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Revision: 1.47
Committed: Mon Dec 18 02:35:01 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.46: +7 -20 lines
Log Message:
- remove recycle_tmp_maps setting (hardwired to true)
- replace object->flags by std::bitset, seems to be way
  more efficient, for some unexplainable and not looked-into reason.
  its way cleaner, too...

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 root 1.47 #include <sproto.h>
37     #include <time.h>
38 elmex 1.1
39     #include <../random_maps/random_map.h>
40     #include <../random_maps/rproto.h>
41     #include "path.h"
42    
43     static char days[7][4] = {
44 root 1.20 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
45     };
46 elmex 1.1
47 root 1.20 void
48 root 1.23 version (object *op)
49 root 1.20 {
50     if (op != NULL)
51     clear_win_info (op);
52 elmex 1.1
53 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION);
54 elmex 1.1
55     /* If in a socket, don't print out the list of authors. It confuses the
56     * crossclient program.
57     */
58 root 1.20 if (op == NULL)
59     return;
60     new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
61     new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)");
62     new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)");
63     new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
64     new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
65     new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)");
66     new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
67     new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)");
68     new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)");
69     new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
70     new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
71     new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)");
72     new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)");
73     new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)");
74     new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
75     new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
76     new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)");
77     new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)");
78     new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)");
79     new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)");
80     new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)");
81     new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)");
82     new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)");
83     new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)");
84     new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)");
85     new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)");
86     new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)");
87     new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
88     new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)");
89     new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)");
90     new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)");
91     new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)");
92     new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)");
93     new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)");
94     new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)");
95     new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)");
96     new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
97     new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)");
98     new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)");
99     new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]");
100     new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
101     new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
102     new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
103     new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]");
104     new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
105     new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
106 root 1.31 new_draw_info (NDI_UNIQUE, 0, op, "MÃ¥rten Woxberg [maxmc@telia.com]");
107 root 1.20 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
108     }
109    
110     void
111 root 1.23 info_keys (object *op)
112 root 1.20 {
113     clear_win_info (op);
114     new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
115     new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
116     new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
117     new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
118     new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
119     new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
120     new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
121     new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
122     new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
123     new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
124     new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
125     new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
126     new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
127     new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
128     new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
129     new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
130     new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
131 elmex 1.1 }
132    
133 root 1.20 void
134 root 1.23 start_info (object *op)
135 root 1.20 {
136 elmex 1.1 char buf[MAX_BUF];
137    
138 root 1.20 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
139     new_draw_info (NDI_UNIQUE, 0, op, buf);
140     new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
141     new_draw_info (NDI_UNIQUE, 0, op, " ");
142     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
143     if (!op->contr->name_changed)
144     {
145     new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
146     new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
147     new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
148     }
149 elmex 1.1 }
150    
151     /* Really, there is no reason to crypt the passwords any system. But easier
152     * to just leave this enabled for backward compatibility. Put the
153     * simple case at top - no encryption - makes it easier to read.
154     */
155 root 1.20 char *
156     crypt_string (char *str, char *salt)
157     {
158 pippijn 1.39 #if (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
159 root 1.20 return (str);
160 elmex 1.1 #else
161 root 1.20 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
162     char s[2];
163    
164     if (salt == NULL)
165     s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
166     else
167     s[0] = salt[0], s[1] = salt[1];
168 elmex 1.1
169 root 1.23 # ifdef HAVE_LIBDES
170 root 1.20 return (char *) des_crypt (str, s);
171 root 1.23 # endif
172 root 1.20 /* Default case - just use crypt */
173     return (char *) crypt (str, s);
174 elmex 1.1 #endif
175     }
176    
177 root 1.20 int
178     check_password (char *typed, char *crypted)
179     {
180     return !strcmp (crypt_string (typed, crypted), crypted);
181 elmex 1.1 }
182    
183     /* This is a basic little function to put the player back to his
184     * savebed. We do some error checking - its possible that the
185     * savebed map may no longer exist, so we make sure the player
186     * goes someplace.
187     */
188 root 1.20 void
189 root 1.23 enter_player_savebed (object *op)
190 elmex 1.1 {
191 root 1.30 maptile *oldmap = op->map;
192 root 1.20 object *tmp;
193 elmex 1.1
194 root 1.41 tmp = object::create ();
195 elmex 1.1
196 root 1.20 EXIT_PATH (tmp) = 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     {
207     LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
208     settings.emergency_mapname, &op->name, op->contr->savebed_map);
209     strcpy (op->contr->savebed_map, settings.emergency_mapname);
210     op->contr->bed_x = settings.emergency_x;
211     op->contr->bed_y = settings.emergency_y;
212     EXIT_PATH (tmp) = 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 elmex 1.1 }
217 root 1.41
218     tmp->destroy ();
219 elmex 1.1 }
220    
221     /* All this really is is a glorified remove_object that also updates
222     * the counts on the map if needed.
223     */
224 root 1.20 void
225 root 1.23 leave_map (object *op)
226 elmex 1.1 {
227 root 1.30 maptile *oldmap = op->map;
228 elmex 1.1
229 root 1.40 op->remove ();
230 elmex 1.1
231 root 1.20 if (oldmap)
232     {
233     if (!op->contr->hidden)
234     oldmap->players--;
235 root 1.33
236 root 1.20 if (oldmap->players <= 0)
237 root 1.33 /* can be less than zero due to errors in tracking this */
238     set_map_timeout (oldmap);
239 elmex 1.1 }
240     }
241    
242     /*
243     * enter_map(): Moves the player and pets from current map (if any) to
244     * new map. map, x, y must be set. map is the map we are moving the
245     * player to - it could be the map he just came from if the load failed for
246     * whatever reason. If default map coordinates are to be used, then
247     * the function that calls this should figure them out.
248     */
249 root 1.20 static void
250 root 1.30 enter_map (object *op, maptile *newmap, int x, int y)
251 root 1.20 {
252 root 1.30 maptile *oldmap = op->map;
253 root 1.20
254     if (out_of_map (newmap, x, y))
255     {
256     LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
257     x = MAP_ENTER_X (newmap);
258     y = MAP_ENTER_Y (newmap);
259     if (out_of_map (newmap, x, y))
260     {
261     LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
262     newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap));
263     new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
264     return;
265     }
266     }
267 root 1.31
268 root 1.20 /* try to find a spot for the player */
269     if (ob_blocked (op, newmap, x, y))
270     { /* First choice blocked */
271     /* We try to find a spot for the player, starting closest in.
272     * We could use find_first_free_spot, but that doesn't randomize it at all,
273     * So for example, if the north space is free, you would always end up there even
274     * if other spaces around are available.
275     * Note that for the second and third calls, we could start at a position other
276     * than one, but then we could end up on the other side of walls and so forth.
277     */
278     int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1);
279 root 1.23
280 root 1.20 if (i == -1)
281     {
282     i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
283     if (i == -1)
284     i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
285     }
286 root 1.31
287 root 1.20 if (i != -1)
288     {
289     x += freearr_x[i];
290     y += freearr_y[i];
291     }
292     else
293     {
294     /* not much we can do in this case. */
295     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);
296     }
297     } /* end if looking for free spot */
298 elmex 1.1
299 root 1.38 if (op->map)
300 root 1.31 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
301     return;
302    
303     if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
304     return;
305    
306 root 1.32 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y)))
307 root 1.31 return;
308 root 1.20
309     /* If it is a player login, he has yet to be inserted anyplace.
310     * otherwise, we need to deal with removing the player here.
311     */
312 root 1.40 op->remove ();
313 root 1.20
314     /* remove_ob clears these so they must be reset after the remove_ob call */
315     op->x = x;
316     op->y = y;
317     op->map = newmap;
318 root 1.31
319 root 1.20 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
320    
321     if (!op->contr->hidden)
322     newmap->players++;
323    
324     newmap->timeout = 0;
325     op->enemy = NULL;
326    
327     if (op->contr)
328     {
329     strcpy (op->contr->maplevel, newmap->path);
330     op->contr->count = 0;
331     }
332    
333     /* Update any golems */
334     if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
335     {
336     int i = find_free_spot (op->contr->ranges[range_golem], newmap,
337     x, y, 1, SIZEOFFREE);
338 root 1.23
339 root 1.40 op->contr->ranges[range_golem]->remove ();
340 root 1.31
341 root 1.20 if (i == -1)
342     {
343     remove_friendly_object (op->contr->ranges[range_golem]);
344 root 1.41 op->contr->ranges[range_golem]->destroy ();
345 root 1.37 op->contr->ranges[range_golem] = 0;
346 root 1.20 }
347     else
348     {
349 root 1.31 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
350 root 1.20 {
351     tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
352     tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
353     tmp->map = newmap;
354 root 1.14 }
355 root 1.31
356 root 1.20 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
357     op->contr->ranges[range_golem]->direction =
358     find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
359 root 1.14 }
360 elmex 1.1 }
361 root 1.31
362 root 1.20 op->direction = 0;
363 elmex 1.1
364 root 1.20 /* since the players map is already loaded, we don't need to worry
365     * about pending objects.
366     */
367     remove_all_pets (newmap);
368 elmex 1.1
369 root 1.20 /* If the player is changing maps, we need to do some special things
370     * Do this after the player is on the new map - otherwise the force swap of the
371     * old map does not work.
372     */
373     if (oldmap != newmap)
374     {
375     if (oldmap) /* adjust old map */
376 elmex 1.1 {
377 root 1.20 oldmap->players--;
378 elmex 1.1
379 root 1.20 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
380     set_map_timeout (oldmap);
381 elmex 1.1 }
382     }
383     }
384    
385 root 1.20 void
386 root 1.30 set_map_timeout (maptile *oldmap)
387 elmex 1.1 {
388     #if MAP_MAXTIMEOUT
389 root 1.20 oldmap->timeout = MAP_TIMEOUT (oldmap);
390     /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
391     * lower than the min value.
392     */
393 root 1.23 # if MAP_MINTIMEOUT
394 root 1.20 if (oldmap->timeout < MAP_MINTIMEOUT)
395 root 1.31 oldmap->timeout = MAP_MINTIMEOUT;
396 root 1.23 # endif
397 root 1.31
398 root 1.20 if (oldmap->timeout > MAP_MAXTIMEOUT)
399 root 1.31 oldmap->timeout = MAP_MAXTIMEOUT;
400    
401 elmex 1.1 #else
402 root 1.20 /* save out the map */
403     swap_map (oldmap);
404 elmex 1.1 #endif /* MAP_MAXTIMEOUT */
405     }
406    
407    
408     /* clean_path takes a path and replaces all / with _
409     * We do a strcpy so that we do not change the original string.
410     */
411 root 1.20 char *
412     clean_path (const char *file)
413 elmex 1.1 {
414 root 1.20 static char newpath[MAX_BUF], *cp;
415 root 1.24 assign (newpath, file);
416 elmex 1.1
417 root 1.20 for (cp = newpath; *cp != '\0'; cp++)
418 root 1.24 if (*cp == '/')
419     *cp = '_';
420    
421 root 1.20 return newpath;
422 elmex 1.1 }
423    
424    
425     /* unclean_path takes a path and replaces all _ with /
426     * This basically undoes clean path.
427     * We do a strcpy so that we do not change the original string.
428     * We are smart enough to start after the last / in case we
429     * are getting passed a string that points to a unique map
430     * path.
431     */
432 root 1.20 char *
433     unclean_path (const char *src)
434 elmex 1.1 {
435 root 1.20 static char newpath[MAX_BUF], *cp;
436 elmex 1.1
437 root 1.20 cp = strrchr (src, '/');
438 root 1.24 assign (newpath, cp ? cp + 1 : src);
439 root 1.20
440     for (cp = newpath; *cp != '\0'; cp++)
441 root 1.24 if (*cp == '_')
442     *cp = '/';
443    
444 root 1.20 return newpath;
445 elmex 1.1 }
446    
447    
448     /* The player is trying to enter a randomly generated map. In this case, generate the
449     * random map as needed.
450     */
451    
452 root 1.20 static void
453 root 1.23 enter_random_map (object *pl, object *exit_ob)
454 elmex 1.1 {
455 root 1.30 maptile *new_map;
456 root 1.20 char newmap_name[HUGE_BUF], *cp;
457     static int reference_number = 0;
458     RMParms rp;
459    
460     memset (&rp, 0, sizeof (RMParms));
461     rp.Xsize = -1;
462     rp.Ysize = -1;
463     rp.region = get_region_by_map (exit_ob->map);
464     if (exit_ob->msg)
465     set_random_map_variable (&rp, exit_ob->msg);
466     rp.origin_x = exit_ob->x;
467     rp.origin_y = exit_ob->y;
468     strcpy (rp.origin_map, pl->map->path);
469    
470     /* If we have a final_map, use it as a base name to give some clue
471     * as where the player is. Otherwise, use the origin map.
472     * Take the last component (after the last slash) to give
473     * shorter names without bogus slashes.
474     */
475     if (rp.final_map[0])
476     {
477     cp = strrchr (rp.final_map, '/');
478     if (!cp)
479     cp = rp.final_map;
480     }
481     else
482     {
483     char buf[HUGE_BUF];
484    
485     cp = strrchr (rp.origin_map, '/');
486     if (!cp)
487     cp = rp.origin_map;
488     /* Need to strip of any trailing digits, if it has them */
489     strcpy (buf, cp);
490     while (isdigit (buf[strlen (buf) - 1]))
491     buf[strlen (buf) - 1] = 0;
492     cp = buf;
493     }
494    
495     sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
496    
497     /* now to generate the actual map. */
498     new_map = generate_random_map (newmap_name, &rp);
499    
500     /* Update the exit_ob so it now points directly at the newly created
501     * random maps. Not that it is likely to happen, but it does mean that a
502     * exit in a unique map leading to a random map will not work properly.
503     * It also means that if the created random map gets reset before
504     * the exit leading to it, that the exit will no longer work.
505     */
506     if (new_map)
507     {
508     int x, y;
509 root 1.23
510 root 1.20 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
511     y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
512     EXIT_PATH (exit_ob) = newmap_name;
513     strcpy (new_map->path, newmap_name);
514     enter_map (pl, new_map, x, y);
515 elmex 1.1 }
516     }
517    
518     /* The player is trying to enter a non-randomly generated template map. In this
519     * case, use a map file for a template
520     */
521    
522 root 1.20 static void
523 root 1.23 enter_fixed_template_map (object *pl, object *exit_ob)
524 elmex 1.1 {
525 root 1.30 maptile *new_map;
526 root 1.20 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
527     const char *new_map_name;
528    
529     /* Split the exit path string into two parts, one
530     * for where to store the map, and one for were
531     * to generate the map from.
532     */
533     snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
534     sourcemap = strchr (exitpath, '!');
535     if (!sourcemap)
536     {
537     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
538     /* Should only occur when no source map is set.
539     */
540     LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
541     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
542     return;
543     }
544 root 1.31
545 root 1.20 *sourcemap++ = '\0';
546    
547     /* If we are not coming from a template map, we can use relative directories
548     * for the map to generate from.
549     */
550     if (!exit_ob->map->templatemap)
551 root 1.31 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
552 root 1.20
553     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
554     * of the exit, and the name of the map the exit is on, respectively.
555     */
556     sprintf (tmpnum, "%d", exit_ob->x);
557     replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
558    
559     sprintf (tmpnum, "%d", exit_ob->y);
560     sprintf (tmpstring, "%s", resultname);
561     replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
562    
563     sprintf (tmpstring, "%s", resultname);
564     replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
565    
566     /* If we are coming from another template map, use reletive paths unless
567     * indicated otherwise.
568     */
569     if (exit_ob->map->templatemap && (resultname[0] != '/'))
570 root 1.31 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
571 root 1.20 else
572 root 1.31 new_map_name = create_template_pathname (resultname);
573 root 1.20
574     /* Attempt to load the map, if unable to, then
575     * create the map from the template.
576     */
577     new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
578     if (!new_map)
579     {
580     new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
581     if (new_map)
582     fix_auto_apply (new_map);
583     }
584    
585     if (new_map)
586     {
587     /* set the path of the map to where it should be
588     * so we don't just save over the source map.
589     */
590     strcpy (new_map->path, new_map_name);
591     new_map->templatemap = 1;
592     enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
593     }
594     else
595     {
596     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
597     /* Should only occur when an invalid source map is set.
598     */
599     LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
600     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
601 elmex 1.1 }
602     }
603    
604     /* The player is trying to enter a randomly generated template map. In this
605     * case, generate the map as needed.
606     */
607    
608 root 1.20 static void
609 root 1.23 enter_random_template_map (object *pl, object *exit_ob)
610 elmex 1.1 {
611 root 1.30 maptile *new_map;
612 root 1.20 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
613     const char *new_map_name;
614     RMParms rp;
615    
616     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
617     * of the exit, and the name of the map the exit is on, respectively.
618     */
619     sprintf (tmpnum, "%d", exit_ob->x);
620     replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
621    
622     sprintf (tmpnum, "%d", exit_ob->y);
623     sprintf (tmpstring, "%s", resultname);
624     replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
625    
626     sprintf (tmpstring, "%s", resultname);
627     replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
628    
629     /* If we are coming from another template map, use reletive paths unless
630     * indicated otherwise.
631     */
632     if (exit_ob->map->templatemap && (resultname[0] != '/'))
633     {
634     new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
635     }
636     else
637     {
638     new_map_name = create_template_pathname (resultname);
639     }
640    
641     new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
642     if (!new_map)
643     {
644     memset (&rp, 0, sizeof (RMParms));
645     rp.Xsize = -1;
646     rp.Ysize = -1;
647     rp.region = get_region_by_map (exit_ob->map);
648     if (exit_ob->msg)
649     set_random_map_variable (&rp, exit_ob->msg);
650     rp.origin_x = exit_ob->x;
651     rp.origin_y = exit_ob->y;
652     strcpy (rp.origin_map, pl->map->path);
653    
654     /* now to generate the actual map. */
655     new_map = generate_random_map (new_map_name, &rp);
656 elmex 1.1 }
657    
658    
659 root 1.20 /* Update the exit_ob so it now points directly at the newly created
660     * random maps. Not that it is likely to happen, but it does mean that a
661     * exit in a unique map leading to a random map will not work properly.
662     * It also means that if the created random map gets reset before
663     * the exit leading to it, that the exit will no longer work.
664     */
665     if (new_map)
666     {
667     int x, y;
668 root 1.23
669 root 1.20 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
670     y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
671     new_map->templatemap = 1;
672     enter_map (pl, new_map, x, y);
673 elmex 1.1 }
674     }
675    
676    
677     /* Code to enter/detect a character entering a unique map.
678     */
679 root 1.20 static void
680 root 1.23 enter_unique_map (object *op, object *exit_ob)
681 elmex 1.1 {
682 root 1.20 char apartment[HUGE_BUF];
683 root 1.30 maptile *newmap;
684 root 1.20
685     if (EXIT_PATH (exit_ob)[0] == '/')
686     {
687     sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
688     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
689     if (!newmap)
690     {
691     newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
692     if (newmap)
693     fix_auto_apply (newmap);
694     }
695     }
696     else
697     { /* relative directory */
698     char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
699 elmex 1.1
700 root 1.20 if (exit_ob->map->unique)
701     {
702    
703     strcpy (reldir, unclean_path (exit_ob->map->path));
704    
705     /* Need to copy this over, as clean_path only has one static return buffer */
706     strcpy (tmpc, clean_path (reldir));
707     /* Remove final component, if any */
708     if ((cp = strrchr (tmpc, '_')) != NULL)
709     *cp = 0;
710    
711     sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
712    
713     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
714     if (!newmap)
715     {
716     newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
717     if (newmap)
718     fix_auto_apply (newmap);
719 root 1.14 }
720     }
721 root 1.20 else
722     {
723     /* The exit is unique, but the map we are coming from is not unique. So
724     * use the basic logic - don't need to demangle the path name
725     */
726     sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
727     settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
728     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
729     if (!newmap)
730     {
731     newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
732     if (newmap)
733     fix_auto_apply (newmap);
734 root 1.14 }
735     }
736 elmex 1.1 }
737    
738 root 1.20 if (newmap)
739     {
740     strcpy (newmap->path, apartment);
741     newmap->unique = 1;
742     enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
743     }
744     else
745     {
746     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
747     /* Perhaps not critical, but I would think that the unique maps
748     * should be new enough this does not happen. This also creates
749     * a strange situation where some players could perhaps have visited
750     * such a map before it was removed, so they have the private
751     * map, but other players can't get it anymore.
752     */
753     LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
754     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
755 elmex 1.1 }
756 root 1.20
757 elmex 1.1 }
758    
759    
760     /* Tries to move 'op' to exit_ob. op is the character or monster that is
761     * using the exit, where exit_ob is the exit object (boat, door, teleporter,
762     * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
763     * move the object to. This is used when loading the player.
764     *
765     * Largely redone by MSW 2001-01-21 - this function was overly complex
766     * and had some obscure bugs.
767     */
768    
769 root 1.20 void
770 root 1.23 enter_exit (object *op, object *exit_ob)
771 root 1.20 {
772     #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
773     object *tmp;
774 root 1.23
775 root 1.20 /* It may be nice to support other creatures moving across
776     * exits, but right now a lot of the code looks at op->contr,
777 root 1.38 * so that is an RFE.
778 root 1.20 */
779     if (op->type != PLAYER)
780     return;
781    
782     /* First, lets figure out what map the player is going to go to */
783     if (exit_ob)
784     {
785     /* check to see if we make a template map */
786     if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
787     {
788     if (EXIT_PATH (exit_ob)[2] == '!')
789     {
790     /* generate a template map randomly */
791     enter_random_template_map (op, exit_ob);
792 elmex 1.1 }
793 root 1.20 else
794     {
795     /* generate a template map from a fixed template */
796     enter_fixed_template_map (op, exit_ob);
797     }
798     }
799     /* check to see if we make a randomly generated map */
800     else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
801     {
802     enter_random_map (op, exit_ob);
803 root 1.14 }
804 root 1.20 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
805     {
806     enter_unique_map (op, exit_ob);
807     }
808     else
809     {
810     int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
811 root 1.23
812 root 1.20 /* 'Normal' exits that do not do anything special
813     * Simple enough we don't need another routine for it.
814     */
815 root 1.30 maptile *newmap;
816 root 1.23
817 root 1.20 if (exit_ob->map)
818     {
819     newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
820     /* Random map was previously generated, but is no longer about. Lets generate a new
821     * map.
822     */
823     if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
824     {
825     /* Maps that go down have a message set. However, maps that go
826     * up, don't. If the going home has reset, there isn't much
827     * point generating a random map, because it won't match the maps.
828     */
829     if (exit_ob->msg)
830     {
831     enter_random_map (op, exit_ob);
832     }
833     else
834     {
835     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
836     return;
837 root 1.14 }
838    
839 root 1.20 /* For exits that cause damages (like pits). Don't know if any
840     * random maps use this or not.
841     */
842     if (exit_ob->stats.dam && op->type == PLAYER)
843     hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
844     return;
845 root 1.14 }
846     }
847 root 1.20 else
848 elmex 1.1 {
849 root 1.20 /* For word of recall and other force objects
850     * They contain the full pathname of the map to go back to,
851     * so we don't need to normalize it.
852     * But we do need to see if it is unique or not
853     */
854     if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
855     newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
856     else
857     newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
858     }
859     if (!newmap)
860     {
861     if (exit_ob->name)
862     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
863     /* don't cry to momma if name is not set - as in tmp objects
864     * used by the savebed code and character creation */
865     return;
866 root 1.14 }
867 elmex 1.1
868 root 1.20 /* This supports the old behaviour, but it really should not be used.
869     * I will note for example that with this method, it is impossible to
870     * set 0,0 destination coordinates. Really, if we want to support
871     * using the new maps default coordinates, the exit ob should use
872     * something like -1, -1 so it is clear to do that.
873     */
874     if (x == 0 && y == 0)
875     {
876     x = MAP_ENTER_X (newmap);
877     y = MAP_ENTER_Y (newmap);
878     LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
879     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
880 root 1.14 }
881 elmex 1.1
882 root 1.20 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
883     if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
884     {
885 elmex 1.1 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
886 root 1.20 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
887     {
888     if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
889     break;
890     }
891     if (tmp)
892     {
893 root 1.40 tmp->remove ();
894 root 1.41 tmp->destroy ();
895 root 1.20 }
896    
897     strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
898     op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
899     save_player (op, 1);
900 elmex 1.1 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
901     * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
902     * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
903     }
904    
905 root 1.20 enter_map (op, newmap, x, y);
906 root 1.14 }
907 root 1.20 /* For exits that cause damages (like pits) */
908     if (exit_ob->stats.dam && op->type == PLAYER)
909     hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
910     }
911     else
912     {
913     int flags = 0;
914 root 1.30 maptile *newmap;
915 root 1.20
916     /* Hypothetically, I guess its possible that a standard map matches
917     * the localdir, but that seems pretty unlikely - unlikely enough that
918     * I'm not going to attempt to try to deal with that possibility.
919     * We use the fact that when a player saves on a unique map, it prepends
920     * the localdir to that name. So its an easy way to see of the map is
921     * unique or not.
922     */
923     if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
924     flags = MAP_PLAYER_UNIQUE;
925    
926     /* newmap returns the map (if already loaded), or loads it for
927     * us.
928     */
929     newmap = ready_map_name (op->contr->maplevel, flags);
930     if (!newmap)
931     {
932     LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
933     newmap = ready_map_name (settings.emergency_mapname, 0);
934     op->x = settings.emergency_x;
935     op->y = settings.emergency_y;
936     /* If we can't load the emergency map, something is probably really
937     * screwed up, so bail out now.
938     */
939     if (!newmap)
940     {
941     LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
942     abort ();
943 root 1.14 }
944     }
945 root 1.32
946 root 1.20 enter_map (op, newmap, op->x, op->y);
947 elmex 1.1 }
948     }
949    
950     /* process_players1 and process_players2 do all the player related stuff.
951     * I moved it out of process events and process_map. This was to some
952     * extent for debugging as well as to get a better idea of the time used
953     * by the various functions. process_players1() does the processing before
954     * objects have been updated, process_players2() does the processing that
955     * is needed after the players have been updated.
956     */
957 root 1.46 static void
958     process_players1 ()
959 elmex 1.1 {
960 root 1.20 int flag;
961     /* Basically, we keep looping until all the players have done their actions. */
962     for (flag = 1; flag != 0;)
963     {
964     flag = 0;
965 root 1.46 for (player *plnext, *pl = first_player; pl; pl = plnext)
966 root 1.20 {
967     plnext = pl->next; /* In case a player exits the game in handle_player() */
968 elmex 1.1
969 root 1.46 if (!pl->ob)
970 root 1.20 continue;
971    
972     if (pl->ob->speed_left > 0)
973     {
974     if (handle_newcs_player (pl->ob))
975     flag = 1;
976     } /* end if player has speed left */
977    
978     /* If the player is not actively playing, don't make a
979     * backup save - nothing to save anyway. Plus, the
980     * map may not longer be valid. This can happen when the
981     * player quits - they exist for purposes of tracking on the map,
982     * but don't actually reside on any actual map.
983     */
984     if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
985     continue;
986 elmex 1.1
987     #ifdef AUTOSAVE
988 root 1.20 /* check for ST_PLAYING state so that we don't try to save off when
989     * the player is logging in.
990     */
991 pippijn 1.21 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
992 root 1.20 {
993     save_player (pl->ob, 1);
994     pl->last_save_tick = pticks;
995 root 1.14 }
996 elmex 1.1 #endif
997 root 1.20 } /* end of for loop for all the players */
998     } /* for flag */
999 root 1.46
1000     for (player *pl = first_player; pl; pl = pl->next)
1001 root 1.20 {
1002 root 1.46 if (settings.casting_time)
1003 root 1.20 {
1004     if (pl->ob->casting_time > 0)
1005     {
1006     pl->ob->casting_time--;
1007     pl->ob->start_holding = 1;
1008 root 1.14 }
1009 root 1.46
1010 root 1.20 /* set spell_state so we can update the range in stats field */
1011     if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1012 root 1.46 pl->ob->start_holding = 0;
1013 root 1.14 }
1014 root 1.46
1015 root 1.20 do_some_living (pl->ob);
1016 elmex 1.1 }
1017     }
1018    
1019 root 1.46 static void
1020     process_players2 ()
1021 elmex 1.1 {
1022 root 1.20 /* Then check if any players should use weapon-speed instead of speed */
1023 root 1.46 for (player *pl = first_player; pl; pl = pl->next)
1024 root 1.20 {
1025     /* The code that did weapon_sp handling here was out of place -
1026     * this isn't called until after the player has finished there
1027     * actions, and is thus out of place. All we do here is bounds
1028     * checking.
1029     */
1030     if (pl->has_hit)
1031     {
1032     if (pl->ob->speed_left > pl->weapon_sp)
1033     pl->ob->speed_left = pl->weapon_sp;
1034 root 1.14
1035 root 1.20 /* This needs to be here - if the player is running, we need to
1036     * clear this each tick, but new commands are not being received
1037     * so execute_newserver_command() is never called
1038     */
1039     pl->has_hit = 0;
1040     }
1041     else if (pl->ob->speed_left > pl->ob->speed)
1042     pl->ob->speed_left = pl->ob->speed;
1043 elmex 1.1 }
1044     }
1045    
1046 root 1.20 void
1047 root 1.46 process_events ()
1048 root 1.20 {
1049     object *op;
1050 elmex 1.1
1051 root 1.26 static object *marker;
1052 root 1.42
1053 root 1.26 if (!marker)
1054 root 1.41 marker = object::create ();
1055 root 1.26
1056 root 1.46 process_players1 ();
1057 elmex 1.1
1058 root 1.20 marker->active_next = active_objects;
1059 elmex 1.1
1060 root 1.20 if (marker->active_next)
1061     marker->active_next->active_prev = marker;
1062 elmex 1.1
1063 root 1.20 marker->active_prev = NULL;
1064     active_objects = marker;
1065 elmex 1.1
1066 root 1.20 while (marker->active_next)
1067     {
1068     op = marker->active_next;
1069 elmex 1.1
1070 root 1.20 /* Move marker forward - swap op and marker */
1071     op->active_prev = marker->active_prev;
1072 elmex 1.1
1073 root 1.20 if (op->active_prev)
1074     op->active_prev->active_next = op;
1075     else
1076     active_objects = op;
1077 root 1.14
1078 root 1.20 marker->active_next = op->active_next;
1079 root 1.14
1080 root 1.20 if (marker->active_next)
1081     marker->active_next->active_prev = marker;
1082 root 1.14
1083 root 1.20 marker->active_prev = op;
1084     op->active_next = marker;
1085 root 1.14
1086 root 1.20 /* Now process op */
1087     if (QUERY_FLAG (op, FLAG_FREED))
1088     {
1089     LOG (llevError, "BUG: process_events(): Free object on list\n");
1090     op->speed = 0;
1091     update_ob_speed (op);
1092     continue;
1093     }
1094    
1095     /* I've seen occasional crashes due to this - the object is removed,
1096     * and thus the map it points to (last map it was on) may be bogus
1097     * The real bug is to try to find out the cause of this - someone
1098     * is probably calling remove_ob without either an insert_ob or
1099     * free_object afterwards, leaving an object dangling. But I'd
1100     * rather log this and continue on instead of crashing.
1101     * Don't remove players - when a player quits, the object is in
1102     * sort of a limbo, of removed, but something we want to keep
1103     * around.
1104     */
1105     if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1106     {
1107     LOG (llevError, "BUG: process_events(): Removed object on list\n");
1108 root 1.36 char *dump = dump_object (op);
1109     LOG (llevError, dump);
1110     free (dump);
1111 root 1.41 op->destroy ();
1112 root 1.20 continue;
1113 root 1.14 }
1114    
1115 root 1.20 if (!op->speed)
1116     {
1117 root 1.46 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1118     "but is on active list\n", &op->arch->name);
1119 root 1.20 update_ob_speed (op);
1120     continue;
1121 root 1.14 }
1122    
1123 root 1.46 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1124 root 1.20 {
1125 root 1.46 LOG (llevError, "BUG: process_events(): Object without map or "
1126     "inventory is on active list: %s (%d)\n", &op->name, op->count);
1127 root 1.20 op->speed = 0;
1128     update_ob_speed (op);
1129     continue;
1130 root 1.14 }
1131    
1132 root 1.46 /* Animate the object. Bug or feature that anim_speed
1133 root 1.20 * is based on ticks, and not the creatures speed?
1134     */
1135     if (op->anim_speed && op->last_anim >= op->anim_speed)
1136     {
1137     if ((op->type == PLAYER) || (op->type == MONSTER))
1138     animate_object (op, op->facing);
1139     else
1140     animate_object (op, op->direction);
1141 root 1.14
1142 root 1.20 op->last_anim = 1;
1143     }
1144     else
1145     op->last_anim++;
1146 elmex 1.1
1147 root 1.20 if (op->speed_left > 0)
1148     {
1149 elmex 1.1 #if 0
1150 root 1.20 /* I've seen occasional crashes in move_symptom() with it
1151     * crashing because op is removed - add some debugging to
1152     * track if it is removed at this point.
1153     * This unfortunately is a bit too verbose it seems - not sure
1154     * why - I think what happens is a map is freed or something and
1155     * some objects get 'lost' - removed never to be reclaimed.
1156     * removed objects generally shouldn't exist.
1157     */
1158     if (QUERY_FLAG (op, FLAG_REMOVED))
1159     {
1160     LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1161 root 1.14 }
1162 elmex 1.1 #endif
1163 root 1.20 --op->speed_left;
1164     process_object (op);
1165 root 1.28
1166     if (op->destroyed ())
1167 root 1.20 continue;
1168 root 1.14 }
1169 root 1.28
1170 root 1.20 if (settings.casting_time == TRUE && op->casting_time > 0)
1171     op->casting_time--;
1172 root 1.28
1173 root 1.20 if (op->speed_left <= 0)
1174     op->speed_left += FABS (op->speed);
1175 elmex 1.1 }
1176    
1177 root 1.20 /* Remove marker object from active list */
1178     if (marker->active_prev != NULL)
1179     marker->active_prev->active_next = NULL;
1180     else
1181     active_objects = NULL;
1182 elmex 1.1
1183 root 1.46 process_players2 ();
1184 elmex 1.1 }
1185    
1186 root 1.20 void
1187     clean_tmp_files (void)
1188     {
1189 root 1.30 maptile *m, *next;
1190 elmex 1.1
1191 root 1.20 LOG (llevInfo, "Cleaning up...\n");
1192 elmex 1.1
1193     /* We save the maps - it may not be intuitive why, but if there are unique
1194     * items, we need to save the map so they get saved off. Perhaps we should
1195     * just make a special function that only saves the unique items.
1196     */
1197 root 1.47 for (m = first_map; m; m = next)
1198 root 1.20 {
1199     next = m->next;
1200 root 1.47
1201 root 1.20 if (m->in_memory == MAP_IN_MEMORY)
1202     {
1203     /* If we want to reuse the temp maps, swap it out (note that will also
1204 root 1.47 * update the log file.
1205 root 1.20 */
1206 elmex 1.1
1207 root 1.47 swap_map (m);
1208 root 1.20 }
1209     }
1210 root 1.47
1211 root 1.20 write_todclock (); /* lets just write the clock here */
1212 elmex 1.1 }
1213    
1214     /* clean up everything before exiting */
1215 root 1.20 void
1216     cleanup (void)
1217 elmex 1.1 {
1218 root 1.25 LOG (llevDebug, "Cleanup called.\n");
1219 root 1.29
1220     for (player *pl = first_player; pl != NULL; pl = pl->next)
1221     save_player (pl->ob, 0);
1222    
1223     for (player *pl = first_player; pl != NULL; pl = pl->next)
1224     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1225     leave_map (pl->ob);
1226    
1227     clean_tmp_files ();
1228 root 1.20 write_book_archive ();
1229 root 1.23
1230 root 1.25 INVOKE_GLOBAL (CLEANUP);
1231    
1232     _exit (0);
1233 elmex 1.1 }
1234    
1235 root 1.20 void
1236 root 1.23 leave (player *pl, int draw_exit)
1237 root 1.20 {
1238     if (pl != NULL)
1239     {
1240     /* We do this so that the socket handling routine can do the final
1241     * cleanup. We also leave that loop to actually handle the freeing
1242     * of the data.
1243     */
1244     if (pl->ob->type != DEAD_OBJECT)
1245     {
1246 root 1.43 pl->socket->status = Ns_Dead;
1247 elmex 1.1
1248 root 1.20 /* If a hidden dm dropped connection do not create
1249     * inconsistencies by showing that they have left the game
1250     */
1251     if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1252     && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1253     {
1254     if (pl->ob->map)
1255     {
1256     INVOKE_PLAYER (LOGOUT, pl);
1257 root 1.43 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket->host);
1258 root 1.20 }
1259    
1260     char buf[MAX_BUF];
1261 root 1.23
1262 root 1.20 sprintf (buf, "%s left the game.", &pl->ob->name);
1263     new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1264     }
1265    
1266     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1267     leave_map (pl->ob);
1268    
1269     pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1270     }
1271 elmex 1.1 }
1272     }
1273    
1274 root 1.20 int
1275     forbid_play (void)
1276 elmex 1.1 {
1277     #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1278 root 1.20 char buf[MAX_BUF], day[MAX_BUF];
1279     FILE *fp;
1280     time_t clock;
1281     struct tm *tm;
1282     int i, start, stop, forbit = 0, comp;
1283    
1284     clock = time (NULL);
1285     tm = (struct tm *) localtime (&clock);
1286 root 1.14
1287 root 1.20 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1288     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1289     return 0;
1290    
1291     while (fgets (buf, MAX_BUF, fp))
1292     {
1293     if (buf[0] == '#')
1294     continue;
1295     if (!strncmp (buf, "msg", 3))
1296     {
1297     if (forbit)
1298     while (fgets (buf, MAX_BUF, fp)) /* print message */
1299     fputs (buf, logfile);
1300     break;
1301    
1302     }
1303     else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1304     {
1305     LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1306     continue;
1307 root 1.14 }
1308    
1309 root 1.20 for (i = 0; i < 7; i++)
1310     {
1311     if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1312     forbit = 1;
1313 root 1.14 }
1314 elmex 1.1 }
1315    
1316 root 1.20 close_and_delete (fp, comp);
1317 elmex 1.1
1318 root 1.20 return forbit;
1319 elmex 1.1 #else
1320 root 1.20 return 0;
1321 elmex 1.1 #endif
1322     }
1323    
1324     /*
1325     * do_specials() is a collection of functions to call from time to time.
1326     * Modified 2000-1-14 MSW to use the global pticks count to determine how
1327     * often to do things. This will allow us to spred them out more often.
1328     * I use prime numbers for the factor count - in that way, it is less likely
1329     * these actions will fall on the same tick (compared to say using 500/2500/15000
1330     * which would mean on that 15,000 tick count a whole bunch of stuff gets
1331     * done). Of course, there can still be times where multiple specials are
1332     * done on the same tick, but that will happen very infrequently
1333     *
1334     * I also think this code makes it easier to see how often we really are
1335     * doing the various things.
1336     */
1337    
1338     extern unsigned long todtick;
1339    
1340 root 1.20 void
1341     do_specials (void)
1342     {
1343     if (!(pticks % PTICKS_PER_CLOCK))
1344     tick_the_clock ();
1345 elmex 1.1
1346 root 1.20 if (!(pticks % 7))
1347     shstr::gc ();
1348 root 1.18
1349 root 1.20 if (!(pticks % 79))
1350     flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1351 elmex 1.1
1352 root 1.20 if (!(pticks % 2503))
1353     fix_weight (); /* Hack to fix weightproblems caused by bugs */
1354 elmex 1.1
1355 root 1.20 if (!(pticks % 5003))
1356     write_book_archive ();
1357 elmex 1.1
1358 root 1.20 if (!(pticks % 5009))
1359     clean_friendly_list ();
1360 elmex 1.1
1361 root 1.20 if (!(pticks % 5011))
1362     obsolete_parties ();
1363 elmex 1.1
1364 root 1.20 if (!(pticks % 12503))
1365     fix_luck ();
1366 elmex 1.1 }
1367    
1368 root 1.20 void
1369     server_tick ()
1370 root 1.2 {
1371 root 1.4 nroferrors = 0;
1372 root 1.2
1373 root 1.44 // first do the user visible stuff
1374 root 1.20 doeric_server ();
1375 root 1.12 INVOKE_GLOBAL (CLOCK);
1376 root 1.46 process_events (); /* "do" something with objects with speed */
1377 root 1.20 flush_sockets ();
1378 root 1.44
1379     // then do some bookkeeping, should not really be here
1380 root 1.20 check_active_maps (); /* Removes unused maps after a certain timeout */
1381     do_specials (); /* Routines called from time to time. */
1382 root 1.22 object::free_mortals ();
1383 root 1.5
1384     ++pticks;
1385 root 1.2 }
1386    
1387 root 1.20 int
1388     main (int argc, char **argv)
1389 elmex 1.1 {
1390 root 1.6 settings.argc = argc;
1391     settings.argv = argv;
1392    
1393     init (argc, argv);
1394    
1395 root 1.10 initPlugins ();
1396 elmex 1.1
1397 root 1.6 for (;;)
1398     cfperl_main ();
1399 elmex 1.1
1400 root 1.6 // unreached
1401     emergency_save (0);
1402     cleanup ();
1403 root 1.4
1404 elmex 1.1 return 0;
1405     }