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Revision: 1.26
Committed: Wed Sep 13 01:09:24 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.25: +5 -3 lines
Log Message:
fix object list linking (severe bug)

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21     The authors can be reached via e-mail at crossfire-devel@real-time.com
22     */
23    
24     #include <global.h>
25     #include <object.h>
26     #include <tod.h>
27    
28     #ifdef HAVE_DES_H
29 root 1.23 # include <des.h>
30 elmex 1.1 #else
31 root 1.23 # ifdef HAVE_CRYPT_H
32 elmex 1.1 # include <crypt.h>
33 root 1.23 # endif
34 elmex 1.1 #endif
35    
36     #ifndef __CEXTRACT__
37 root 1.23 # include <sproto.h>
38 elmex 1.1 #endif
39    
40     #ifdef HAVE_TIME_H
41 root 1.23 # include <time.h>
42 elmex 1.1 #endif
43    
44     #include <../random_maps/random_map.h>
45     #include <../random_maps/rproto.h>
46     #include "path.h"
47    
48     static char days[7][4] = {
49 root 1.20 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
50     };
51 elmex 1.1
52 root 1.20 void
53 root 1.23 version (object *op)
54 root 1.20 {
55     if (op != NULL)
56     clear_win_info (op);
57 elmex 1.1
58 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION);
59 elmex 1.1
60     /* If in a socket, don't print out the list of authors. It confuses the
61     * crossclient program.
62     */
63 root 1.20 if (op == NULL)
64     return;
65     new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
66     new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)");
67     new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)");
68     new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
69     new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
70     new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)");
71     new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
72     new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)");
73     new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)");
74     new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
75     new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
76     new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)");
77     new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)");
78     new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)");
79     new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
80     new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
81     new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)");
82     new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)");
83     new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)");
84     new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)");
85     new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)");
86     new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)");
87     new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)");
88     new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)");
89     new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)");
90     new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)");
91     new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)");
92     new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
93     new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)");
94     new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)");
95     new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)");
96     new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)");
97     new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)");
98     new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)");
99     new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)");
100     new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)");
101     new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
102     new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)");
103     new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)");
104     new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]");
105     new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
106     new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
107     new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
108     new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]");
109     new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
110     new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
111     new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]");
112     new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
113     }
114    
115     void
116 root 1.23 info_keys (object *op)
117 root 1.20 {
118     clear_win_info (op);
119     new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
120     new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
121     new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
122     new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
123     new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
124     new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
125     new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
126     new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
127     new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
128     new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
129     new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
130     new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
131     new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
132     new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
133     new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
134     new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
135     new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
136 elmex 1.1 }
137    
138 root 1.20 void
139 root 1.23 start_info (object *op)
140 root 1.20 {
141 elmex 1.1 char buf[MAX_BUF];
142    
143 root 1.20 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
144     new_draw_info (NDI_UNIQUE, 0, op, buf);
145     new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
146     new_draw_info (NDI_UNIQUE, 0, op, " ");
147     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
148     if (!op->contr->name_changed)
149     {
150     new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
151     new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
152     new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
153     }
154 elmex 1.1 }
155    
156     /* Really, there is no reason to crypt the passwords any system. But easier
157     * to just leave this enabled for backward compatibility. Put the
158     * simple case at top - no encryption - makes it easier to read.
159     */
160 root 1.20 char *
161     crypt_string (char *str, char *salt)
162     {
163 elmex 1.1 #if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
164 root 1.20 return (str);
165 elmex 1.1 #else
166 root 1.20 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
167     char s[2];
168    
169     if (salt == NULL)
170     s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
171     else
172     s[0] = salt[0], s[1] = salt[1];
173 elmex 1.1
174 root 1.23 # ifdef HAVE_LIBDES
175 root 1.20 return (char *) des_crypt (str, s);
176 root 1.23 # endif
177 root 1.20 /* Default case - just use crypt */
178     return (char *) crypt (str, s);
179 elmex 1.1 #endif
180     }
181    
182 root 1.20 int
183     check_password (char *typed, char *crypted)
184     {
185     return !strcmp (crypt_string (typed, crypted), crypted);
186 elmex 1.1 }
187    
188     /* This is a basic little function to put the player back to his
189     * savebed. We do some error checking - its possible that the
190     * savebed map may no longer exist, so we make sure the player
191     * goes someplace.
192     */
193 root 1.20 void
194 root 1.23 enter_player_savebed (object *op)
195 elmex 1.1 {
196 root 1.20 mapstruct *oldmap = op->map;
197     object *tmp;
198 elmex 1.1
199 root 1.20 tmp = get_object ();
200 elmex 1.1
201 root 1.20 EXIT_PATH (tmp) = op->contr->savebed_map;
202     EXIT_X (tmp) = op->contr->bed_x;
203     EXIT_Y (tmp) = op->contr->bed_y;
204     enter_exit (op, tmp);
205     /* If the player has not changed maps and the name does not match
206     * that of the savebed, his savebed map is gone. Lets go back
207     * to the emergency path. Update what the players savebed is
208     * while we're at it.
209     */
210     if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
211     {
212     LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
213     settings.emergency_mapname, &op->name, op->contr->savebed_map);
214     strcpy (op->contr->savebed_map, settings.emergency_mapname);
215     op->contr->bed_x = settings.emergency_x;
216     op->contr->bed_y = settings.emergency_y;
217     EXIT_PATH (tmp) = op->contr->savebed_map;
218     EXIT_X (tmp) = op->contr->bed_x;
219     EXIT_Y (tmp) = op->contr->bed_y;
220     enter_exit (op, tmp);
221 elmex 1.1 }
222 root 1.20 free_object (tmp);
223 elmex 1.1 }
224    
225     /* All this really is is a glorified remove_object that also updates
226     * the counts on the map if needed.
227     */
228 root 1.20 void
229 root 1.23 leave_map (object *op)
230 elmex 1.1 {
231 root 1.20 mapstruct *oldmap = op->map;
232 elmex 1.1
233 root 1.20 remove_ob (op);
234 elmex 1.1
235 root 1.20 if (oldmap)
236     {
237     if (!op->contr->hidden)
238     oldmap->players--;
239     if (oldmap->players <= 0)
240     { /* can be less than zero due to errors in tracking this */
241     set_map_timeout (oldmap);
242 root 1.14 }
243 elmex 1.1 }
244     }
245    
246     /*
247     * enter_map(): Moves the player and pets from current map (if any) to
248     * new map. map, x, y must be set. map is the map we are moving the
249     * player to - it could be the map he just came from if the load failed for
250     * whatever reason. If default map coordinates are to be used, then
251     * the function that calls this should figure them out.
252     */
253 root 1.20 static void
254 root 1.23 enter_map (object *op, mapstruct *newmap, int x, int y)
255 root 1.20 {
256     mapstruct *oldmap = op->map;
257    
258     if (out_of_map (newmap, x, y))
259     {
260     LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
261     x = MAP_ENTER_X (newmap);
262     y = MAP_ENTER_Y (newmap);
263     if (out_of_map (newmap, x, y))
264     {
265     LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
266     newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap));
267     new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
268     return;
269     }
270     }
271     /* try to find a spot for the player */
272     if (ob_blocked (op, newmap, x, y))
273     { /* First choice blocked */
274     /* We try to find a spot for the player, starting closest in.
275     * We could use find_first_free_spot, but that doesn't randomize it at all,
276     * So for example, if the north space is free, you would always end up there even
277     * if other spaces around are available.
278     * Note that for the second and third calls, we could start at a position other
279     * than one, but then we could end up on the other side of walls and so forth.
280     */
281     int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1);
282 root 1.23
283 root 1.20 if (i == -1)
284     {
285     i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
286     if (i == -1)
287     i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
288     }
289     if (i != -1)
290     {
291     x += freearr_x[i];
292     y += freearr_y[i];
293     }
294     else
295     {
296     /* not much we can do in this case. */
297     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);
298     }
299     } /* end if looking for free spot */
300 elmex 1.1
301 root 1.20 if (op->map != NULL)
302     {
303     INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
304     INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
305     }
306    
307     /* If it is a player login, he has yet to be inserted anyplace.
308     * otherwise, we need to deal with removing the player here.
309     */
310     if (!QUERY_FLAG (op, FLAG_REMOVED))
311     remove_ob (op);
312    
313     /* remove_ob clears these so they must be reset after the remove_ob call */
314     op->x = x;
315     op->y = y;
316     op->map = newmap;
317     insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
318    
319     INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
320    
321     if (!op->contr->hidden)
322     newmap->players++;
323    
324     newmap->timeout = 0;
325     op->enemy = NULL;
326    
327     if (op->contr)
328     {
329     strcpy (op->contr->maplevel, newmap->path);
330     op->contr->count = 0;
331     }
332    
333     /* Update any golems */
334     if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
335     {
336     int i = find_free_spot (op->contr->ranges[range_golem], newmap,
337     x, y, 1, SIZEOFFREE);
338 root 1.23
339 root 1.20 remove_ob (op->contr->ranges[range_golem]);
340     if (i == -1)
341     {
342     remove_friendly_object (op->contr->ranges[range_golem]);
343     free_object (op->contr->ranges[range_golem]);
344     op->contr->ranges[range_golem] = NULL;
345     op->contr->golem_count = 0;
346     }
347     else
348     {
349     object *tmp;
350 root 1.23
351 root 1.20 for (tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
352     {
353     tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
354     tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
355     tmp->map = newmap;
356 root 1.14 }
357 root 1.20 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
358     op->contr->ranges[range_golem]->direction =
359     find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
360 root 1.14 }
361 elmex 1.1 }
362 root 1.20 op->direction = 0;
363 elmex 1.1
364 root 1.20 /* since the players map is already loaded, we don't need to worry
365     * about pending objects.
366     */
367     remove_all_pets (newmap);
368 elmex 1.1
369 root 1.20 /* If the player is changing maps, we need to do some special things
370     * Do this after the player is on the new map - otherwise the force swap of the
371     * old map does not work.
372     */
373     if (oldmap != newmap)
374     {
375     if (oldmap) /* adjust old map */
376 elmex 1.1 {
377 root 1.20 oldmap->players--;
378 elmex 1.1
379 root 1.20 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
380     set_map_timeout (oldmap);
381 elmex 1.1 }
382     }
383     }
384    
385 root 1.20 void
386 root 1.23 set_map_timeout (mapstruct *oldmap)
387 elmex 1.1 {
388     #if MAP_MAXTIMEOUT
389 root 1.20 oldmap->timeout = MAP_TIMEOUT (oldmap);
390     /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
391     * lower than the min value.
392     */
393 root 1.23 # if MAP_MINTIMEOUT
394 root 1.20 if (oldmap->timeout < MAP_MINTIMEOUT)
395     {
396     oldmap->timeout = MAP_MINTIMEOUT;
397 elmex 1.1 }
398 root 1.23 # endif
399 root 1.20 if (oldmap->timeout > MAP_MAXTIMEOUT)
400     {
401     oldmap->timeout = MAP_MAXTIMEOUT;
402 elmex 1.1 }
403     #else
404 root 1.20 /* save out the map */
405     swap_map (oldmap);
406 elmex 1.1 #endif /* MAP_MAXTIMEOUT */
407     }
408    
409    
410     /* clean_path takes a path and replaces all / with _
411     * We do a strcpy so that we do not change the original string.
412     */
413 root 1.20 char *
414     clean_path (const char *file)
415 elmex 1.1 {
416 root 1.20 static char newpath[MAX_BUF], *cp;
417 root 1.24 assign (newpath, file);
418 elmex 1.1
419 root 1.20 for (cp = newpath; *cp != '\0'; cp++)
420 root 1.24 if (*cp == '/')
421     *cp = '_';
422    
423 root 1.20 return newpath;
424 elmex 1.1 }
425    
426    
427     /* unclean_path takes a path and replaces all _ with /
428     * This basically undoes clean path.
429     * We do a strcpy so that we do not change the original string.
430     * We are smart enough to start after the last / in case we
431     * are getting passed a string that points to a unique map
432     * path.
433     */
434 root 1.20 char *
435     unclean_path (const char *src)
436 elmex 1.1 {
437 root 1.20 static char newpath[MAX_BUF], *cp;
438 elmex 1.1
439 root 1.20 cp = strrchr (src, '/');
440 root 1.24 assign (newpath, cp ? cp + 1 : src);
441 root 1.20
442     for (cp = newpath; *cp != '\0'; cp++)
443 root 1.24 if (*cp == '_')
444     *cp = '/';
445    
446 root 1.20 return newpath;
447 elmex 1.1 }
448    
449    
450     /* The player is trying to enter a randomly generated map. In this case, generate the
451     * random map as needed.
452     */
453    
454 root 1.20 static void
455 root 1.23 enter_random_map (object *pl, object *exit_ob)
456 elmex 1.1 {
457 root 1.20 mapstruct *new_map;
458     char newmap_name[HUGE_BUF], *cp;
459     static int reference_number = 0;
460     RMParms rp;
461    
462     memset (&rp, 0, sizeof (RMParms));
463     rp.Xsize = -1;
464     rp.Ysize = -1;
465     rp.region = get_region_by_map (exit_ob->map);
466     if (exit_ob->msg)
467     set_random_map_variable (&rp, exit_ob->msg);
468     rp.origin_x = exit_ob->x;
469     rp.origin_y = exit_ob->y;
470     strcpy (rp.origin_map, pl->map->path);
471    
472     /* If we have a final_map, use it as a base name to give some clue
473     * as where the player is. Otherwise, use the origin map.
474     * Take the last component (after the last slash) to give
475     * shorter names without bogus slashes.
476     */
477     if (rp.final_map[0])
478     {
479     cp = strrchr (rp.final_map, '/');
480     if (!cp)
481     cp = rp.final_map;
482     }
483     else
484     {
485     char buf[HUGE_BUF];
486    
487     cp = strrchr (rp.origin_map, '/');
488     if (!cp)
489     cp = rp.origin_map;
490     /* Need to strip of any trailing digits, if it has them */
491     strcpy (buf, cp);
492     while (isdigit (buf[strlen (buf) - 1]))
493     buf[strlen (buf) - 1] = 0;
494     cp = buf;
495     }
496    
497     sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
498    
499     /* now to generate the actual map. */
500     new_map = generate_random_map (newmap_name, &rp);
501    
502     /* Update the exit_ob so it now points directly at the newly created
503     * random maps. Not that it is likely to happen, but it does mean that a
504     * exit in a unique map leading to a random map will not work properly.
505     * It also means that if the created random map gets reset before
506     * the exit leading to it, that the exit will no longer work.
507     */
508     if (new_map)
509     {
510     int x, y;
511 root 1.23
512 root 1.20 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
513     y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
514     EXIT_PATH (exit_ob) = newmap_name;
515     strcpy (new_map->path, newmap_name);
516     enter_map (pl, new_map, x, y);
517 elmex 1.1 }
518     }
519    
520     /* The player is trying to enter a non-randomly generated template map. In this
521     * case, use a map file for a template
522     */
523    
524 root 1.20 static void
525 root 1.23 enter_fixed_template_map (object *pl, object *exit_ob)
526 elmex 1.1 {
527 root 1.20 mapstruct *new_map;
528     char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
529     const char *new_map_name;
530    
531     /* Split the exit path string into two parts, one
532     * for where to store the map, and one for were
533     * to generate the map from.
534     */
535     snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
536     sourcemap = strchr (exitpath, '!');
537     if (!sourcemap)
538     {
539     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
540     /* Should only occur when no source map is set.
541     */
542     LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
543     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
544     return;
545     }
546     *sourcemap++ = '\0';
547    
548     /* If we are not coming from a template map, we can use relative directories
549     * for the map to generate from.
550     */
551     if (!exit_ob->map->templatemap)
552     {
553     sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
554     }
555    
556     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
557     * of the exit, and the name of the map the exit is on, respectively.
558     */
559     sprintf (tmpnum, "%d", exit_ob->x);
560     replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
561    
562     sprintf (tmpnum, "%d", exit_ob->y);
563     sprintf (tmpstring, "%s", resultname);
564     replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
565    
566     sprintf (tmpstring, "%s", resultname);
567     replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
568    
569     /* If we are coming from another template map, use reletive paths unless
570     * indicated otherwise.
571     */
572     if (exit_ob->map->templatemap && (resultname[0] != '/'))
573     {
574     new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
575     }
576     else
577     {
578     new_map_name = create_template_pathname (resultname);
579     }
580    
581     /* Attempt to load the map, if unable to, then
582     * create the map from the template.
583     */
584     new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
585     if (!new_map)
586     {
587     new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
588     if (new_map)
589     fix_auto_apply (new_map);
590     }
591    
592     if (new_map)
593     {
594     /* set the path of the map to where it should be
595     * so we don't just save over the source map.
596     */
597     strcpy (new_map->path, new_map_name);
598     new_map->templatemap = 1;
599     enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
600     }
601     else
602     {
603     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
604     /* Should only occur when an invalid source map is set.
605     */
606     LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
607     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
608 elmex 1.1 }
609     }
610    
611    
612     /* The player is trying to enter a randomly generated template map. In this
613     * case, generate the map as needed.
614     */
615    
616 root 1.20 static void
617 root 1.23 enter_random_template_map (object *pl, object *exit_ob)
618 elmex 1.1 {
619 root 1.20 mapstruct *new_map;
620     char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
621     const char *new_map_name;
622     RMParms rp;
623    
624     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
625     * of the exit, and the name of the map the exit is on, respectively.
626     */
627     sprintf (tmpnum, "%d", exit_ob->x);
628     replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
629    
630     sprintf (tmpnum, "%d", exit_ob->y);
631     sprintf (tmpstring, "%s", resultname);
632     replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
633    
634     sprintf (tmpstring, "%s", resultname);
635     replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
636    
637     /* If we are coming from another template map, use reletive paths unless
638     * indicated otherwise.
639     */
640     if (exit_ob->map->templatemap && (resultname[0] != '/'))
641     {
642     new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
643     }
644     else
645     {
646     new_map_name = create_template_pathname (resultname);
647     }
648    
649     new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
650     if (!new_map)
651     {
652     memset (&rp, 0, sizeof (RMParms));
653     rp.Xsize = -1;
654     rp.Ysize = -1;
655     rp.region = get_region_by_map (exit_ob->map);
656     if (exit_ob->msg)
657     set_random_map_variable (&rp, exit_ob->msg);
658     rp.origin_x = exit_ob->x;
659     rp.origin_y = exit_ob->y;
660     strcpy (rp.origin_map, pl->map->path);
661    
662     /* now to generate the actual map. */
663     new_map = generate_random_map (new_map_name, &rp);
664 elmex 1.1 }
665    
666    
667 root 1.20 /* Update the exit_ob so it now points directly at the newly created
668     * random maps. Not that it is likely to happen, but it does mean that a
669     * exit in a unique map leading to a random map will not work properly.
670     * It also means that if the created random map gets reset before
671     * the exit leading to it, that the exit will no longer work.
672     */
673     if (new_map)
674     {
675     int x, y;
676 root 1.23
677 root 1.20 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
678     y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
679     new_map->templatemap = 1;
680     enter_map (pl, new_map, x, y);
681 elmex 1.1 }
682     }
683    
684    
685     /* Code to enter/detect a character entering a unique map.
686     */
687 root 1.20 static void
688 root 1.23 enter_unique_map (object *op, object *exit_ob)
689 elmex 1.1 {
690 root 1.20 char apartment[HUGE_BUF];
691     mapstruct *newmap;
692    
693     if (EXIT_PATH (exit_ob)[0] == '/')
694     {
695     sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
696     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
697     if (!newmap)
698     {
699     newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
700     if (newmap)
701     fix_auto_apply (newmap);
702     }
703     }
704     else
705     { /* relative directory */
706     char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
707 elmex 1.1
708 root 1.20 if (exit_ob->map->unique)
709     {
710    
711     strcpy (reldir, unclean_path (exit_ob->map->path));
712    
713     /* Need to copy this over, as clean_path only has one static return buffer */
714     strcpy (tmpc, clean_path (reldir));
715     /* Remove final component, if any */
716     if ((cp = strrchr (tmpc, '_')) != NULL)
717     *cp = 0;
718    
719     sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
720    
721     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
722     if (!newmap)
723     {
724     newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
725     if (newmap)
726     fix_auto_apply (newmap);
727 root 1.14 }
728     }
729 root 1.20 else
730     {
731     /* The exit is unique, but the map we are coming from is not unique. So
732     * use the basic logic - don't need to demangle the path name
733     */
734     sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
735     settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
736     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
737     if (!newmap)
738     {
739     newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
740     if (newmap)
741     fix_auto_apply (newmap);
742 root 1.14 }
743     }
744 elmex 1.1 }
745    
746 root 1.20 if (newmap)
747     {
748     strcpy (newmap->path, apartment);
749     newmap->unique = 1;
750     enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
751     }
752     else
753     {
754     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
755     /* Perhaps not critical, but I would think that the unique maps
756     * should be new enough this does not happen. This also creates
757     * a strange situation where some players could perhaps have visited
758     * such a map before it was removed, so they have the private
759     * map, but other players can't get it anymore.
760     */
761     LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
762     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
763 elmex 1.1 }
764 root 1.20
765 elmex 1.1 }
766    
767    
768     /* Tries to move 'op' to exit_ob. op is the character or monster that is
769     * using the exit, where exit_ob is the exit object (boat, door, teleporter,
770     * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
771     * move the object to. This is used when loading the player.
772     *
773     * Largely redone by MSW 2001-01-21 - this function was overly complex
774     * and had some obscure bugs.
775     */
776    
777 root 1.20 void
778 root 1.23 enter_exit (object *op, object *exit_ob)
779 root 1.20 {
780     #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
781     object *tmp;
782 root 1.23
783 root 1.20 /* It may be nice to support other creatures moving across
784     * exits, but right now a lot of the code looks at op->contr,
785     * so thta is an RFE.
786     */
787     if (op->type != PLAYER)
788     return;
789    
790     /* First, lets figure out what map the player is going to go to */
791     if (exit_ob)
792     {
793    
794     /* check to see if we make a template map */
795     if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
796     {
797     if (EXIT_PATH (exit_ob)[2] == '!')
798     {
799     /* generate a template map randomly */
800     enter_random_template_map (op, exit_ob);
801 elmex 1.1 }
802 root 1.20 else
803     {
804     /* generate a template map from a fixed template */
805     enter_fixed_template_map (op, exit_ob);
806     }
807     }
808     /* check to see if we make a randomly generated map */
809     else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
810     {
811     enter_random_map (op, exit_ob);
812 root 1.14 }
813 root 1.20 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
814     {
815     enter_unique_map (op, exit_ob);
816     }
817     else
818     {
819     int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
820 root 1.23
821 root 1.20 /* 'Normal' exits that do not do anything special
822     * Simple enough we don't need another routine for it.
823     */
824     mapstruct *newmap;
825 root 1.23
826 root 1.20 if (exit_ob->map)
827     {
828     newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
829     /* Random map was previously generated, but is no longer about. Lets generate a new
830     * map.
831     */
832     if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
833     {
834     /* Maps that go down have a message set. However, maps that go
835     * up, don't. If the going home has reset, there isn't much
836     * point generating a random map, because it won't match the maps.
837     */
838     if (exit_ob->msg)
839     {
840     enter_random_map (op, exit_ob);
841     }
842     else
843     {
844     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
845     return;
846 root 1.14 }
847    
848 root 1.20 /* For exits that cause damages (like pits). Don't know if any
849     * random maps use this or not.
850     */
851     if (exit_ob->stats.dam && op->type == PLAYER)
852     hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
853     return;
854 root 1.14 }
855     }
856 root 1.20 else
857 elmex 1.1 {
858 root 1.20 /* For word of recall and other force objects
859     * They contain the full pathname of the map to go back to,
860     * so we don't need to normalize it.
861     * But we do need to see if it is unique or not
862     */
863     if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
864     newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
865     else
866     newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
867     }
868     if (!newmap)
869     {
870     if (exit_ob->name)
871     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
872     /* don't cry to momma if name is not set - as in tmp objects
873     * used by the savebed code and character creation */
874     return;
875 root 1.14 }
876 elmex 1.1
877 root 1.20 /* This supports the old behaviour, but it really should not be used.
878     * I will note for example that with this method, it is impossible to
879     * set 0,0 destination coordinates. Really, if we want to support
880     * using the new maps default coordinates, the exit ob should use
881     * something like -1, -1 so it is clear to do that.
882     */
883     if (x == 0 && y == 0)
884     {
885     x = MAP_ENTER_X (newmap);
886     y = MAP_ENTER_Y (newmap);
887     LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
888     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
889 root 1.14 }
890 elmex 1.1
891 root 1.20 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
892     if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
893     {
894 elmex 1.1 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
895 root 1.20 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
896     {
897     if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
898     break;
899     }
900     if (tmp)
901     {
902     remove_ob (tmp);
903     free_object (tmp);
904     }
905    
906     strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
907     op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
908     save_player (op, 1);
909 elmex 1.1 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
910     * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
911     * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
912     }
913    
914 root 1.20 enter_map (op, newmap, x, y);
915 root 1.14 }
916 root 1.20 /* For exits that cause damages (like pits) */
917     if (exit_ob->stats.dam && op->type == PLAYER)
918     hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
919     }
920     else
921     {
922     int flags = 0;
923     mapstruct *newmap;
924    
925    
926     /* Hypothetically, I guess its possible that a standard map matches
927     * the localdir, but that seems pretty unlikely - unlikely enough that
928     * I'm not going to attempt to try to deal with that possibility.
929     * We use the fact that when a player saves on a unique map, it prepends
930     * the localdir to that name. So its an easy way to see of the map is
931     * unique or not.
932     */
933     if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
934     flags = MAP_PLAYER_UNIQUE;
935    
936     /* newmap returns the map (if already loaded), or loads it for
937     * us.
938     */
939     newmap = ready_map_name (op->contr->maplevel, flags);
940     if (!newmap)
941     {
942     LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
943     newmap = ready_map_name (settings.emergency_mapname, 0);
944     op->x = settings.emergency_x;
945     op->y = settings.emergency_y;
946     /* If we can't load the emergency map, something is probably really
947     * screwed up, so bail out now.
948     */
949     if (!newmap)
950     {
951     LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
952     abort ();
953 root 1.14 }
954     }
955 root 1.20 enter_map (op, newmap, op->x, op->y);
956 elmex 1.1 }
957     }
958    
959     /*
960     * process_active_maps(): Works like process_events(), but it only
961     * processes maps which a player is on.
962     *
963     */
964    
965 root 1.20 #if 0 // dead code, schmorp
966     void
967     process_active_maps ()
968 root 1.4 {
969 root 1.23 for (mapstruct *map = first_map; map != NULL; map = map->next)
970 root 1.4 if (map->in_memory == MAP_IN_MEMORY)
971     if (players_on_map (map, TRUE))
972     process_events (map);
973 elmex 1.1 }
974 root 1.4 #endif
975 elmex 1.1
976     /* process_players1 and process_players2 do all the player related stuff.
977     * I moved it out of process events and process_map. This was to some
978     * extent for debugging as well as to get a better idea of the time used
979     * by the various functions. process_players1() does the processing before
980     * objects have been updated, process_players2() does the processing that
981     * is needed after the players have been updated.
982     */
983    
984 root 1.20 void
985 root 1.23 process_players1 (mapstruct *map)
986 elmex 1.1 {
987 root 1.20 int flag;
988     player *pl, *plnext;
989    
990     /* Basically, we keep looping until all the players have done their actions. */
991     for (flag = 1; flag != 0;)
992     {
993     flag = 0;
994     for (pl = first_player; pl != NULL; pl = plnext)
995     {
996     plnext = pl->next; /* In case a player exits the game in handle_player() */
997 elmex 1.1
998 root 1.20 if (pl->ob == NULL)
999     continue;
1000    
1001     if (map != NULL && pl->ob->map != map)
1002     continue;
1003    
1004     if (pl->ob->speed_left > 0)
1005     {
1006     if (handle_newcs_player (pl->ob))
1007     flag = 1;
1008     } /* end if player has speed left */
1009    
1010     /* If the player is not actively playing, don't make a
1011     * backup save - nothing to save anyway. Plus, the
1012     * map may not longer be valid. This can happen when the
1013     * player quits - they exist for purposes of tracking on the map,
1014     * but don't actually reside on any actual map.
1015     */
1016     if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
1017     continue;
1018 elmex 1.1
1019     #ifdef AUTOSAVE
1020 root 1.20 /* check for ST_PLAYING state so that we don't try to save off when
1021     * the player is logging in.
1022     */
1023 pippijn 1.21 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
1024 root 1.20 {
1025     /* Don't save the player on unholy ground. Instead, increase the
1026     * tick time so it will be about 10 seconds before we try and save
1027     * again.
1028     */
1029     // if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1030     // pl->last_save_tick += 100;
1031     // } else {
1032     save_player (pl->ob, 1);
1033     pl->last_save_tick = pticks;
1034     // }
1035 root 1.14 }
1036 elmex 1.1 #endif
1037 root 1.20 } /* end of for loop for all the players */
1038     } /* for flag */
1039     for (pl = first_player; pl != NULL; pl = pl->next)
1040     {
1041     if (map != NULL && (pl->ob == NULL || pl->ob->map != map))
1042     continue;
1043     if (settings.casting_time == TRUE)
1044     {
1045     if (pl->ob->casting_time > 0)
1046     {
1047     pl->ob->casting_time--;
1048     pl->ob->start_holding = 1;
1049 root 1.14 }
1050 root 1.20 /* set spell_state so we can update the range in stats field */
1051     if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1052     {
1053     pl->ob->start_holding = 0;
1054 root 1.14 }
1055     }
1056 root 1.20 do_some_living (pl->ob);
1057 root 1.23 /* draw(pl->ob); *//* updated in socket code */
1058 elmex 1.1 }
1059     }
1060    
1061 root 1.20 void
1062 root 1.23 process_players2 (mapstruct *map)
1063 elmex 1.1 {
1064 root 1.20 player *pl;
1065 elmex 1.1
1066 root 1.20 /* Then check if any players should use weapon-speed instead of speed */
1067     for (pl = first_player; pl != NULL; pl = pl->next)
1068     {
1069     if (map != NULL)
1070     {
1071     if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1072     continue;
1073     else if (pl->loading != NULL) /* Player is blocked */
1074     pl->ob->speed_left -= pl->ob->speed;
1075     if (pl->ob->map != map)
1076     continue;
1077 root 1.14 }
1078    
1079 root 1.20 /* The code that did weapon_sp handling here was out of place -
1080     * this isn't called until after the player has finished there
1081     * actions, and is thus out of place. All we do here is bounds
1082     * checking.
1083     */
1084     if (pl->has_hit)
1085     {
1086     if (pl->ob->speed_left > pl->weapon_sp)
1087     pl->ob->speed_left = pl->weapon_sp;
1088 root 1.14
1089 root 1.20 /* This needs to be here - if the player is running, we need to
1090     * clear this each tick, but new commands are not being received
1091     * so execute_newserver_command() is never called
1092     */
1093     pl->has_hit = 0;
1094 elmex 1.1
1095 root 1.20 }
1096     else if (pl->ob->speed_left > pl->ob->speed)
1097     pl->ob->speed_left = pl->ob->speed;
1098 elmex 1.1 }
1099     }
1100    
1101 root 1.20 void
1102 root 1.23 process_events (mapstruct *map)
1103 root 1.20 {
1104     object *op;
1105     tag_t tag;
1106 elmex 1.1
1107 root 1.26 static object *marker;
1108    
1109     if (!marker)
1110     marker = get_object ();
1111    
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 elmex 1.1 }
1239    
1240 root 1.20 void
1241     clean_tmp_files (void)
1242     {
1243 elmex 1.1 mapstruct *m, *next;
1244    
1245 root 1.20 LOG (llevInfo, "Cleaning up...\n");
1246 elmex 1.1
1247     /* We save the maps - it may not be intuitive why, but if there are unique
1248     * items, we need to save the map so they get saved off. Perhaps we should
1249     * just make a special function that only saves the unique items.
1250     */
1251 root 1.20 for (m = first_map; m != NULL; m = next)
1252     {
1253     next = m->next;
1254     if (m->in_memory == MAP_IN_MEMORY)
1255     {
1256     /* If we want to reuse the temp maps, swap it out (note that will also
1257     * update the log file. Otherwise, save the map (mostly for unique item
1258     * stuff). Note that the clean_tmp_map is called after the end of
1259     * the for loop but is in the #else bracket. IF we are recycling the maps,
1260     * we certainly don't want the temp maps removed.
1261     */
1262 elmex 1.1
1263 root 1.14 /* XXX The above comment is dead wrong */
1264     if (settings.recycle_tmp_maps == TRUE)
1265 root 1.20 swap_map (m);
1266     else
1267     {
1268     new_save_map (m, 0); /* note we save here into a overlay map */
1269     clean_tmp_map (m);
1270     }
1271     }
1272     }
1273     write_todclock (); /* lets just write the clock here */
1274 elmex 1.1 }
1275    
1276     /* clean up everything before exiting */
1277 root 1.20 void
1278     cleanup (void)
1279 elmex 1.1 {
1280 root 1.25 LOG (llevDebug, "Cleanup called.\n");
1281 root 1.20 write_book_archive ();
1282 root 1.23
1283 root 1.25 INVOKE_GLOBAL (CLEANUP);
1284    
1285     _exit (0);
1286 elmex 1.1 }
1287    
1288 root 1.20 void
1289 root 1.23 leave (player *pl, int draw_exit)
1290 root 1.20 {
1291     if (pl != NULL)
1292     {
1293     /* We do this so that the socket handling routine can do the final
1294     * cleanup. We also leave that loop to actually handle the freeing
1295     * of the data.
1296     */
1297     if (pl->ob->type != DEAD_OBJECT)
1298     {
1299     pl->socket.status = Ns_Dead;
1300 elmex 1.1
1301 root 1.20 /* If a hidden dm dropped connection do not create
1302     * inconsistencies by showing that they have left the game
1303     */
1304     if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1305     && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1306     {
1307     if (pl->ob->map)
1308     {
1309     INVOKE_PLAYER (LOGOUT, pl);
1310     LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1311     }
1312    
1313     char buf[MAX_BUF];
1314 root 1.23
1315 root 1.20 sprintf (buf, "%s left the game.", &pl->ob->name);
1316     new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1317     }
1318    
1319     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1320     leave_map (pl->ob);
1321    
1322     pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1323     }
1324 elmex 1.1 }
1325     }
1326    
1327 root 1.20 int
1328     forbid_play (void)
1329 elmex 1.1 {
1330     #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1331 root 1.20 char buf[MAX_BUF], day[MAX_BUF];
1332     FILE *fp;
1333     time_t clock;
1334     struct tm *tm;
1335     int i, start, stop, forbit = 0, comp;
1336    
1337     clock = time (NULL);
1338     tm = (struct tm *) localtime (&clock);
1339 root 1.14
1340 root 1.20 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1341     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1342     return 0;
1343    
1344     while (fgets (buf, MAX_BUF, fp))
1345     {
1346     if (buf[0] == '#')
1347     continue;
1348     if (!strncmp (buf, "msg", 3))
1349     {
1350     if (forbit)
1351     while (fgets (buf, MAX_BUF, fp)) /* print message */
1352     fputs (buf, logfile);
1353     break;
1354    
1355     }
1356     else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1357     {
1358     LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1359     continue;
1360 root 1.14 }
1361    
1362 root 1.20 for (i = 0; i < 7; i++)
1363     {
1364     if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1365     forbit = 1;
1366 root 1.14 }
1367 elmex 1.1 }
1368    
1369 root 1.20 close_and_delete (fp, comp);
1370 elmex 1.1
1371 root 1.20 return forbit;
1372 elmex 1.1 #else
1373 root 1.20 return 0;
1374 elmex 1.1 #endif
1375     }
1376    
1377     /*
1378     * do_specials() is a collection of functions to call from time to time.
1379     * Modified 2000-1-14 MSW to use the global pticks count to determine how
1380     * often to do things. This will allow us to spred them out more often.
1381     * I use prime numbers for the factor count - in that way, it is less likely
1382     * these actions will fall on the same tick (compared to say using 500/2500/15000
1383     * which would mean on that 15,000 tick count a whole bunch of stuff gets
1384     * done). Of course, there can still be times where multiple specials are
1385     * done on the same tick, but that will happen very infrequently
1386     *
1387     * I also think this code makes it easier to see how often we really are
1388     * doing the various things.
1389     */
1390    
1391     extern unsigned long todtick;
1392    
1393 root 1.20 void
1394     do_specials (void)
1395     {
1396 elmex 1.1
1397     #ifdef WATCHDOG
1398 root 1.20 if (!(pticks % 503))
1399     watchdog ();
1400 elmex 1.1 #endif
1401    
1402 root 1.20 if (!(pticks % PTICKS_PER_CLOCK))
1403     tick_the_clock ();
1404 elmex 1.1
1405 root 1.20 if (!(pticks % 7))
1406     shstr::gc ();
1407 root 1.18
1408 root 1.20 if (!(pticks % 79))
1409     flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1410 elmex 1.1
1411 root 1.20 if (!(pticks % 2503))
1412     fix_weight (); /* Hack to fix weightproblems caused by bugs */
1413 elmex 1.1
1414 root 1.20 if (!(pticks % 2521))
1415     metaserver_update (); /* 2500 ticks is about 5 minutes */
1416 elmex 1.1
1417 root 1.20 if (!(pticks % 5003))
1418     write_book_archive ();
1419 elmex 1.1
1420 root 1.20 if (!(pticks % 5009))
1421     clean_friendly_list ();
1422 elmex 1.1
1423 root 1.20 if (!(pticks % 5011))
1424     obsolete_parties ();
1425 elmex 1.1
1426 root 1.20 if (!(pticks % 12503))
1427     fix_luck ();
1428 elmex 1.1 }
1429    
1430 root 1.20 void
1431     server_tick ()
1432 root 1.2 {
1433 root 1.4 nroferrors = 0;
1434 root 1.2
1435 root 1.20 doeric_server ();
1436 root 1.12 INVOKE_GLOBAL (CLOCK);
1437 root 1.20 process_events (NULL); /* "do" something with objects with speed */
1438     flush_sockets ();
1439     check_active_maps (); /* Removes unused maps after a certain timeout */
1440     do_specials (); /* Routines called from time to time. */
1441 root 1.22 object::free_mortals ();
1442 root 1.5
1443     ++pticks;
1444 root 1.2 }
1445    
1446 root 1.20 int
1447     main (int argc, char **argv)
1448 elmex 1.1 {
1449 root 1.6 settings.argc = argc;
1450     settings.argv = argv;
1451    
1452 root 1.15 cfperl_init ();
1453    
1454 root 1.6 init (argc, argv);
1455    
1456 root 1.10 initPlugins ();
1457 elmex 1.1
1458 root 1.6 for (;;)
1459     cfperl_main ();
1460 elmex 1.1
1461 root 1.6 // unreached
1462     emergency_save (0);
1463     cleanup ();
1464 root 1.4
1465 elmex 1.1 return 0;
1466     }