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Revision: 1.46
Committed: Fri Dec 15 04:21:29 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.45: +23 -70 lines
Log Message:
while goofing around, trying to understand the command code
- did some reindentation
- which lead me to find some dead code
- which lead me to some optimisations and more dead code

fun.

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 root 1.27 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
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 root 1.31 new_draw_info (NDI_UNIQUE, 0, op, "MÃ¥rten Woxberg [maxmc@telia.com]");
112 root 1.20 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 pippijn 1.39 #if (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 1.30 maptile *oldmap = op->map;
197 root 1.20 object *tmp;
198 elmex 1.1
199 root 1.41 tmp = object::create ();
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 1.41
223     tmp->destroy ();
224 elmex 1.1 }
225    
226     /* All this really is is a glorified remove_object that also updates
227     * the counts on the map if needed.
228     */
229 root 1.20 void
230 root 1.23 leave_map (object *op)
231 elmex 1.1 {
232 root 1.30 maptile *oldmap = op->map;
233 elmex 1.1
234 root 1.40 op->remove ();
235 elmex 1.1
236 root 1.20 if (oldmap)
237     {
238     if (!op->contr->hidden)
239     oldmap->players--;
240 root 1.33
241 root 1.20 if (oldmap->players <= 0)
242 root 1.33 /* can be less than zero due to errors in tracking this */
243     set_map_timeout (oldmap);
244 elmex 1.1 }
245     }
246    
247     /*
248     * enter_map(): Moves the player and pets from current map (if any) to
249     * new map. map, x, y must be set. map is the map we are moving the
250     * player to - it could be the map he just came from if the load failed for
251     * whatever reason. If default map coordinates are to be used, then
252     * the function that calls this should figure them out.
253     */
254 root 1.20 static void
255 root 1.30 enter_map (object *op, maptile *newmap, int x, int y)
256 root 1.20 {
257 root 1.30 maptile *oldmap = op->map;
258 root 1.20
259     if (out_of_map (newmap, x, y))
260     {
261     LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
262     x = MAP_ENTER_X (newmap);
263     y = MAP_ENTER_Y (newmap);
264     if (out_of_map (newmap, x, y))
265     {
266     LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
267     newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap));
268     new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
269     return;
270     }
271     }
272 root 1.31
273 root 1.20 /* try to find a spot for the player */
274     if (ob_blocked (op, newmap, x, y))
275     { /* First choice blocked */
276     /* We try to find a spot for the player, starting closest in.
277     * We could use find_first_free_spot, but that doesn't randomize it at all,
278     * So for example, if the north space is free, you would always end up there even
279     * if other spaces around are available.
280     * Note that for the second and third calls, we could start at a position other
281     * than one, but then we could end up on the other side of walls and so forth.
282     */
283     int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1);
284 root 1.23
285 root 1.20 if (i == -1)
286     {
287     i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
288     if (i == -1)
289     i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
290     }
291 root 1.31
292 root 1.20 if (i != -1)
293     {
294     x += freearr_x[i];
295     y += freearr_y[i];
296     }
297     else
298     {
299     /* not much we can do in this case. */
300     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);
301     }
302     } /* end if looking for free spot */
303 elmex 1.1
304 root 1.38 if (op->map)
305 root 1.31 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
306     return;
307    
308     if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
309     return;
310    
311 root 1.32 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y)))
312 root 1.31 return;
313 root 1.20
314     /* If it is a player login, he has yet to be inserted anyplace.
315     * otherwise, we need to deal with removing the player here.
316     */
317 root 1.40 op->remove ();
318 root 1.20
319     /* remove_ob clears these so they must be reset after the remove_ob call */
320     op->x = x;
321     op->y = y;
322     op->map = newmap;
323 root 1.31
324 root 1.20 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
325    
326     if (!op->contr->hidden)
327     newmap->players++;
328    
329     newmap->timeout = 0;
330     op->enemy = NULL;
331    
332     if (op->contr)
333     {
334     strcpy (op->contr->maplevel, newmap->path);
335     op->contr->count = 0;
336     }
337    
338     /* Update any golems */
339     if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
340     {
341     int i = find_free_spot (op->contr->ranges[range_golem], newmap,
342     x, y, 1, SIZEOFFREE);
343 root 1.23
344 root 1.40 op->contr->ranges[range_golem]->remove ();
345 root 1.31
346 root 1.20 if (i == -1)
347     {
348     remove_friendly_object (op->contr->ranges[range_golem]);
349 root 1.41 op->contr->ranges[range_golem]->destroy ();
350 root 1.37 op->contr->ranges[range_golem] = 0;
351 root 1.20 }
352     else
353     {
354 root 1.31 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
355 root 1.20 {
356     tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
357     tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
358     tmp->map = newmap;
359 root 1.14 }
360 root 1.31
361 root 1.20 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
362     op->contr->ranges[range_golem]->direction =
363     find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
364 root 1.14 }
365 elmex 1.1 }
366 root 1.31
367 root 1.20 op->direction = 0;
368 elmex 1.1
369 root 1.20 /* since the players map is already loaded, we don't need to worry
370     * about pending objects.
371     */
372     remove_all_pets (newmap);
373 elmex 1.1
374 root 1.20 /* If the player is changing maps, we need to do some special things
375     * Do this after the player is on the new map - otherwise the force swap of the
376     * old map does not work.
377     */
378     if (oldmap != newmap)
379     {
380     if (oldmap) /* adjust old map */
381 elmex 1.1 {
382 root 1.20 oldmap->players--;
383 elmex 1.1
384 root 1.20 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
385     set_map_timeout (oldmap);
386 elmex 1.1 }
387     }
388     }
389    
390 root 1.20 void
391 root 1.30 set_map_timeout (maptile *oldmap)
392 elmex 1.1 {
393     #if MAP_MAXTIMEOUT
394 root 1.20 oldmap->timeout = MAP_TIMEOUT (oldmap);
395     /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
396     * lower than the min value.
397     */
398 root 1.23 # if MAP_MINTIMEOUT
399 root 1.20 if (oldmap->timeout < MAP_MINTIMEOUT)
400 root 1.31 oldmap->timeout = MAP_MINTIMEOUT;
401 root 1.23 # endif
402 root 1.31
403 root 1.20 if (oldmap->timeout > MAP_MAXTIMEOUT)
404 root 1.31 oldmap->timeout = MAP_MAXTIMEOUT;
405    
406 elmex 1.1 #else
407 root 1.20 /* save out the map */
408     swap_map (oldmap);
409 elmex 1.1 #endif /* MAP_MAXTIMEOUT */
410     }
411    
412    
413     /* clean_path takes a path and replaces all / with _
414     * We do a strcpy so that we do not change the original string.
415     */
416 root 1.20 char *
417     clean_path (const char *file)
418 elmex 1.1 {
419 root 1.20 static char newpath[MAX_BUF], *cp;
420 root 1.24 assign (newpath, file);
421 elmex 1.1
422 root 1.20 for (cp = newpath; *cp != '\0'; cp++)
423 root 1.24 if (*cp == '/')
424     *cp = '_';
425    
426 root 1.20 return newpath;
427 elmex 1.1 }
428    
429    
430     /* unclean_path takes a path and replaces all _ with /
431     * This basically undoes clean path.
432     * We do a strcpy so that we do not change the original string.
433     * We are smart enough to start after the last / in case we
434     * are getting passed a string that points to a unique map
435     * path.
436     */
437 root 1.20 char *
438     unclean_path (const char *src)
439 elmex 1.1 {
440 root 1.20 static char newpath[MAX_BUF], *cp;
441 elmex 1.1
442 root 1.20 cp = strrchr (src, '/');
443 root 1.24 assign (newpath, cp ? cp + 1 : src);
444 root 1.20
445     for (cp = newpath; *cp != '\0'; cp++)
446 root 1.24 if (*cp == '_')
447     *cp = '/';
448    
449 root 1.20 return newpath;
450 elmex 1.1 }
451    
452    
453     /* The player is trying to enter a randomly generated map. In this case, generate the
454     * random map as needed.
455     */
456    
457 root 1.20 static void
458 root 1.23 enter_random_map (object *pl, object *exit_ob)
459 elmex 1.1 {
460 root 1.30 maptile *new_map;
461 root 1.20 char newmap_name[HUGE_BUF], *cp;
462     static int reference_number = 0;
463     RMParms rp;
464    
465     memset (&rp, 0, sizeof (RMParms));
466     rp.Xsize = -1;
467     rp.Ysize = -1;
468     rp.region = get_region_by_map (exit_ob->map);
469     if (exit_ob->msg)
470     set_random_map_variable (&rp, exit_ob->msg);
471     rp.origin_x = exit_ob->x;
472     rp.origin_y = exit_ob->y;
473     strcpy (rp.origin_map, pl->map->path);
474    
475     /* If we have a final_map, use it as a base name to give some clue
476     * as where the player is. Otherwise, use the origin map.
477     * Take the last component (after the last slash) to give
478     * shorter names without bogus slashes.
479     */
480     if (rp.final_map[0])
481     {
482     cp = strrchr (rp.final_map, '/');
483     if (!cp)
484     cp = rp.final_map;
485     }
486     else
487     {
488     char buf[HUGE_BUF];
489    
490     cp = strrchr (rp.origin_map, '/');
491     if (!cp)
492     cp = rp.origin_map;
493     /* Need to strip of any trailing digits, if it has them */
494     strcpy (buf, cp);
495     while (isdigit (buf[strlen (buf) - 1]))
496     buf[strlen (buf) - 1] = 0;
497     cp = buf;
498     }
499    
500     sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
501    
502     /* now to generate the actual map. */
503     new_map = generate_random_map (newmap_name, &rp);
504    
505     /* Update the exit_ob so it now points directly at the newly created
506     * random maps. Not that it is likely to happen, but it does mean that a
507     * exit in a unique map leading to a random map will not work properly.
508     * It also means that if the created random map gets reset before
509     * the exit leading to it, that the exit will no longer work.
510     */
511     if (new_map)
512     {
513     int x, y;
514 root 1.23
515 root 1.20 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
516     y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
517     EXIT_PATH (exit_ob) = newmap_name;
518     strcpy (new_map->path, newmap_name);
519     enter_map (pl, new_map, x, y);
520 elmex 1.1 }
521     }
522    
523     /* The player is trying to enter a non-randomly generated template map. In this
524     * case, use a map file for a template
525     */
526    
527 root 1.20 static void
528 root 1.23 enter_fixed_template_map (object *pl, object *exit_ob)
529 elmex 1.1 {
530 root 1.30 maptile *new_map;
531 root 1.20 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
532     const char *new_map_name;
533    
534     /* Split the exit path string into two parts, one
535     * for where to store the map, and one for were
536     * to generate the map from.
537     */
538     snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
539     sourcemap = strchr (exitpath, '!');
540     if (!sourcemap)
541     {
542     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
543     /* Should only occur when no source map is set.
544     */
545     LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
546     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
547     return;
548     }
549 root 1.31
550 root 1.20 *sourcemap++ = '\0';
551    
552     /* If we are not coming from a template map, we can use relative directories
553     * for the map to generate from.
554     */
555     if (!exit_ob->map->templatemap)
556 root 1.31 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
557 root 1.20
558     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
559     * of the exit, and the name of the map the exit is on, respectively.
560     */
561     sprintf (tmpnum, "%d", exit_ob->x);
562     replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
563    
564     sprintf (tmpnum, "%d", exit_ob->y);
565     sprintf (tmpstring, "%s", resultname);
566     replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
567    
568     sprintf (tmpstring, "%s", resultname);
569     replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
570    
571     /* If we are coming from another template map, use reletive paths unless
572     * indicated otherwise.
573     */
574     if (exit_ob->map->templatemap && (resultname[0] != '/'))
575 root 1.31 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
576 root 1.20 else
577 root 1.31 new_map_name = create_template_pathname (resultname);
578 root 1.20
579     /* Attempt to load the map, if unable to, then
580     * create the map from the template.
581     */
582     new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
583     if (!new_map)
584     {
585     new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
586     if (new_map)
587     fix_auto_apply (new_map);
588     }
589    
590     if (new_map)
591     {
592     /* set the path of the map to where it should be
593     * so we don't just save over the source map.
594     */
595     strcpy (new_map->path, new_map_name);
596     new_map->templatemap = 1;
597     enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
598     }
599     else
600     {
601     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
602     /* Should only occur when an invalid source map is set.
603     */
604     LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
605     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
606 elmex 1.1 }
607     }
608    
609     /* The player is trying to enter a randomly generated template map. In this
610     * case, generate the map as needed.
611     */
612    
613 root 1.20 static void
614 root 1.23 enter_random_template_map (object *pl, object *exit_ob)
615 elmex 1.1 {
616 root 1.30 maptile *new_map;
617 root 1.20 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
618     const char *new_map_name;
619     RMParms rp;
620    
621     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
622     * of the exit, and the name of the map the exit is on, respectively.
623     */
624     sprintf (tmpnum, "%d", exit_ob->x);
625     replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
626    
627     sprintf (tmpnum, "%d", exit_ob->y);
628     sprintf (tmpstring, "%s", resultname);
629     replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
630    
631     sprintf (tmpstring, "%s", resultname);
632     replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
633    
634     /* If we are coming from another template map, use reletive paths unless
635     * indicated otherwise.
636     */
637     if (exit_ob->map->templatemap && (resultname[0] != '/'))
638     {
639     new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
640     }
641     else
642     {
643     new_map_name = create_template_pathname (resultname);
644     }
645    
646     new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
647     if (!new_map)
648     {
649     memset (&rp, 0, sizeof (RMParms));
650     rp.Xsize = -1;
651     rp.Ysize = -1;
652     rp.region = get_region_by_map (exit_ob->map);
653     if (exit_ob->msg)
654     set_random_map_variable (&rp, exit_ob->msg);
655     rp.origin_x = exit_ob->x;
656     rp.origin_y = exit_ob->y;
657     strcpy (rp.origin_map, pl->map->path);
658    
659     /* now to generate the actual map. */
660     new_map = generate_random_map (new_map_name, &rp);
661 elmex 1.1 }
662    
663    
664 root 1.20 /* Update the exit_ob so it now points directly at the newly created
665     * random maps. Not that it is likely to happen, but it does mean that a
666     * exit in a unique map leading to a random map will not work properly.
667     * It also means that if the created random map gets reset before
668     * the exit leading to it, that the exit will no longer work.
669     */
670     if (new_map)
671     {
672     int x, y;
673 root 1.23
674 root 1.20 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
675     y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
676     new_map->templatemap = 1;
677     enter_map (pl, new_map, x, y);
678 elmex 1.1 }
679     }
680    
681    
682     /* Code to enter/detect a character entering a unique map.
683     */
684 root 1.20 static void
685 root 1.23 enter_unique_map (object *op, object *exit_ob)
686 elmex 1.1 {
687 root 1.20 char apartment[HUGE_BUF];
688 root 1.30 maptile *newmap;
689 root 1.20
690     if (EXIT_PATH (exit_ob)[0] == '/')
691     {
692     sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
693     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
694     if (!newmap)
695     {
696     newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
697     if (newmap)
698     fix_auto_apply (newmap);
699     }
700     }
701     else
702     { /* relative directory */
703     char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
704 elmex 1.1
705 root 1.20 if (exit_ob->map->unique)
706     {
707    
708     strcpy (reldir, unclean_path (exit_ob->map->path));
709    
710     /* Need to copy this over, as clean_path only has one static return buffer */
711     strcpy (tmpc, clean_path (reldir));
712     /* Remove final component, if any */
713     if ((cp = strrchr (tmpc, '_')) != NULL)
714     *cp = 0;
715    
716     sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
717    
718     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
719     if (!newmap)
720     {
721     newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
722     if (newmap)
723     fix_auto_apply (newmap);
724 root 1.14 }
725     }
726 root 1.20 else
727     {
728     /* The exit is unique, but the map we are coming from is not unique. So
729     * use the basic logic - don't need to demangle the path name
730     */
731     sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
732     settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
733     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
734     if (!newmap)
735     {
736     newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
737     if (newmap)
738     fix_auto_apply (newmap);
739 root 1.14 }
740     }
741 elmex 1.1 }
742    
743 root 1.20 if (newmap)
744     {
745     strcpy (newmap->path, apartment);
746     newmap->unique = 1;
747     enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
748     }
749     else
750     {
751     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
752     /* Perhaps not critical, but I would think that the unique maps
753     * should be new enough this does not happen. This also creates
754     * a strange situation where some players could perhaps have visited
755     * such a map before it was removed, so they have the private
756     * map, but other players can't get it anymore.
757     */
758     LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
759     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
760 elmex 1.1 }
761 root 1.20
762 elmex 1.1 }
763    
764    
765     /* Tries to move 'op' to exit_ob. op is the character or monster that is
766     * using the exit, where exit_ob is the exit object (boat, door, teleporter,
767     * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
768     * move the object to. This is used when loading the player.
769     *
770     * Largely redone by MSW 2001-01-21 - this function was overly complex
771     * and had some obscure bugs.
772     */
773    
774 root 1.20 void
775 root 1.23 enter_exit (object *op, object *exit_ob)
776 root 1.20 {
777     #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
778     object *tmp;
779 root 1.23
780 root 1.20 /* It may be nice to support other creatures moving across
781     * exits, but right now a lot of the code looks at op->contr,
782 root 1.38 * so that is an RFE.
783 root 1.20 */
784     if (op->type != PLAYER)
785     return;
786    
787     /* First, lets figure out what map the player is going to go to */
788     if (exit_ob)
789     {
790     /* check to see if we make a template map */
791     if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
792     {
793     if (EXIT_PATH (exit_ob)[2] == '!')
794     {
795     /* generate a template map randomly */
796     enter_random_template_map (op, exit_ob);
797 elmex 1.1 }
798 root 1.20 else
799     {
800     /* generate a template map from a fixed template */
801     enter_fixed_template_map (op, exit_ob);
802     }
803     }
804     /* check to see if we make a randomly generated map */
805     else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
806     {
807     enter_random_map (op, exit_ob);
808 root 1.14 }
809 root 1.20 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
810     {
811     enter_unique_map (op, exit_ob);
812     }
813     else
814     {
815     int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
816 root 1.23
817 root 1.20 /* 'Normal' exits that do not do anything special
818     * Simple enough we don't need another routine for it.
819     */
820 root 1.30 maptile *newmap;
821 root 1.23
822 root 1.20 if (exit_ob->map)
823     {
824     newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
825     /* Random map was previously generated, but is no longer about. Lets generate a new
826     * map.
827     */
828     if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
829     {
830     /* Maps that go down have a message set. However, maps that go
831     * up, don't. If the going home has reset, there isn't much
832     * point generating a random map, because it won't match the maps.
833     */
834     if (exit_ob->msg)
835     {
836     enter_random_map (op, exit_ob);
837     }
838     else
839     {
840     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
841     return;
842 root 1.14 }
843    
844 root 1.20 /* For exits that cause damages (like pits). Don't know if any
845     * random maps use this or not.
846     */
847     if (exit_ob->stats.dam && op->type == PLAYER)
848     hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
849     return;
850 root 1.14 }
851     }
852 root 1.20 else
853 elmex 1.1 {
854 root 1.20 /* For word of recall and other force objects
855     * They contain the full pathname of the map to go back to,
856     * so we don't need to normalize it.
857     * But we do need to see if it is unique or not
858     */
859     if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
860     newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
861     else
862     newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
863     }
864     if (!newmap)
865     {
866     if (exit_ob->name)
867     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
868     /* don't cry to momma if name is not set - as in tmp objects
869     * used by the savebed code and character creation */
870     return;
871 root 1.14 }
872 elmex 1.1
873 root 1.20 /* This supports the old behaviour, but it really should not be used.
874     * I will note for example that with this method, it is impossible to
875     * set 0,0 destination coordinates. Really, if we want to support
876     * using the new maps default coordinates, the exit ob should use
877     * something like -1, -1 so it is clear to do that.
878     */
879     if (x == 0 && y == 0)
880     {
881     x = MAP_ENTER_X (newmap);
882     y = MAP_ENTER_Y (newmap);
883     LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
884     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
885 root 1.14 }
886 elmex 1.1
887 root 1.20 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
888     if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
889     {
890 elmex 1.1 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
891 root 1.20 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
892     {
893     if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
894     break;
895     }
896     if (tmp)
897     {
898 root 1.40 tmp->remove ();
899 root 1.41 tmp->destroy ();
900 root 1.20 }
901    
902     strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
903     op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
904     save_player (op, 1);
905 elmex 1.1 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
906     * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
907     * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
908     }
909    
910 root 1.20 enter_map (op, newmap, x, y);
911 root 1.14 }
912 root 1.20 /* For exits that cause damages (like pits) */
913     if (exit_ob->stats.dam && op->type == PLAYER)
914     hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
915     }
916     else
917     {
918     int flags = 0;
919 root 1.30 maptile *newmap;
920 root 1.20
921     /* Hypothetically, I guess its possible that a standard map matches
922     * the localdir, but that seems pretty unlikely - unlikely enough that
923     * I'm not going to attempt to try to deal with that possibility.
924     * We use the fact that when a player saves on a unique map, it prepends
925     * the localdir to that name. So its an easy way to see of the map is
926     * unique or not.
927     */
928     if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
929     flags = MAP_PLAYER_UNIQUE;
930    
931     /* newmap returns the map (if already loaded), or loads it for
932     * us.
933     */
934     newmap = ready_map_name (op->contr->maplevel, flags);
935     if (!newmap)
936     {
937     LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
938     newmap = ready_map_name (settings.emergency_mapname, 0);
939     op->x = settings.emergency_x;
940     op->y = settings.emergency_y;
941     /* If we can't load the emergency map, something is probably really
942     * screwed up, so bail out now.
943     */
944     if (!newmap)
945     {
946     LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
947     abort ();
948 root 1.14 }
949     }
950 root 1.32
951 root 1.20 enter_map (op, newmap, op->x, op->y);
952 elmex 1.1 }
953     }
954    
955     /* process_players1 and process_players2 do all the player related stuff.
956     * I moved it out of process events and process_map. This was to some
957     * extent for debugging as well as to get a better idea of the time used
958     * by the various functions. process_players1() does the processing before
959     * objects have been updated, process_players2() does the processing that
960     * is needed after the players have been updated.
961     */
962 root 1.46 static void
963     process_players1 ()
964 elmex 1.1 {
965 root 1.20 int flag;
966     /* Basically, we keep looping until all the players have done their actions. */
967     for (flag = 1; flag != 0;)
968     {
969     flag = 0;
970 root 1.46 for (player *plnext, *pl = first_player; pl; pl = plnext)
971 root 1.20 {
972     plnext = pl->next; /* In case a player exits the game in handle_player() */
973 elmex 1.1
974 root 1.46 if (!pl->ob)
975 root 1.20 continue;
976    
977     if (pl->ob->speed_left > 0)
978     {
979     if (handle_newcs_player (pl->ob))
980     flag = 1;
981     } /* end if player has speed left */
982    
983     /* If the player is not actively playing, don't make a
984     * backup save - nothing to save anyway. Plus, the
985     * map may not longer be valid. This can happen when the
986     * player quits - they exist for purposes of tracking on the map,
987     * but don't actually reside on any actual map.
988     */
989     if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
990     continue;
991 elmex 1.1
992     #ifdef AUTOSAVE
993 root 1.20 /* check for ST_PLAYING state so that we don't try to save off when
994     * the player is logging in.
995     */
996 pippijn 1.21 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
997 root 1.20 {
998     save_player (pl->ob, 1);
999     pl->last_save_tick = pticks;
1000 root 1.14 }
1001 elmex 1.1 #endif
1002 root 1.20 } /* end of for loop for all the players */
1003     } /* for flag */
1004 root 1.46
1005     for (player *pl = first_player; pl; pl = pl->next)
1006 root 1.20 {
1007 root 1.46 if (settings.casting_time)
1008 root 1.20 {
1009     if (pl->ob->casting_time > 0)
1010     {
1011     pl->ob->casting_time--;
1012     pl->ob->start_holding = 1;
1013 root 1.14 }
1014 root 1.46
1015 root 1.20 /* set spell_state so we can update the range in stats field */
1016     if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1017 root 1.46 pl->ob->start_holding = 0;
1018 root 1.14 }
1019 root 1.46
1020 root 1.20 do_some_living (pl->ob);
1021 elmex 1.1 }
1022     }
1023    
1024 root 1.46 static void
1025     process_players2 ()
1026 elmex 1.1 {
1027 root 1.20 /* Then check if any players should use weapon-speed instead of speed */
1028 root 1.46 for (player *pl = first_player; pl; pl = pl->next)
1029 root 1.20 {
1030     /* The code that did weapon_sp handling here was out of place -
1031     * this isn't called until after the player has finished there
1032     * actions, and is thus out of place. All we do here is bounds
1033     * checking.
1034     */
1035     if (pl->has_hit)
1036     {
1037     if (pl->ob->speed_left > pl->weapon_sp)
1038     pl->ob->speed_left = pl->weapon_sp;
1039 root 1.14
1040 root 1.20 /* This needs to be here - if the player is running, we need to
1041     * clear this each tick, but new commands are not being received
1042     * so execute_newserver_command() is never called
1043     */
1044     pl->has_hit = 0;
1045     }
1046     else if (pl->ob->speed_left > pl->ob->speed)
1047     pl->ob->speed_left = pl->ob->speed;
1048 elmex 1.1 }
1049     }
1050    
1051 root 1.20 void
1052 root 1.46 process_events ()
1053 root 1.20 {
1054     object *op;
1055 elmex 1.1
1056 root 1.26 static object *marker;
1057 root 1.42
1058 root 1.26 if (!marker)
1059 root 1.41 marker = object::create ();
1060 root 1.26
1061 root 1.46 process_players1 ();
1062 elmex 1.1
1063 root 1.20 marker->active_next = active_objects;
1064 elmex 1.1
1065 root 1.20 if (marker->active_next)
1066     marker->active_next->active_prev = marker;
1067 elmex 1.1
1068 root 1.20 marker->active_prev = NULL;
1069     active_objects = marker;
1070 elmex 1.1
1071 root 1.20 while (marker->active_next)
1072     {
1073     op = marker->active_next;
1074 elmex 1.1
1075 root 1.20 /* Move marker forward - swap op and marker */
1076     op->active_prev = marker->active_prev;
1077 elmex 1.1
1078 root 1.20 if (op->active_prev)
1079     op->active_prev->active_next = op;
1080     else
1081     active_objects = op;
1082 root 1.14
1083 root 1.20 marker->active_next = op->active_next;
1084 root 1.14
1085 root 1.20 if (marker->active_next)
1086     marker->active_next->active_prev = marker;
1087 root 1.14
1088 root 1.20 marker->active_prev = op;
1089     op->active_next = marker;
1090 root 1.14
1091 root 1.20 /* Now process op */
1092     if (QUERY_FLAG (op, FLAG_FREED))
1093     {
1094     LOG (llevError, "BUG: process_events(): Free object on list\n");
1095     op->speed = 0;
1096     update_ob_speed (op);
1097     continue;
1098     }
1099    
1100     /* I've seen occasional crashes due to this - the object is removed,
1101     * and thus the map it points to (last map it was on) may be bogus
1102     * The real bug is to try to find out the cause of this - someone
1103     * is probably calling remove_ob without either an insert_ob or
1104     * free_object afterwards, leaving an object dangling. But I'd
1105     * rather log this and continue on instead of crashing.
1106     * Don't remove players - when a player quits, the object is in
1107     * sort of a limbo, of removed, but something we want to keep
1108     * around.
1109     */
1110     if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1111     {
1112     LOG (llevError, "BUG: process_events(): Removed object on list\n");
1113 root 1.36 char *dump = dump_object (op);
1114     LOG (llevError, dump);
1115     free (dump);
1116 root 1.41 op->destroy ();
1117 root 1.20 continue;
1118 root 1.14 }
1119    
1120 root 1.20 if (!op->speed)
1121     {
1122 root 1.46 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1123     "but is on active list\n", &op->arch->name);
1124 root 1.20 update_ob_speed (op);
1125     continue;
1126 root 1.14 }
1127    
1128 root 1.46 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1129 root 1.20 {
1130 root 1.46 LOG (llevError, "BUG: process_events(): Object without map or "
1131     "inventory is on active list: %s (%d)\n", &op->name, op->count);
1132 root 1.20 op->speed = 0;
1133     update_ob_speed (op);
1134     continue;
1135 root 1.14 }
1136    
1137 root 1.46 /* Animate the object. Bug or feature that anim_speed
1138 root 1.20 * is based on ticks, and not the creatures speed?
1139     */
1140     if (op->anim_speed && op->last_anim >= op->anim_speed)
1141     {
1142     if ((op->type == PLAYER) || (op->type == MONSTER))
1143     animate_object (op, op->facing);
1144     else
1145     animate_object (op, op->direction);
1146 root 1.14
1147 root 1.20 op->last_anim = 1;
1148     }
1149     else
1150     op->last_anim++;
1151 elmex 1.1
1152 root 1.20 if (op->speed_left > 0)
1153     {
1154 elmex 1.1 #if 0
1155 root 1.20 /* I've seen occasional crashes in move_symptom() with it
1156     * crashing because op is removed - add some debugging to
1157     * track if it is removed at this point.
1158     * This unfortunately is a bit too verbose it seems - not sure
1159     * why - I think what happens is a map is freed or something and
1160     * some objects get 'lost' - removed never to be reclaimed.
1161     * removed objects generally shouldn't exist.
1162     */
1163     if (QUERY_FLAG (op, FLAG_REMOVED))
1164     {
1165     LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1166 root 1.14 }
1167 elmex 1.1 #endif
1168 root 1.20 --op->speed_left;
1169     process_object (op);
1170 root 1.28
1171     if (op->destroyed ())
1172 root 1.20 continue;
1173 root 1.14 }
1174 root 1.28
1175 root 1.20 if (settings.casting_time == TRUE && op->casting_time > 0)
1176     op->casting_time--;
1177 root 1.28
1178 root 1.20 if (op->speed_left <= 0)
1179     op->speed_left += FABS (op->speed);
1180 elmex 1.1 }
1181    
1182 root 1.20 /* Remove marker object from active list */
1183     if (marker->active_prev != NULL)
1184     marker->active_prev->active_next = NULL;
1185     else
1186     active_objects = NULL;
1187 elmex 1.1
1188 root 1.46 process_players2 ();
1189 elmex 1.1 }
1190    
1191 root 1.20 void
1192     clean_tmp_files (void)
1193     {
1194 root 1.30 maptile *m, *next;
1195 elmex 1.1
1196 root 1.20 LOG (llevInfo, "Cleaning up...\n");
1197 elmex 1.1
1198     /* We save the maps - it may not be intuitive why, but if there are unique
1199     * items, we need to save the map so they get saved off. Perhaps we should
1200     * just make a special function that only saves the unique items.
1201     */
1202 root 1.20 for (m = first_map; m != NULL; m = next)
1203     {
1204     next = m->next;
1205     if (m->in_memory == MAP_IN_MEMORY)
1206     {
1207     /* If we want to reuse the temp maps, swap it out (note that will also
1208     * update the log file. Otherwise, save the map (mostly for unique item
1209     * stuff). Note that the clean_tmp_map is called after the end of
1210     * the for loop but is in the #else bracket. IF we are recycling the maps,
1211     * we certainly don't want the temp maps removed.
1212     */
1213 elmex 1.1
1214 root 1.14 /* XXX The above comment is dead wrong */
1215     if (settings.recycle_tmp_maps == TRUE)
1216 root 1.20 swap_map (m);
1217     else
1218     {
1219     new_save_map (m, 0); /* note we save here into a overlay map */
1220     clean_tmp_map (m);
1221     }
1222     }
1223     }
1224     write_todclock (); /* lets just write the clock here */
1225 elmex 1.1 }
1226    
1227     /* clean up everything before exiting */
1228 root 1.20 void
1229     cleanup (void)
1230 elmex 1.1 {
1231 root 1.25 LOG (llevDebug, "Cleanup called.\n");
1232 root 1.29
1233     for (player *pl = first_player; pl != NULL; pl = pl->next)
1234     save_player (pl->ob, 0);
1235    
1236     for (player *pl = first_player; pl != NULL; pl = pl->next)
1237     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1238     leave_map (pl->ob);
1239    
1240     clean_tmp_files ();
1241 root 1.20 write_book_archive ();
1242 root 1.23
1243 root 1.25 INVOKE_GLOBAL (CLEANUP);
1244    
1245     _exit (0);
1246 elmex 1.1 }
1247    
1248 root 1.20 void
1249 root 1.23 leave (player *pl, int draw_exit)
1250 root 1.20 {
1251     if (pl != NULL)
1252     {
1253     /* We do this so that the socket handling routine can do the final
1254     * cleanup. We also leave that loop to actually handle the freeing
1255     * of the data.
1256     */
1257     if (pl->ob->type != DEAD_OBJECT)
1258     {
1259 root 1.43 pl->socket->status = Ns_Dead;
1260 elmex 1.1
1261 root 1.20 /* If a hidden dm dropped connection do not create
1262     * inconsistencies by showing that they have left the game
1263     */
1264     if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1265     && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1266     {
1267     if (pl->ob->map)
1268     {
1269     INVOKE_PLAYER (LOGOUT, pl);
1270 root 1.43 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket->host);
1271 root 1.20 }
1272    
1273     char buf[MAX_BUF];
1274 root 1.23
1275 root 1.20 sprintf (buf, "%s left the game.", &pl->ob->name);
1276     new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1277     }
1278    
1279     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1280     leave_map (pl->ob);
1281    
1282     pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1283     }
1284 elmex 1.1 }
1285     }
1286    
1287 root 1.20 int
1288     forbid_play (void)
1289 elmex 1.1 {
1290     #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1291 root 1.20 char buf[MAX_BUF], day[MAX_BUF];
1292     FILE *fp;
1293     time_t clock;
1294     struct tm *tm;
1295     int i, start, stop, forbit = 0, comp;
1296    
1297     clock = time (NULL);
1298     tm = (struct tm *) localtime (&clock);
1299 root 1.14
1300 root 1.20 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1301     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1302     return 0;
1303    
1304     while (fgets (buf, MAX_BUF, fp))
1305     {
1306     if (buf[0] == '#')
1307     continue;
1308     if (!strncmp (buf, "msg", 3))
1309     {
1310     if (forbit)
1311     while (fgets (buf, MAX_BUF, fp)) /* print message */
1312     fputs (buf, logfile);
1313     break;
1314    
1315     }
1316     else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1317     {
1318     LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1319     continue;
1320 root 1.14 }
1321    
1322 root 1.20 for (i = 0; i < 7; i++)
1323     {
1324     if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1325     forbit = 1;
1326 root 1.14 }
1327 elmex 1.1 }
1328    
1329 root 1.20 close_and_delete (fp, comp);
1330 elmex 1.1
1331 root 1.20 return forbit;
1332 elmex 1.1 #else
1333 root 1.20 return 0;
1334 elmex 1.1 #endif
1335     }
1336    
1337     /*
1338     * do_specials() is a collection of functions to call from time to time.
1339     * Modified 2000-1-14 MSW to use the global pticks count to determine how
1340     * often to do things. This will allow us to spred them out more often.
1341     * I use prime numbers for the factor count - in that way, it is less likely
1342     * these actions will fall on the same tick (compared to say using 500/2500/15000
1343     * which would mean on that 15,000 tick count a whole bunch of stuff gets
1344     * done). Of course, there can still be times where multiple specials are
1345     * done on the same tick, but that will happen very infrequently
1346     *
1347     * I also think this code makes it easier to see how often we really are
1348     * doing the various things.
1349     */
1350    
1351     extern unsigned long todtick;
1352    
1353 root 1.20 void
1354     do_specials (void)
1355     {
1356     if (!(pticks % PTICKS_PER_CLOCK))
1357     tick_the_clock ();
1358 elmex 1.1
1359 root 1.20 if (!(pticks % 7))
1360     shstr::gc ();
1361 root 1.18
1362 root 1.20 if (!(pticks % 79))
1363     flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1364 elmex 1.1
1365 root 1.20 if (!(pticks % 2503))
1366     fix_weight (); /* Hack to fix weightproblems caused by bugs */
1367 elmex 1.1
1368 root 1.20 if (!(pticks % 5003))
1369     write_book_archive ();
1370 elmex 1.1
1371 root 1.20 if (!(pticks % 5009))
1372     clean_friendly_list ();
1373 elmex 1.1
1374 root 1.20 if (!(pticks % 5011))
1375     obsolete_parties ();
1376 elmex 1.1
1377 root 1.20 if (!(pticks % 12503))
1378     fix_luck ();
1379 elmex 1.1 }
1380    
1381 root 1.20 void
1382     server_tick ()
1383 root 1.2 {
1384 root 1.4 nroferrors = 0;
1385 root 1.2
1386 root 1.44 // first do the user visible stuff
1387 root 1.20 doeric_server ();
1388 root 1.12 INVOKE_GLOBAL (CLOCK);
1389 root 1.46 process_events (); /* "do" something with objects with speed */
1390 root 1.20 flush_sockets ();
1391 root 1.44
1392     // then do some bookkeeping, should not really be here
1393 root 1.20 check_active_maps (); /* Removes unused maps after a certain timeout */
1394     do_specials (); /* Routines called from time to time. */
1395 root 1.22 object::free_mortals ();
1396 root 1.5
1397     ++pticks;
1398 root 1.2 }
1399    
1400 root 1.20 int
1401     main (int argc, char **argv)
1402 elmex 1.1 {
1403 root 1.6 settings.argc = argc;
1404     settings.argv = argv;
1405    
1406     init (argc, argv);
1407    
1408 root 1.10 initPlugins ();
1409 elmex 1.1
1410 root 1.6 for (;;)
1411     cfperl_main ();
1412 elmex 1.1
1413 root 1.6 // unreached
1414     emergency_save (0);
1415     cleanup ();
1416 root 1.4
1417 elmex 1.1 return 0;
1418     }