 root 1.2
1460 root 1.20 doeric_server ();
1461 root 1.12 INVOKE_GLOBAL (CLOCK);
1462 root 1.20 process_events (NULL); /* "do" something with objects with speed */
1463     flush_sockets ();
1464     check_active_maps (); /* Removes unused maps after a certain timeout */
1465     do_specials (); /* Routines called from time to time. */
1466 root 1.22 object::free_mortals ();
1467 root 1.5
1468     ++pticks;
1469 root 1.2 }
1470    
1471 root 1.20 int
1472     main (int argc, char **argv)
1473 elmex 1.1 {
1474 root 1.6 settings.argc = argc;
1475     settings.argv = argv;
1476    
1477 root 1.15 cfperl_init ();
1478    
1479 root 1.6 init (argc, argv);
1480    
1481 root 1.10 initPlugins ();
1482 elmex 1.1
1483 root 1.6 for (;;)
1484     cfperl_main ();
1485 elmex 1.1
1486 root 1.6 // unreached
1487     emergency_save (0);
1488     cleanup ();
1489 root 1.4
1490 elmex 1.1 return 0;
1491     }