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Revision: 1.3
Committed: Thu Aug 17 20:23:31 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +1 -4 lines
Log Message:
get rid of esrv_map_scroll and MapNewmapCmd, map update will handle it automatically

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_main_c =
3 root 1.3 * "$Id: main.C,v 1.2 2006-08-15 18:07:25 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #include <object.h>
31     #include <tod.h>
32    
33     #ifdef HAVE_DES_H
34     #include <des.h>
35     #else
36     # ifdef HAVE_CRYPT_H
37     # include <crypt.h>
38     # endif
39     #endif
40    
41     #ifndef __CEXTRACT__
42     #include <sproto.h>
43     #endif
44    
45     #ifdef HAVE_TIME_H
46     #include <time.h>
47     #endif
48    
49     #include <../random_maps/random_map.h>
50     #include <../random_maps/rproto.h>
51     #include "path.h"
52    
53     static char days[7][4] = {
54     "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};
55    
56     void version(object *op) {
57     if(op!=NULL)
58     clear_win_info(op);
59    
60     new_draw_info_format(NDI_UNIQUE, 0, op, "This is Crossfire v%s",VERSION);
61    
62     /* If in a socket, don't print out the list of authors. It confuses the
63     * crossclient program.
64     */
65     if (op==NULL) return;
66     new_draw_info(NDI_UNIQUE, 0,op,"Authors and contributors to this program:");
67     new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)");
68     new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)");
69     new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
70     new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
71     new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)");
72     new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
73     new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)");
74     new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)");
75     new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
76     new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
77     new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)");
78     new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)");
79     new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)");
80     new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
81     new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
82     new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)");
83     new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)");
84     new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)");
85     new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)");
86     new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)");
87     new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)");
88     new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)");
89     new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)");
90     new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)");
91     new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)");
92     new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)");
93     new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
94     new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)");
95     new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)");
96     new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)");
97     new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)");
98     new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)");
99     new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)");
100     new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)");
101     new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)");
102     new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
103     new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)");
104     new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)");
105     new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David [david.delbecq@mailandnews.com]");
106     new_draw_info(NDI_UNIQUE, 0,op,"Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
107     new_draw_info(NDI_UNIQUE, 0,op,"Images and art:");
108     new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner");
109     new_draw_info(NDI_UNIQUE, 0,op,"David Gervais [david_eg@mail.com]");
110     new_draw_info(NDI_UNIQUE, 0,op,"Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
111     new_draw_info(NDI_UNIQUE, 0,op,"Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
112     new_draw_info(NDI_UNIQUE, 0,op,"Mårten Woxberg [maxmc@telia.com]");
113     new_draw_info(NDI_UNIQUE, 0,op,"And many more!");
114     }
115    
116     void info_keys(object *op) {
117     clear_win_info(op);
118     new_draw_info(NDI_UNIQUE, 0,op,"Push `hjklynub' to walk in a direction.");
119     new_draw_info(NDI_UNIQUE, 0,op,"Shift + dir = fire, Ctrl + dir = run");
120     new_draw_info(NDI_UNIQUE, 0,op,"(To fire at yourself, hit `.'");
121     new_draw_info(NDI_UNIQUE, 0,op,"To attack, walk into the monsters.");
122     new_draw_info(NDI_UNIQUE, 0,op,"\" = speak ' = extended command");
123     new_draw_info(NDI_UNIQUE, 0,op,"i = inventory , = get : = look");
124     new_draw_info(NDI_UNIQUE, 0,op,"<> = rotate d = drop ? = help");
125     new_draw_info(NDI_UNIQUE, 0,op,"a = apply A = apply below t = throw");
126     new_draw_info(NDI_UNIQUE, 0,op,"e = examine E = exa below @ = autopick");
127     new_draw_info(NDI_UNIQUE, 0,op,"C = configure s = brace v = version");
128     new_draw_info(NDI_UNIQUE, 0,op,"+- = change range <tab> = browse spells");
129     new_draw_info(NDI_UNIQUE, 0,op,"x = change inventory type");
130     new_draw_info(NDI_UNIQUE, 0,op,"Mouse: L = examine, M = apply, R = drop/get");
131     new_draw_info(NDI_UNIQUE, 0,op,"'help = info about extended commands.");
132     new_draw_info(NDI_UNIQUE, 0,op,"Ctrl-R = refresh Ctrl-C = clear");
133     new_draw_info(NDI_UNIQUE, 0,op,"You can type a number before most commands.");
134     new_draw_info(NDI_UNIQUE, 0,op,"(For instance 3d drops 3 items.)");
135     }
136    
137     void start_info(object *op) {
138     char buf[MAX_BUF];
139    
140     sprintf(buf,"Welcome to Crossfire, v%s!",VERSION);
141     new_draw_info(NDI_UNIQUE, 0,op,buf);
142     new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help");
143     new_draw_info(NDI_UNIQUE, 0,op," ");
144     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op,
145     "%s entered the game.",op->name);
146     if(!op->contr->name_changed) {
147     new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name");
148     new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list.");
149     new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)");
150     }
151     }
152    
153     /* Really, there is no reason to crypt the passwords any system. But easier
154     * to just leave this enabled for backward compatibility. Put the
155     * simple case at top - no encryption - makes it easier to read.
156     */
157     char *crypt_string(char *str, char *salt) {
158     #if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
159     return(str);
160     #else
161     static char *c=
162     "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
163     char s[2];
164    
165     if(salt==NULL)
166     s[0]= c[RANDOM() % (int)strlen(c)],
167     s[1]= c[RANDOM() % (int)strlen(c)];
168     else
169     s[0]= salt[0],
170     s[1]= salt[1];
171    
172     # ifdef HAVE_LIBDES
173     return (char*)des_crypt(str,s);
174     # endif
175     /* Default case - just use crypt */
176     return (char*)crypt(str,s);
177     #endif
178     }
179    
180     int check_password(char *typed,char *crypted) {
181     return !strcmp(crypt_string(typed,crypted),crypted);
182     }
183    
184     /* This is a basic little function to put the player back to his
185     * savebed. We do some error checking - its possible that the
186     * savebed map may no longer exist, so we make sure the player
187     * goes someplace.
188     */
189     void enter_player_savebed(object *op)
190     {
191     mapstruct *oldmap = op->map;
192     object *tmp;
193    
194     tmp=get_object();
195    
196     EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
197     EXIT_X(tmp) = op->contr->bed_x;
198     EXIT_Y(tmp) = op->contr->bed_y;
199     enter_exit(op,tmp);
200     /* If the player has not changed maps and the name does not match
201     * that of the savebed, his savebed map is gone. Lets go back
202     * to the emergency path. Update what the players savebed is
203     * while we're at it.
204     */
205     if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
206     LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n",
207     settings.emergency_mapname, op->name, op->contr->savebed_map);
208     strcpy(op->contr->savebed_map, settings.emergency_mapname);
209     op->contr->bed_x = settings.emergency_x;
210     op->contr->bed_y = settings.emergency_y;
211     free_string(op->contr->savebed_map);
212     EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
213     EXIT_X(tmp) = op->contr->bed_x;
214     EXIT_Y(tmp) = op->contr->bed_y;
215     enter_exit(op,tmp);
216     }
217     free_object(tmp);
218     }
219    
220     /* All this really is is a glorified remove_object that also updates
221     * the counts on the map if needed.
222     */
223     void leave_map(object *op)
224     {
225     mapstruct *oldmap = op->map;
226    
227     remove_ob(op);
228    
229     if (oldmap) {
230     if (!op->contr->hidden)
231     oldmap->players--;
232     if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */
233     set_map_timeout(oldmap);
234     }
235     }
236     }
237    
238     /*
239     * enter_map(): Moves the player and pets from current map (if any) to
240     * new map. map, x, y must be set. map is the map we are moving the
241     * player to - it could be the map he just came from if the load failed for
242     * whatever reason. If default map coordinates are to be used, then
243     * the function that calls this should figure them out.
244     */
245     static void enter_map(object *op, mapstruct *newmap, int x, int y) {
246     mapstruct *oldmap = op->map;
247    
248     if (out_of_map(newmap, x, y)) {
249     LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n",
250     newmap->path, x, y);
251     x=MAP_ENTER_X(newmap);
252     y=MAP_ENTER_Y(newmap);
253     if (out_of_map(newmap, x, y)) {
254     LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
255     newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap));
256     new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed");
257     return;
258     }
259     }
260     /* try to find a spot for the player */
261     if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
262     /* We try to find a spot for the player, starting closest in.
263     * We could use find_first_free_spot, but that doesn't randomize it at all,
264     * So for example, if the north space is free, you would always end up there even
265     * if other spaces around are available.
266     * Note that for the second and third calls, we could start at a position other
267     * than one, but then we could end up on the other side of walls and so forth.
268     */
269     int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1);
270     if (i==-1) {
271     i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1);
272     if (i==-1)
273     i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
274     }
275     if (i != -1 ) {
276     x += freearr_x[i];
277     y += freearr_y[i];
278     } else {
279     /* not much we can do in this case. */
280     LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n",
281     newmap->path, x , y);
282     }
283     } /* end if looking for free spot */
284    
285    
286     /* If it is a player login, he has yet to be inserted anyplace.
287     * otherwise, we need to deal with removing the playe here.
288     */
289     if(!QUERY_FLAG(op, FLAG_REMOVED))
290     remove_ob(op);
291     if (op->map!=NULL)
292     {
293     /* Lauwenmark : Here we handle the MAPLEAVE global event */
294     execute_global_event(EVENT_MAPLEAVE, op);
295     }
296     /* remove_ob clears these so they must be reset after the remove_ob call */
297     op->x = x;
298     op->y = y;
299     op->map = newmap;
300     insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON);
301    
302     /* Lauwenmark : Here we handle the MAPENTER global event */
303     execute_global_event(EVENT_MAPENTER, op);
304    
305     if (!op->contr->hidden)
306     newmap->players++;
307    
308     newmap->timeout=0;
309     op->enemy = NULL;
310    
311     if (op->contr) {
312     strcpy(op->contr->maplevel, newmap->path);
313     op->contr->count=0;
314     }
315    
316     /* Update any golems */
317     if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
318     int i = find_free_spot(op->contr->ranges[range_golem],newmap,
319     x, y, 1, SIZEOFFREE);
320     remove_ob(op->contr->ranges[range_golem]);
321     if (i==-1) {
322     remove_friendly_object(op->contr->ranges[range_golem]);
323     free_object(op->contr->ranges[range_golem]);
324     op->contr->ranges[range_golem]=NULL;
325     op->contr->golem_count=0;
326     }
327     else {
328     object *tmp;
329     for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) {
330     tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x);
331     tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y);
332     tmp->map = newmap;
333     }
334     insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0);
335     op->contr->ranges[range_golem]->direction =
336     find_dir_2(op->x - op->contr->ranges[range_golem]->x,
337     op->y - op->contr->ranges[range_golem]->y);
338     }
339     }
340     op->direction=0;
341    
342     /* since the players map is already loaded, we don't need to worry
343     * about pending objects.
344     */
345     remove_all_pets(newmap);
346    
347     /* If the player is changing maps, we need to do some special things
348     * Do this after the player is on the new map - otherwise the force swap of the
349     * old map does not work.
350     */
351     if (oldmap != newmap) {
352     if (oldmap) /* adjust old map */
353     {
354     oldmap->players--;
355    
356     if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
357     set_map_timeout(oldmap);
358     }
359     }
360     swap_below_max (newmap->path);
361     }
362    
363     void set_map_timeout(mapstruct *oldmap)
364     {
365     #if MAP_MAXTIMEOUT
366     oldmap->timeout = MAP_TIMEOUT(oldmap);
367     /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
368     * lower than the min value.
369     */
370     #if MAP_MINTIMEOUT
371     if (oldmap->timeout < MAP_MINTIMEOUT) {
372     oldmap->timeout = MAP_MINTIMEOUT;
373     }
374     #endif
375     if (oldmap->timeout > MAP_MAXTIMEOUT) {
376     oldmap->timeout = MAP_MAXTIMEOUT;
377     }
378     #else
379     /* save out the map */
380     swap_map(oldmap);
381     #endif /* MAP_MAXTIMEOUT */
382     }
383    
384    
385     /* clean_path takes a path and replaces all / with _
386     * We do a strcpy so that we do not change the original string.
387     */
388     char *clean_path(const char *file)
389     {
390     static char newpath[MAX_BUF],*cp;
391    
392     strncpy(newpath, file, MAX_BUF-1);
393     newpath[MAX_BUF-1]='\0';
394     for (cp=newpath; *cp!='\0'; cp++) {
395     if (*cp=='/') *cp='_';
396     }
397     return newpath;
398     }
399    
400    
401     /* unclean_path takes a path and replaces all _ with /
402     * This basically undoes clean path.
403     * We do a strcpy so that we do not change the original string.
404     * We are smart enough to start after the last / in case we
405     * are getting passed a string that points to a unique map
406     * path.
407     */
408     char *unclean_path(const char *src)
409     {
410     static char newpath[MAX_BUF],*cp;
411    
412     cp=strrchr(src, '/');
413     if (cp)
414     strncpy(newpath, cp+1, MAX_BUF-1);
415     else
416     strncpy(newpath, src, MAX_BUF-1);
417     newpath[MAX_BUF-1]='\0';
418    
419     for (cp=newpath; *cp!='\0'; cp++) {
420     if (*cp=='_') *cp='/';
421     }
422     return newpath;
423     }
424    
425    
426     /* The player is trying to enter a randomly generated map. In this case, generate the
427     * random map as needed.
428     */
429    
430     static void enter_random_map(object *pl, object *exit_ob)
431     {
432     mapstruct *new_map;
433     char newmap_name[HUGE_BUF], *cp;
434     static int reference_number = 0;
435     RMParms rp;
436    
437     memset(&rp, 0, sizeof(RMParms));
438     rp.Xsize=-1;
439     rp.Ysize=-1;
440     rp.region=get_region_by_map(exit_ob->map);
441     if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
442     rp.origin_x = exit_ob->x;
443     rp.origin_y = exit_ob->y;
444     strcpy(rp.origin_map, pl->map->path);
445    
446     /* If we have a final_map, use it as a base name to give some clue
447     * as where the player is. Otherwise, use the origin map.
448     * Take the last component (after the last slash) to give
449     * shorter names without bogus slashes.
450     */
451     if (rp.final_map[0]) {
452     cp = strrchr(rp.final_map, '/');
453     if (!cp) cp = rp.final_map;
454     } else {
455     char buf[HUGE_BUF];
456    
457     cp = strrchr(rp.origin_map, '/');
458     if (!cp) cp = rp.origin_map;
459     /* Need to strip of any trailing digits, if it has them */
460     strcpy(buf, cp);
461     while (isdigit(buf[strlen(buf) - 1]))
462     buf[strlen(buf) - 1] = 0;
463     cp = buf;
464     }
465    
466     sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
467    
468     /* now to generate the actual map. */
469     new_map=generate_random_map(newmap_name,&rp);
470    
471     /* Update the exit_ob so it now points directly at the newly created
472     * random maps. Not that it is likely to happen, but it does mean that a
473     * exit in a unique map leading to a random map will not work properly.
474     * It also means that if the created random map gets reset before
475     * the exit leading to it, that the exit will no longer work.
476     */
477     if(new_map) {
478     int x, y;
479     x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
480     y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
481     EXIT_PATH(exit_ob) = add_string(newmap_name);
482     strcpy(new_map->path, newmap_name);
483     enter_map(pl, new_map, x, y);
484     }
485     }
486    
487     /* The player is trying to enter a non-randomly generated template map. In this
488     * case, use a map file for a template
489     */
490    
491     static void enter_fixed_template_map(object *pl, object *exit_ob)
492     {
493     mapstruct *new_map;
494     char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
495     const char *new_map_name;
496    
497     /* Split the exit path string into two parts, one
498     * for where to store the map, and one for were
499     * to generate the map from.
500     */
501     snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
502     sourcemap = strchr(exitpath, '!');
503     if (!sourcemap) {
504     new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
505     /* Should only occur when no source map is set.
506     */
507     LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
508     exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
509     return;
510     }
511     *sourcemap++ = '\0';
512    
513     /* If we are not coming from a template map, we can use relative directories
514     * for the map to generate from.
515     */
516     if (!exit_ob->map->templatemap) {
517     sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap);
518     }
519    
520     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
521     * of the exit, and the name of the map the exit is on, respectively.
522     */
523     sprintf(tmpnum ,"%d", exit_ob->x);
524     replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
525    
526     sprintf(tmpnum ,"%d", exit_ob->y);
527     sprintf(tmpstring, "%s", resultname);
528     replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
529    
530     sprintf(tmpstring, "%s", resultname);
531     replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
532    
533     /* If we are coming from another template map, use reletive paths unless
534     * indicated otherwise.
535     */
536     if (exit_ob->map->templatemap && (resultname[0] != '/')) {
537     new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
538     } else {
539     new_map_name = create_template_pathname(resultname);
540     }
541    
542     /* Attempt to load the map, if unable to, then
543     * create the map from the template.
544     */
545     new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
546     if (!new_map) {
547     new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE);
548     if (new_map) fix_auto_apply(new_map);
549     }
550    
551     if (new_map) {
552     /* set the path of the map to where it should be
553     * so we don't just save over the source map.
554     */
555     strcpy(new_map->path, new_map_name);
556     new_map->templatemap = 1;
557     enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
558     } else {
559     new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
560     /* Should only occur when an invalid source map is set.
561     */
562     LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
563     exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
564     }
565     }
566    
567    
568     /* The player is trying to enter a randomly generated template map. In this
569     * case, generate the map as needed.
570     */
571    
572     static void enter_random_template_map(object *pl, object *exit_ob)
573     {
574     mapstruct *new_map;
575     char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
576     const char *new_map_name;
577     RMParms rp;
578    
579     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
580     * of the exit, and the name of the map the exit is on, respectively.
581     */
582     sprintf(tmpnum ,"%d", exit_ob->x);
583     replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
584    
585     sprintf(tmpnum ,"%d", exit_ob->y);
586     sprintf(tmpstring, "%s", resultname);
587     replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
588    
589     sprintf(tmpstring, "%s", resultname);
590     replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
591    
592     /* If we are coming from another template map, use reletive paths unless
593     * indicated otherwise.
594     */
595     if (exit_ob->map->templatemap && (resultname[0] != '/')) {
596     new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
597     } else {
598     new_map_name = create_template_pathname(resultname);
599     }
600    
601     new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
602     if (!new_map) {
603     memset(&rp, 0, sizeof(RMParms));
604     rp.Xsize=-1;
605     rp.Ysize=-1;
606     rp.region=get_region_by_map(exit_ob->map);
607     if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
608     rp.origin_x = exit_ob->x;
609     rp.origin_y = exit_ob->y;
610     strcpy(rp.origin_map, pl->map->path);
611    
612     /* now to generate the actual map. */
613     new_map=generate_random_map(new_map_name,&rp);
614     }
615    
616    
617     /* Update the exit_ob so it now points directly at the newly created
618     * random maps. Not that it is likely to happen, but it does mean that a
619     * exit in a unique map leading to a random map will not work properly.
620     * It also means that if the created random map gets reset before
621     * the exit leading to it, that the exit will no longer work.
622     */
623     if(new_map) {
624     int x, y;
625     x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
626     y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
627     new_map->templatemap = 1;
628     enter_map(pl, new_map, x, y);
629     }
630     }
631    
632    
633     /* Code to enter/detect a character entering a unique map.
634     */
635     static void enter_unique_map(object *op, object *exit_ob)
636     {
637     char apartment[HUGE_BUF];
638     mapstruct *newmap;
639    
640     if (EXIT_PATH(exit_ob)[0]=='/') {
641     sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
642     settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob)));
643     newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
644     if (!newmap) {
645     newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
646     if (newmap) fix_auto_apply(newmap);
647     }
648     } else { /* relative directory */
649     char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
650    
651     if (exit_ob->map->unique) {
652    
653     strcpy(reldir, unclean_path(exit_ob->map->path));
654    
655     /* Need to copy this over, as clean_path only has one static return buffer */
656     strcpy(tmpc, clean_path(reldir));
657     /* Remove final component, if any */
658     if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
659    
660     sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
661     settings.playerdir, op->name, tmpc,
662     clean_path(EXIT_PATH(exit_ob)));
663    
664     newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
665     if (!newmap) {
666     newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
667     if (newmap) fix_auto_apply(newmap);
668     }
669     }
670     else {
671     /* The exit is unique, but the map we are coming from is not unique. So
672     * use the basic logic - don't need to demangle the path name
673     */
674     sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
675     settings.playerdir, op->name,
676     clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
677     newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
678     if (!newmap) {
679     newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
680     if (newmap) fix_auto_apply(newmap);
681     }
682     }
683     }
684    
685     if (newmap) {
686     strcpy(newmap->path, apartment);
687     newmap->unique = 1;
688     enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
689     } else {
690     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
691     /* Perhaps not critical, but I would think that the unique maps
692     * should be new enough this does not happen. This also creates
693     * a strange situation where some players could perhaps have visited
694     * such a map before it was removed, so they have the private
695     * map, but other players can't get it anymore.
696     */
697     LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
698     exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
699     }
700    
701     }
702    
703    
704     /* Tries to move 'op' to exit_ob. op is the character or monster that is
705     * using the exit, where exit_ob is the exit object (boat, door, teleporter,
706     * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
707     * move the object to. This is used when loading the player.
708     *
709     * Largely redone by MSW 2001-01-21 - this function was overly complex
710     * and had some obscure bugs.
711     */
712    
713     void enter_exit(object *op, object *exit_ob) {
714     #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
715     object *tmp;
716     /* It may be nice to support other creatures moving across
717     * exits, but right now a lot of the code looks at op->contr,
718     * so thta is an RFE.
719     */
720     if (op->type != PLAYER) return;
721    
722     /* Need to remove player from transport */
723     if (op->contr->transport) apply_transport(op, op->contr->transport, AP_UNAPPLY);
724    
725     /* First, lets figure out what map the player is going to go to */
726     if (exit_ob){
727    
728     /* check to see if we make a template map */
729     if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
730     if (EXIT_PATH(exit_ob)[2]=='!') {
731     /* generate a template map randomly */
732     enter_random_template_map(op, exit_ob);
733     } else {
734     /* generate a template map from a fixed template */
735     enter_fixed_template_map(op, exit_ob);
736     }
737     }
738     /* check to see if we make a randomly generated map */
739     else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
740     enter_random_map(op, exit_ob);
741     }
742     else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
743     enter_unique_map(op, exit_ob);
744     } else {
745     int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
746     /* 'Normal' exits that do not do anything special
747     * Simple enough we don't need another routine for it.
748     */
749     mapstruct *newmap;
750     if (exit_ob->map) {
751     newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
752     /* Random map was previously generated, but is no longer about. Lets generate a new
753     * map.
754     */
755     if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
756     /* Maps that go down have a message set. However, maps that go
757     * up, don't. If the going home has reset, there isn't much
758     * point generating a random map, because it won't match the maps.
759     */
760     if (exit_ob->msg) {
761     enter_random_map(op, exit_ob);
762     } else {
763     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
764     return;
765     }
766    
767     /* For exits that cause damages (like pits). Don't know if any
768     * random maps use this or not.
769     */
770     if(exit_ob->stats.dam && op->type==PLAYER)
771     hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
772     return;
773     }
774     } else {
775     /* For word of recall and other force objects
776     * They contain the full pathname of the map to go back to,
777     * so we don't need to normalize it.
778     * But we do need to see if it is unique or not
779     */
780     if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
781     newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
782     else
783     newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
784     }
785     if (!newmap)
786     {
787     if (exit_ob->name)
788     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
789     /* don't cry to momma if name is not set - as in tmp objects
790     * used by the savebed code and character creation */
791     return;
792     }
793    
794     /* This supports the old behaviour, but it really should not be used.
795     * I will note for example that with this method, it is impossible to
796     * set 0,0 destination coordinates. Really, if we want to support
797     * using the new maps default coordinates, the exit ob should use
798     * something like -1, -1 so it is clear to do that.
799     */
800     if (x==0 && y==0) {
801     x=MAP_ENTER_X(newmap);
802     y=MAP_ENTER_Y(newmap);
803     LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
804     exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
805     exit_ob->map?exit_ob->map->path:"(none)");
806     }
807    
808     /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
809     if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
810     /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
811     for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
812     if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;
813     }
814     if(tmp) {
815     remove_ob(tmp);
816     free_object(tmp);
817     }
818    
819     strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));
820     op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
821     save_player(op, 1);
822     /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
823     * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
824     * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
825     }
826    
827     enter_map(op, newmap, x, y);
828     }
829     /* For exits that cause damages (like pits) */
830     if(exit_ob->stats.dam && op->type==PLAYER)
831     hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
832     } else {
833     int flags = 0;
834     mapstruct *newmap;
835    
836    
837     /* Hypothetically, I guess its possible that a standard map matches
838     * the localdir, but that seems pretty unlikely - unlikely enough that
839     * I'm not going to attempt to try to deal with that possibility.
840     * We use the fact that when a player saves on a unique map, it prepends
841     * the localdir to that name. So its an easy way to see of the map is
842     * unique or not.
843     */
844     if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
845     flags = MAP_PLAYER_UNIQUE;
846    
847     /* newmap returns the map (if already loaded), or loads it for
848     * us.
849     */
850     newmap = ready_map_name(op->contr->maplevel, flags);
851     if (!newmap)
852     {
853     LOG(llevError,
854     "enter_exit: Pathname to map does not exist! (%s)\n",
855     op->contr->maplevel);
856     newmap = ready_map_name(settings.emergency_mapname, 0);
857     op->x = settings.emergency_x;
858     op->y = settings.emergency_y;
859     /* If we can't load the emergency map, something is probably really
860     * screwed up, so bail out now.
861     */
862     if (!newmap) {
863     LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
864     abort();
865     }
866     }
867     enter_map(op, newmap, op->x, op->y);
868     }
869     }
870    
871     /*
872     * process_active_maps(): Works like process_events(), but it only
873     * processes maps which a player is on.
874     * It will check that it isn't called too often, and abort
875     * if time since last call is less than MAX_TIME.
876     *
877     */
878    
879     void process_active_maps(void) {
880     mapstruct *map;
881    
882    
883     /*
884     * If enough time has elapsed, do some work.
885     */
886     if(enough_elapsed_time()) {
887     for(map=first_map;map!=NULL;map=map->next) {
888     if(map->in_memory == MAP_IN_MEMORY) {
889     if(players_on_map(map,TRUE))
890     process_events(map);
891     }
892     }
893     }
894     }
895    
896     /* process_players1 and process_players2 do all the player related stuff.
897     * I moved it out of process events and process_map. This was to some
898     * extent for debugging as well as to get a better idea of the time used
899     * by the various functions. process_players1() does the processing before
900     * objects have been updated, process_players2() does the processing that
901     * is needed after the players have been updated.
902     */
903    
904     void process_players1(mapstruct *map)
905     {
906     int flag;
907     player *pl,*plnext;
908    
909     /* Basically, we keep looping until all the players have done their actions. */
910     for(flag=1;flag!=0;) {
911     flag=0;
912     for(pl=first_player;pl!=NULL;pl=plnext) {
913     plnext=pl->next; /* In case a player exits the game in handle_player() */
914    
915     if (pl->ob == NULL) continue;
916    
917     if (map!=NULL && pl->ob->map!=map) continue;
918    
919     if(pl->ob->speed_left>0) {
920     if (handle_newcs_player(pl->ob))
921     flag=1;
922     } /* end if player has speed left */
923    
924     /* If the player is not actively playing, don't make a
925     * backup save - nothing to save anyway. Plus, the
926     * map may not longer be valid. This can happen when the
927     * player quits - they exist for purposes of tracking on the map,
928     * but don't actually reside on any actual map.
929     */
930     if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
931    
932     #ifdef AUTOSAVE
933     /* check for ST_PLAYING state so that we don't try to save off when
934     * the player is logging in.
935     */
936     if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
937     /* Don't save the player on unholy ground. Instead, increase the
938     * tick time so it will be about 10 seconds before we try and save
939     * again.
940     */
941     // if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
942     // pl->last_save_tick += 100;
943     // } else {
944     save_player(pl->ob,1);
945     pl->last_save_tick = pticks;
946     // }
947     }
948     #endif
949     } /* end of for loop for all the players */
950     } /* for flag */
951     for(pl=first_player;pl!=NULL;pl=pl->next) {
952     if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map))
953     continue;
954     if (settings.casting_time == TRUE) {
955     if (pl->ob->casting_time > 0){
956     pl->ob->casting_time--;
957     pl->ob->start_holding = 1;
958     }
959     /* set spell_state so we can update the range in stats field */
960     if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
961     pl->ob->start_holding = 0;
962     }
963     }
964     do_some_living(pl->ob);
965     /* draw(pl->ob);*/ /* updated in socket code */
966     }
967     }
968    
969     void process_players2(mapstruct *map)
970     {
971     player *pl;
972    
973     /* Then check if any players should use weapon-speed instead of speed */
974     for(pl=first_player;pl!=NULL;pl=pl->next) {
975     if (map!=NULL) {
976     if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
977     continue;
978     else if(pl->loading != NULL) /* Player is blocked */
979     pl->ob->speed_left -= pl->ob->speed;
980     if (pl->ob->map!=map) continue;
981     }
982    
983     /* The code that did weapon_sp handling here was out of place -
984     * this isn't called until after the player has finished there
985     * actions, and is thus out of place. All we do here is bounds
986     * checking.
987     */
988     if (pl->has_hit) {
989     if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
990    
991     /* This needs to be here - if the player is running, we need to
992     * clear this each tick, but new commands are not being received
993     * so execute_newserver_command() is never called
994     */
995     pl->has_hit=0;
996    
997     } else if (pl->ob->speed_left>pl->ob->speed)
998     pl->ob->speed_left = pl->ob->speed;
999     }
1000     }
1001    
1002     #define SPEED_DEBUG
1003    
1004    
1005     void process_events (mapstruct *map)
1006     {
1007     object *op;
1008     object marker;
1009     tag_t tag;
1010    
1011     process_players1 (map);
1012    
1013     memset(&marker, 0, sizeof(object));
1014     /* Put marker object at beginning of active list */
1015     marker.active_next = active_objects;
1016    
1017     if (marker.active_next)
1018     marker.active_next->active_prev = &marker;
1019     marker.active_prev = NULL;
1020     active_objects = &marker;
1021    
1022     while (marker.active_next) {
1023     op = marker.active_next;
1024     tag = op->count;
1025    
1026     /* Move marker forward - swap op and marker */
1027     op->active_prev = marker.active_prev;
1028    
1029     if (op->active_prev)
1030     op->active_prev->active_next = op;
1031     else
1032     active_objects = op;
1033    
1034     marker.active_next = op->active_next;
1035    
1036     if (marker.active_next)
1037     marker.active_next->active_prev = &marker;
1038     marker.active_prev = op;
1039     op->active_next = &marker;
1040    
1041     /* Now process op */
1042     if (QUERY_FLAG (op, FLAG_FREED)) {
1043     LOG (llevError, "BUG: process_events(): Free object on list\n");
1044     op->speed = 0;
1045     update_ob_speed (op);
1046     continue;
1047     }
1048    
1049     /* I've seen occasional crashes due to this - the object is removed,
1050     * and thus the map it points to (last map it was on) may be bogus
1051     * The real bug is to try to find out the cause of this - someone
1052     * is probably calling remove_ob without either an insert_ob or
1053     * free_object afterwards, leaving an object dangling. But I'd
1054     * rather log this and continue on instead of crashing.
1055     * Don't remove players - when a player quits, the object is in
1056     * sort of a limbo, of removed, but something we want to keep
1057     * around.
1058     */
1059     if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1060     op->map && op->map->in_memory != MAP_IN_MEMORY) {
1061     LOG (llevError, "BUG: process_events(): Removed object on list\n");
1062     dump_object(op);
1063     LOG(llevError, errmsg);
1064     free_object(op);
1065     continue;
1066     }
1067    
1068     if ( ! op->speed) {
1069     LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1070     "but is on active list\n", op->arch->name);
1071     update_ob_speed (op);
1072     continue;
1073     }
1074    
1075     if (op->map == NULL && op->env == NULL && op->name &&
1076     op->type != MAP && map == NULL) {
1077     LOG (llevError, "BUG: process_events(): Object without map or "
1078     "inventory is on active list: %s (%d)\n",
1079     op->name, op->count);
1080     op->speed = 0;
1081     update_ob_speed (op);
1082     continue;
1083     }
1084    
1085     if (map != NULL && op->map != map)
1086     continue;
1087    
1088     /* Animate the object. Bug of feature that andim_speed
1089     * is based on ticks, and not the creatures speed?
1090     */
1091     if (op->anim_speed && op->last_anim >= op->anim_speed)
1092     {
1093     if ((op->type==PLAYER)||(op->type==MONSTER))
1094     animate_object(op, op->facing);
1095     else
1096     animate_object (op, op->direction);
1097    
1098     op->last_anim = 1;
1099     }
1100     else
1101     op->last_anim++;
1102    
1103     if (op->speed_left > 0) {
1104     #if 0
1105     /* I've seen occasional crashes in move_symptom() with it
1106     * crashing because op is removed - add some debugging to
1107     * track if it is removed at this point.
1108     * This unfortunately is a bit too verbose it seems - not sure
1109     * why - I think what happens is a map is freed or something and
1110     * some objects get 'lost' - removed never to be reclaimed.
1111     * removed objects generally shouldn't exist.
1112     */
1113     if (QUERY_FLAG(op, FLAG_REMOVED)) {
1114     LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1115     op->name?op->name:"null");
1116     }
1117     #endif
1118     --op->speed_left;
1119     process_object (op);
1120     if (was_destroyed (op, tag))
1121     continue;
1122     }
1123     if (settings.casting_time == TRUE && op->casting_time > 0)
1124     op->casting_time--;
1125     if (op->speed_left <= 0)
1126     op->speed_left += FABS (op->speed);
1127     }
1128    
1129     /* Remove marker object from active list */
1130     if (marker.active_prev != NULL)
1131     marker.active_prev->active_next = NULL;
1132     else
1133     active_objects = NULL;
1134    
1135     process_players2 (map);
1136     }
1137    
1138     void clean_tmp_files(void) {
1139     mapstruct *m, *next;
1140    
1141     LOG(llevInfo,"Cleaning up...\n");
1142    
1143     /* We save the maps - it may not be intuitive why, but if there are unique
1144     * items, we need to save the map so they get saved off. Perhaps we should
1145     * just make a special function that only saves the unique items.
1146     */
1147     for(m=first_map;m!=NULL;m=next) {
1148     next=m->next;
1149     if (m->in_memory == MAP_IN_MEMORY) {
1150     /* If we want to reuse the temp maps, swap it out (note that will also
1151     * update the log file. Otherwise, save the map (mostly for unique item
1152     * stuff). Note that the clean_tmp_map is called after the end of
1153     * the for loop but is in the #else bracket. IF we are recycling the maps,
1154     * we certainly don't want the temp maps removed.
1155     */
1156    
1157     /* XXX The above comment is dead wrong */
1158     if (settings.recycle_tmp_maps == TRUE)
1159     swap_map(m);
1160     else {
1161     new_save_map(m, 0); /* note we save here into a overlay map */
1162     clean_tmp_map(m);
1163     }
1164     }
1165     }
1166     write_todclock(); /* lets just write the clock here */
1167     }
1168    
1169     /* clean up everything before exiting */
1170     void cleanup(void)
1171     {
1172     LOG(llevDebug,"Cleanup called. freeing data.\n");
1173     clean_tmp_files();
1174     write_book_archive();
1175     #ifdef MEMORY_DEBUG
1176     free_all_maps();
1177     free_style_maps();
1178     free_all_object_data();
1179     free_all_archs();
1180     free_all_treasures();
1181     free_all_images();
1182     free_all_newserver();
1183     free_all_recipes();
1184     free_all_readable();
1185     free_all_god();
1186     free_all_anim();
1187     /* See what the string data that is out there that hasn't been freed. */
1188     /* LOG(llevDebug, ss_dump_table(0xff));*/
1189     #endif
1190     exit(0);
1191     }
1192    
1193     void leave(player *pl, int draw_exit) {
1194     if (pl != NULL) {
1195     /* We do this so that the socket handling routine can do the final
1196     * cleanup. We also leave that loop to actually handle the freeing
1197     * of the data.
1198     */
1199     if (pl->ob->type != DEAD_OBJECT)
1200     {
1201     execute_global_event (EVENT_LOGOUT, pl, pl->socket.host);
1202     LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host);
1203    
1204     pl->socket.status = Ns_Dead;
1205    
1206     /* If a hidden dm dropped connection do not create
1207     * inconsistencies by showing that they have left the game
1208     */
1209     if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden)
1210     && draw_exit
1211     && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1212     {
1213     char buf[MAX_BUF];
1214     sprintf (buf, "%s left the game.", pl->ob->name);
1215     new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1216     }
1217    
1218     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1219     leave_map (pl->ob);
1220    
1221     pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1222     }
1223     }
1224     }
1225    
1226     int forbid_play(void)
1227     {
1228     #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1229     char buf[MAX_BUF], day[MAX_BUF];
1230     FILE *fp;
1231     time_t clock;
1232     struct tm *tm;
1233     int i, start, stop, forbit=0, comp;
1234    
1235     clock = time (NULL);
1236     tm = (struct tm *) localtime (&clock);
1237    
1238     sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1239     if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1240     return 0;
1241    
1242     while (fgets (buf, MAX_BUF, fp)) {
1243     if (buf[0]=='#') continue;
1244     if (!strncmp (buf, "msg", 3)) {
1245     if (forbit)
1246     while (fgets (buf, MAX_BUF, fp)) /* print message */
1247     fputs (buf, logfile);
1248     break;
1249    
1250     } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1251     LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1252     continue;
1253     }
1254    
1255     for (i=0; i< 7; i++) {
1256     if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1257     (tm->tm_hour >= start) && (tm->tm_hour < stop))
1258     forbit = 1;
1259     }
1260     }
1261    
1262     close_and_delete(fp, comp);
1263    
1264     return forbit;
1265     #else
1266     return 0;
1267     #endif
1268     }
1269    
1270     /*
1271     * do_specials() is a collection of functions to call from time to time.
1272     * Modified 2000-1-14 MSW to use the global pticks count to determine how
1273     * often to do things. This will allow us to spred them out more often.
1274     * I use prime numbers for the factor count - in that way, it is less likely
1275     * these actions will fall on the same tick (compared to say using 500/2500/15000
1276     * which would mean on that 15,000 tick count a whole bunch of stuff gets
1277     * done). Of course, there can still be times where multiple specials are
1278     * done on the same tick, but that will happen very infrequently
1279     *
1280     * I also think this code makes it easier to see how often we really are
1281     * doing the various things.
1282     */
1283    
1284     extern unsigned long todtick;
1285    
1286     void do_specials(void) {
1287    
1288     #ifdef WATCHDOG
1289     if (!(pticks % 503))
1290     watchdog();
1291     #endif
1292    
1293     if (!(pticks % PTICKS_PER_CLOCK))
1294     tick_the_clock();
1295    
1296     if (!(pticks % 509))
1297     flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1298    
1299     if (!(pticks % 2503))
1300     fix_weight(); /* Hack to fix weightproblems caused by bugs */
1301    
1302     if (!(pticks % 2521))
1303     metaserver_update(); /* 2500 ticks is about 5 minutes */
1304    
1305     if (!(pticks % 5003))
1306     write_book_archive();
1307    
1308     if (!(pticks % 5009))
1309     clean_friendly_list();
1310    
1311     if (!(pticks % 5011))
1312     obsolete_parties();
1313    
1314     if (!(pticks % 12503))
1315     fix_luck();
1316     }
1317    
1318 root 1.2 /*
1319     * sleep_delta checks how much time has elapsed since last tick.
1320     * If it is less than max_time, the remaining time is slept with select().
1321     */
1322    
1323     void
1324     sleep_delta(void)
1325     {
1326     extern long max_time;
1327     extern struct timeval last_time;
1328     extern long process_utime_long_count;
1329     extern void cfperl_sleep (double delta);
1330    
1331     struct timeval new_time;
1332     GETTIMEOFDAY (&new_time);
1333    
1334     long sleep_sec = last_time.tv_sec - new_time.tv_sec;
1335     long sleep_usec = max_time - (new_time.tv_usec - last_time.tv_usec);
1336    
1337     /* This is very ugly, but probably the fastest for our use: */
1338     while (sleep_usec < 0) {
1339     sleep_usec += 1000000;
1340     sleep_sec -= 1;
1341     }
1342     while (sleep_usec > 1000000) {
1343     sleep_usec -= 1000000;
1344     sleep_sec += 1;
1345     }
1346    
1347     log_time((new_time.tv_sec - last_time.tv_sec)*1000000
1348     + new_time.tv_usec - last_time.tv_usec);
1349    
1350     /*
1351     * Set last_time to when we're expected to wake up:
1352     */
1353     last_time.tv_usec += max_time;
1354     while (last_time.tv_usec > 1000000) {
1355     last_time.tv_usec -= 1000000;
1356     last_time.tv_sec++;
1357     }
1358    
1359     /*
1360     * Don't do too much catching up:
1361     * (Things can still get jerky on a slow/loaded computer)
1362     */
1363     if (last_time.tv_sec * 1000000 + last_time.tv_usec <
1364     new_time.tv_sec * 1000000 + new_time.tv_usec)
1365     {
1366     last_time.tv_sec = new_time.tv_sec;
1367     last_time.tv_usec = new_time.tv_usec;
1368     }
1369    
1370     if (sleep_sec >= 0 && sleep_usec > 0)
1371     cfperl_sleep (sleep_sec + sleep_usec * 1e-6);
1372     else
1373     process_utime_long_count++;
1374     }
1375    
1376 elmex 1.1 int main(int argc, char **argv)
1377     {
1378     #ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
1379     _fmode = _O_BINARY ;
1380     bRunning = 1;
1381     #endif
1382    
1383     #ifdef DEBUG_MALLOC_LEVEL
1384     malloc_debug(DEBUG_MALLOC_LEVEL);
1385     #endif
1386    
1387     settings.argc=argc;
1388     settings.argv=argv;
1389     init(argc, argv);
1390     initPlugins(); /* GROS - Init the Plugins */
1391     #ifdef WIN32
1392     while ( bRunning )
1393     {
1394     #else
1395     for(;;) {
1396     #endif
1397     nroferrors = 0;
1398    
1399     doeric_server();
1400     process_events(NULL); /* "do" something with objects with speed */
1401     cftimer_process_timers();/* Process the crossfire Timers */
1402     /* Lauwenmark : Here we handle the CLOCK global event */
1403     execute_global_event(EVENT_CLOCK);
1404     flush_sockets();
1405     check_active_maps(); /* Removes unused maps after a certain timeout */
1406     do_specials(); /* Routines called from time to time. */
1407    
1408     sleep_delta(); /* Slepp proper amount of time before next tick */
1409     }
1410     emergency_save( 0 );
1411     cleanup( );
1412     return 0;
1413     }