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elmex |
1.1 |
/* |
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* static char *rcsid_main_c = |
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root |
1.7 |
* "$Id: main.C,v 1.6 2006-08-25 13:24:50 root Exp $"; |
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elmex |
1.1 |
*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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#include <global.h> |
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#include <object.h> |
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#include <tod.h> |
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#ifdef HAVE_DES_H |
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#include <des.h> |
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#else |
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# ifdef HAVE_CRYPT_H |
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# include <crypt.h> |
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# endif |
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#endif |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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#ifdef HAVE_TIME_H |
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#include <time.h> |
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#endif |
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#include <../random_maps/random_map.h> |
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#include <../random_maps/rproto.h> |
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#include "path.h" |
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static char days[7][4] = { |
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"Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"}; |
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void version(object *op) { |
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if(op!=NULL) |
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clear_win_info(op); |
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new_draw_info_format(NDI_UNIQUE, 0, op, "This is Crossfire v%s",VERSION); |
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/* If in a socket, don't print out the list of authors. It confuses the |
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* crossclient program. |
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*/ |
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if (op==NULL) return; |
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new_draw_info(NDI_UNIQUE, 0,op,"Authors and contributors to this program:"); |
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new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)"); |
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new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David [david.delbecq@mailandnews.com]"); |
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new_draw_info(NDI_UNIQUE, 0,op,"Chachkoff Yann [yann.chachkoff@mailandnews.com]\n"); |
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new_draw_info(NDI_UNIQUE, 0,op,"Images and art:"); |
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new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner"); |
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new_draw_info(NDI_UNIQUE, 0,op,"David Gervais [david_eg@mail.com]"); |
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new_draw_info(NDI_UNIQUE, 0,op,"Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]"); |
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new_draw_info(NDI_UNIQUE, 0,op,"Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]"); |
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new_draw_info(NDI_UNIQUE, 0,op,"Mårten Woxberg [maxmc@telia.com]"); |
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new_draw_info(NDI_UNIQUE, 0,op,"And many more!"); |
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} |
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void info_keys(object *op) { |
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clear_win_info(op); |
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new_draw_info(NDI_UNIQUE, 0,op,"Push `hjklynub' to walk in a direction."); |
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new_draw_info(NDI_UNIQUE, 0,op,"Shift + dir = fire, Ctrl + dir = run"); |
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new_draw_info(NDI_UNIQUE, 0,op,"(To fire at yourself, hit `.'"); |
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new_draw_info(NDI_UNIQUE, 0,op,"To attack, walk into the monsters."); |
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new_draw_info(NDI_UNIQUE, 0,op,"\" = speak ' = extended command"); |
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new_draw_info(NDI_UNIQUE, 0,op,"i = inventory , = get : = look"); |
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new_draw_info(NDI_UNIQUE, 0,op,"<> = rotate d = drop ? = help"); |
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new_draw_info(NDI_UNIQUE, 0,op,"a = apply A = apply below t = throw"); |
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new_draw_info(NDI_UNIQUE, 0,op,"e = examine E = exa below @ = autopick"); |
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new_draw_info(NDI_UNIQUE, 0,op,"C = configure s = brace v = version"); |
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new_draw_info(NDI_UNIQUE, 0,op,"+- = change range <tab> = browse spells"); |
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new_draw_info(NDI_UNIQUE, 0,op,"x = change inventory type"); |
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new_draw_info(NDI_UNIQUE, 0,op,"Mouse: L = examine, M = apply, R = drop/get"); |
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new_draw_info(NDI_UNIQUE, 0,op,"'help = info about extended commands."); |
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new_draw_info(NDI_UNIQUE, 0,op,"Ctrl-R = refresh Ctrl-C = clear"); |
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new_draw_info(NDI_UNIQUE, 0,op,"You can type a number before most commands."); |
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new_draw_info(NDI_UNIQUE, 0,op,"(For instance 3d drops 3 items.)"); |
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} |
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void start_info(object *op) { |
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char buf[MAX_BUF]; |
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sprintf(buf,"Welcome to Crossfire, v%s!",VERSION); |
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new_draw_info(NDI_UNIQUE, 0,op,buf); |
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new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help"); |
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new_draw_info(NDI_UNIQUE, 0,op," "); |
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new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, |
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"%s entered the game.",op->name); |
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if(!op->contr->name_changed) { |
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new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name"); |
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new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list."); |
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new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)"); |
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} |
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} |
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/* Really, there is no reason to crypt the passwords any system. But easier |
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* to just leave this enabled for backward compatibility. Put the |
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* simple case at top - no encryption - makes it easier to read. |
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*/ |
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char *crypt_string(char *str, char *salt) { |
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#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES)) |
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return(str); |
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#else |
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static char *c= |
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"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./"; |
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char s[2]; |
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if(salt==NULL) |
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s[0]= c[RANDOM() % (int)strlen(c)], |
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s[1]= c[RANDOM() % (int)strlen(c)]; |
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else |
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s[0]= salt[0], |
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s[1]= salt[1]; |
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# ifdef HAVE_LIBDES |
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return (char*)des_crypt(str,s); |
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# endif |
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/* Default case - just use crypt */ |
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return (char*)crypt(str,s); |
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#endif |
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} |
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int check_password(char *typed,char *crypted) { |
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return !strcmp(crypt_string(typed,crypted),crypted); |
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} |
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/* This is a basic little function to put the player back to his |
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* savebed. We do some error checking - its possible that the |
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* savebed map may no longer exist, so we make sure the player |
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* goes someplace. |
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*/ |
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void enter_player_savebed(object *op) |
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{ |
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mapstruct *oldmap = op->map; |
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object *tmp; |
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tmp=get_object(); |
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EXIT_PATH(tmp) = add_string(op->contr->savebed_map); |
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EXIT_X(tmp) = op->contr->bed_x; |
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EXIT_Y(tmp) = op->contr->bed_y; |
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enter_exit(op,tmp); |
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/* If the player has not changed maps and the name does not match |
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* that of the savebed, his savebed map is gone. Lets go back |
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* to the emergency path. Update what the players savebed is |
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* while we're at it. |
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*/ |
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if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) { |
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LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n", |
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settings.emergency_mapname, op->name, op->contr->savebed_map); |
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strcpy(op->contr->savebed_map, settings.emergency_mapname); |
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op->contr->bed_x = settings.emergency_x; |
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op->contr->bed_y = settings.emergency_y; |
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free_string(op->contr->savebed_map); |
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EXIT_PATH(tmp) = add_string(op->contr->savebed_map); |
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EXIT_X(tmp) = op->contr->bed_x; |
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EXIT_Y(tmp) = op->contr->bed_y; |
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enter_exit(op,tmp); |
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} |
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free_object(tmp); |
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} |
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/* All this really is is a glorified remove_object that also updates |
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* the counts on the map if needed. |
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*/ |
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void leave_map(object *op) |
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{ |
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mapstruct *oldmap = op->map; |
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remove_ob(op); |
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if (oldmap) { |
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if (!op->contr->hidden) |
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oldmap->players--; |
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if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */ |
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set_map_timeout(oldmap); |
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} |
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} |
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} |
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/* |
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* enter_map(): Moves the player and pets from current map (if any) to |
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* new map. map, x, y must be set. map is the map we are moving the |
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* player to - it could be the map he just came from if the load failed for |
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* whatever reason. If default map coordinates are to be used, then |
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* the function that calls this should figure them out. |
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*/ |
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static void enter_map(object *op, mapstruct *newmap, int x, int y) { |
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mapstruct *oldmap = op->map; |
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if (out_of_map(newmap, x, y)) { |
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LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", |
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newmap->path, x, y); |
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x=MAP_ENTER_X(newmap); |
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y=MAP_ENTER_Y(newmap); |
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if (out_of_map(newmap, x, y)) { |
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LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", |
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newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap)); |
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new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed"); |
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return; |
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} |
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} |
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/* try to find a spot for the player */ |
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if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */ |
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/* We try to find a spot for the player, starting closest in. |
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* We could use find_first_free_spot, but that doesn't randomize it at all, |
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* So for example, if the north space is free, you would always end up there even |
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* if other spaces around are available. |
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* Note that for the second and third calls, we could start at a position other |
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* than one, but then we could end up on the other side of walls and so forth. |
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*/ |
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int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1); |
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if (i==-1) { |
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i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1); |
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if (i==-1) |
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i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE); |
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} |
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if (i != -1 ) { |
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x += freearr_x[i]; |
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y += freearr_y[i]; |
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} else { |
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/* not much we can do in this case. */ |
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LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", |
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newmap->path, x , y); |
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} |
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} /* end if looking for free spot */ |
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285 |
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286 |
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/* If it is a player login, he has yet to be inserted anyplace. |
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* otherwise, we need to deal with removing the playe here. |
288 |
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*/ |
289 |
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if(!QUERY_FLAG(op, FLAG_REMOVED)) |
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remove_ob(op); |
291 |
root |
1.6 |
|
292 |
elmex |
1.1 |
if (op->map!=NULL) |
293 |
root |
1.6 |
INVOKE_PLAYER (LEAVE, op->contr); |
294 |
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|
295 |
elmex |
1.1 |
/* remove_ob clears these so they must be reset after the remove_ob call */ |
296 |
|
|
op->x = x; |
297 |
|
|
op->y = y; |
298 |
|
|
op->map = newmap; |
299 |
|
|
insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON); |
300 |
|
|
|
301 |
root |
1.6 |
INVOKE_PLAYER (ENTER, op->contr); |
302 |
elmex |
1.1 |
|
303 |
|
|
if (!op->contr->hidden) |
304 |
|
|
newmap->players++; |
305 |
|
|
|
306 |
|
|
newmap->timeout=0; |
307 |
|
|
op->enemy = NULL; |
308 |
|
|
|
309 |
|
|
if (op->contr) { |
310 |
|
|
strcpy(op->contr->maplevel, newmap->path); |
311 |
|
|
op->contr->count=0; |
312 |
|
|
} |
313 |
|
|
|
314 |
|
|
/* Update any golems */ |
315 |
|
|
if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) { |
316 |
|
|
int i = find_free_spot(op->contr->ranges[range_golem],newmap, |
317 |
|
|
x, y, 1, SIZEOFFREE); |
318 |
|
|
remove_ob(op->contr->ranges[range_golem]); |
319 |
|
|
if (i==-1) { |
320 |
|
|
remove_friendly_object(op->contr->ranges[range_golem]); |
321 |
|
|
free_object(op->contr->ranges[range_golem]); |
322 |
|
|
op->contr->ranges[range_golem]=NULL; |
323 |
|
|
op->contr->golem_count=0; |
324 |
|
|
} |
325 |
|
|
else { |
326 |
|
|
object *tmp; |
327 |
|
|
for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) { |
328 |
|
|
tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x); |
329 |
|
|
tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y); |
330 |
|
|
tmp->map = newmap; |
331 |
|
|
} |
332 |
|
|
insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0); |
333 |
|
|
op->contr->ranges[range_golem]->direction = |
334 |
|
|
find_dir_2(op->x - op->contr->ranges[range_golem]->x, |
335 |
|
|
op->y - op->contr->ranges[range_golem]->y); |
336 |
|
|
} |
337 |
|
|
} |
338 |
|
|
op->direction=0; |
339 |
|
|
|
340 |
|
|
/* since the players map is already loaded, we don't need to worry |
341 |
|
|
* about pending objects. |
342 |
|
|
*/ |
343 |
|
|
remove_all_pets(newmap); |
344 |
|
|
|
345 |
|
|
/* If the player is changing maps, we need to do some special things |
346 |
|
|
* Do this after the player is on the new map - otherwise the force swap of the |
347 |
|
|
* old map does not work. |
348 |
|
|
*/ |
349 |
|
|
if (oldmap != newmap) { |
350 |
|
|
if (oldmap) /* adjust old map */ |
351 |
|
|
{ |
352 |
|
|
oldmap->players--; |
353 |
|
|
|
354 |
|
|
if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */ |
355 |
|
|
set_map_timeout(oldmap); |
356 |
|
|
} |
357 |
|
|
} |
358 |
|
|
swap_below_max (newmap->path); |
359 |
|
|
} |
360 |
|
|
|
361 |
|
|
void set_map_timeout(mapstruct *oldmap) |
362 |
|
|
{ |
363 |
|
|
#if MAP_MAXTIMEOUT |
364 |
|
|
oldmap->timeout = MAP_TIMEOUT(oldmap); |
365 |
|
|
/* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is |
366 |
|
|
* lower than the min value. |
367 |
|
|
*/ |
368 |
|
|
#if MAP_MINTIMEOUT |
369 |
|
|
if (oldmap->timeout < MAP_MINTIMEOUT) { |
370 |
|
|
oldmap->timeout = MAP_MINTIMEOUT; |
371 |
|
|
} |
372 |
|
|
#endif |
373 |
|
|
if (oldmap->timeout > MAP_MAXTIMEOUT) { |
374 |
|
|
oldmap->timeout = MAP_MAXTIMEOUT; |
375 |
|
|
} |
376 |
|
|
#else |
377 |
|
|
/* save out the map */ |
378 |
|
|
swap_map(oldmap); |
379 |
|
|
#endif /* MAP_MAXTIMEOUT */ |
380 |
|
|
} |
381 |
|
|
|
382 |
|
|
|
383 |
|
|
/* clean_path takes a path and replaces all / with _ |
384 |
|
|
* We do a strcpy so that we do not change the original string. |
385 |
|
|
*/ |
386 |
|
|
char *clean_path(const char *file) |
387 |
|
|
{ |
388 |
|
|
static char newpath[MAX_BUF],*cp; |
389 |
|
|
|
390 |
|
|
strncpy(newpath, file, MAX_BUF-1); |
391 |
|
|
newpath[MAX_BUF-1]='\0'; |
392 |
|
|
for (cp=newpath; *cp!='\0'; cp++) { |
393 |
|
|
if (*cp=='/') *cp='_'; |
394 |
|
|
} |
395 |
|
|
return newpath; |
396 |
|
|
} |
397 |
|
|
|
398 |
|
|
|
399 |
|
|
/* unclean_path takes a path and replaces all _ with / |
400 |
|
|
* This basically undoes clean path. |
401 |
|
|
* We do a strcpy so that we do not change the original string. |
402 |
|
|
* We are smart enough to start after the last / in case we |
403 |
|
|
* are getting passed a string that points to a unique map |
404 |
|
|
* path. |
405 |
|
|
*/ |
406 |
|
|
char *unclean_path(const char *src) |
407 |
|
|
{ |
408 |
|
|
static char newpath[MAX_BUF],*cp; |
409 |
|
|
|
410 |
|
|
cp=strrchr(src, '/'); |
411 |
|
|
if (cp) |
412 |
|
|
strncpy(newpath, cp+1, MAX_BUF-1); |
413 |
|
|
else |
414 |
|
|
strncpy(newpath, src, MAX_BUF-1); |
415 |
|
|
newpath[MAX_BUF-1]='\0'; |
416 |
|
|
|
417 |
|
|
for (cp=newpath; *cp!='\0'; cp++) { |
418 |
|
|
if (*cp=='_') *cp='/'; |
419 |
|
|
} |
420 |
|
|
return newpath; |
421 |
|
|
} |
422 |
|
|
|
423 |
|
|
|
424 |
|
|
/* The player is trying to enter a randomly generated map. In this case, generate the |
425 |
|
|
* random map as needed. |
426 |
|
|
*/ |
427 |
|
|
|
428 |
|
|
static void enter_random_map(object *pl, object *exit_ob) |
429 |
|
|
{ |
430 |
|
|
mapstruct *new_map; |
431 |
|
|
char newmap_name[HUGE_BUF], *cp; |
432 |
|
|
static int reference_number = 0; |
433 |
|
|
RMParms rp; |
434 |
|
|
|
435 |
|
|
memset(&rp, 0, sizeof(RMParms)); |
436 |
|
|
rp.Xsize=-1; |
437 |
|
|
rp.Ysize=-1; |
438 |
|
|
rp.region=get_region_by_map(exit_ob->map); |
439 |
|
|
if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg); |
440 |
|
|
rp.origin_x = exit_ob->x; |
441 |
|
|
rp.origin_y = exit_ob->y; |
442 |
|
|
strcpy(rp.origin_map, pl->map->path); |
443 |
|
|
|
444 |
|
|
/* If we have a final_map, use it as a base name to give some clue |
445 |
|
|
* as where the player is. Otherwise, use the origin map. |
446 |
|
|
* Take the last component (after the last slash) to give |
447 |
|
|
* shorter names without bogus slashes. |
448 |
|
|
*/ |
449 |
|
|
if (rp.final_map[0]) { |
450 |
|
|
cp = strrchr(rp.final_map, '/'); |
451 |
|
|
if (!cp) cp = rp.final_map; |
452 |
|
|
} else { |
453 |
|
|
char buf[HUGE_BUF]; |
454 |
|
|
|
455 |
|
|
cp = strrchr(rp.origin_map, '/'); |
456 |
|
|
if (!cp) cp = rp.origin_map; |
457 |
|
|
/* Need to strip of any trailing digits, if it has them */ |
458 |
|
|
strcpy(buf, cp); |
459 |
|
|
while (isdigit(buf[strlen(buf) - 1])) |
460 |
|
|
buf[strlen(buf) - 1] = 0; |
461 |
|
|
cp = buf; |
462 |
|
|
} |
463 |
|
|
|
464 |
|
|
sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++); |
465 |
|
|
|
466 |
|
|
/* now to generate the actual map. */ |
467 |
|
|
new_map=generate_random_map(newmap_name,&rp); |
468 |
|
|
|
469 |
|
|
/* Update the exit_ob so it now points directly at the newly created |
470 |
|
|
* random maps. Not that it is likely to happen, but it does mean that a |
471 |
|
|
* exit in a unique map leading to a random map will not work properly. |
472 |
|
|
* It also means that if the created random map gets reset before |
473 |
|
|
* the exit leading to it, that the exit will no longer work. |
474 |
|
|
*/ |
475 |
|
|
if(new_map) { |
476 |
|
|
int x, y; |
477 |
|
|
x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); |
478 |
|
|
y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); |
479 |
|
|
EXIT_PATH(exit_ob) = add_string(newmap_name); |
480 |
|
|
strcpy(new_map->path, newmap_name); |
481 |
|
|
enter_map(pl, new_map, x, y); |
482 |
|
|
} |
483 |
|
|
} |
484 |
|
|
|
485 |
|
|
/* The player is trying to enter a non-randomly generated template map. In this |
486 |
|
|
* case, use a map file for a template |
487 |
|
|
*/ |
488 |
|
|
|
489 |
|
|
static void enter_fixed_template_map(object *pl, object *exit_ob) |
490 |
|
|
{ |
491 |
|
|
mapstruct *new_map; |
492 |
|
|
char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap; |
493 |
|
|
const char *new_map_name; |
494 |
|
|
|
495 |
|
|
/* Split the exit path string into two parts, one |
496 |
|
|
* for where to store the map, and one for were |
497 |
|
|
* to generate the map from. |
498 |
|
|
*/ |
499 |
|
|
snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2); |
500 |
|
|
sourcemap = strchr(exitpath, '!'); |
501 |
|
|
if (!sourcemap) { |
502 |
|
|
new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name); |
503 |
|
|
/* Should only occur when no source map is set. |
504 |
|
|
*/ |
505 |
|
|
LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n", |
506 |
|
|
exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); |
507 |
|
|
return; |
508 |
|
|
} |
509 |
|
|
*sourcemap++ = '\0'; |
510 |
|
|
|
511 |
|
|
/* If we are not coming from a template map, we can use relative directories |
512 |
|
|
* for the map to generate from. |
513 |
|
|
*/ |
514 |
|
|
if (!exit_ob->map->templatemap) { |
515 |
|
|
sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap); |
516 |
|
|
} |
517 |
|
|
|
518 |
|
|
/* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord |
519 |
|
|
* of the exit, and the name of the map the exit is on, respectively. |
520 |
|
|
*/ |
521 |
|
|
sprintf(tmpnum ,"%d", exit_ob->x); |
522 |
|
|
replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname)); |
523 |
|
|
|
524 |
|
|
sprintf(tmpnum ,"%d", exit_ob->y); |
525 |
|
|
sprintf(tmpstring, "%s", resultname); |
526 |
|
|
replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname)); |
527 |
|
|
|
528 |
|
|
sprintf(tmpstring, "%s", resultname); |
529 |
|
|
replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname)); |
530 |
|
|
|
531 |
|
|
/* If we are coming from another template map, use reletive paths unless |
532 |
|
|
* indicated otherwise. |
533 |
|
|
*/ |
534 |
|
|
if (exit_ob->map->templatemap && (resultname[0] != '/')) { |
535 |
|
|
new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname); |
536 |
|
|
} else { |
537 |
|
|
new_map_name = create_template_pathname(resultname); |
538 |
|
|
} |
539 |
|
|
|
540 |
|
|
/* Attempt to load the map, if unable to, then |
541 |
|
|
* create the map from the template. |
542 |
|
|
*/ |
543 |
|
|
new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE); |
544 |
|
|
if (!new_map) { |
545 |
|
|
new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE); |
546 |
|
|
if (new_map) fix_auto_apply(new_map); |
547 |
|
|
} |
548 |
|
|
|
549 |
|
|
if (new_map) { |
550 |
|
|
/* set the path of the map to where it should be |
551 |
|
|
* so we don't just save over the source map. |
552 |
|
|
*/ |
553 |
|
|
strcpy(new_map->path, new_map_name); |
554 |
|
|
new_map->templatemap = 1; |
555 |
|
|
enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob)); |
556 |
|
|
} else { |
557 |
|
|
new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name); |
558 |
|
|
/* Should only occur when an invalid source map is set. |
559 |
|
|
*/ |
560 |
|
|
LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n", |
561 |
|
|
exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); |
562 |
|
|
} |
563 |
|
|
} |
564 |
|
|
|
565 |
|
|
|
566 |
|
|
/* The player is trying to enter a randomly generated template map. In this |
567 |
|
|
* case, generate the map as needed. |
568 |
|
|
*/ |
569 |
|
|
|
570 |
|
|
static void enter_random_template_map(object *pl, object *exit_ob) |
571 |
|
|
{ |
572 |
|
|
mapstruct *new_map; |
573 |
|
|
char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF]; |
574 |
|
|
const char *new_map_name; |
575 |
|
|
RMParms rp; |
576 |
|
|
|
577 |
|
|
/* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord |
578 |
|
|
* of the exit, and the name of the map the exit is on, respectively. |
579 |
|
|
*/ |
580 |
|
|
sprintf(tmpnum ,"%d", exit_ob->x); |
581 |
|
|
replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname)); |
582 |
|
|
|
583 |
|
|
sprintf(tmpnum ,"%d", exit_ob->y); |
584 |
|
|
sprintf(tmpstring, "%s", resultname); |
585 |
|
|
replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname)); |
586 |
|
|
|
587 |
|
|
sprintf(tmpstring, "%s", resultname); |
588 |
|
|
replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname)); |
589 |
|
|
|
590 |
|
|
/* If we are coming from another template map, use reletive paths unless |
591 |
|
|
* indicated otherwise. |
592 |
|
|
*/ |
593 |
|
|
if (exit_ob->map->templatemap && (resultname[0] != '/')) { |
594 |
|
|
new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname); |
595 |
|
|
} else { |
596 |
|
|
new_map_name = create_template_pathname(resultname); |
597 |
|
|
} |
598 |
|
|
|
599 |
|
|
new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE); |
600 |
|
|
if (!new_map) { |
601 |
|
|
memset(&rp, 0, sizeof(RMParms)); |
602 |
|
|
rp.Xsize=-1; |
603 |
|
|
rp.Ysize=-1; |
604 |
|
|
rp.region=get_region_by_map(exit_ob->map); |
605 |
|
|
if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg); |
606 |
|
|
rp.origin_x = exit_ob->x; |
607 |
|
|
rp.origin_y = exit_ob->y; |
608 |
|
|
strcpy(rp.origin_map, pl->map->path); |
609 |
|
|
|
610 |
|
|
/* now to generate the actual map. */ |
611 |
|
|
new_map=generate_random_map(new_map_name,&rp); |
612 |
|
|
} |
613 |
|
|
|
614 |
|
|
|
615 |
|
|
/* Update the exit_ob so it now points directly at the newly created |
616 |
|
|
* random maps. Not that it is likely to happen, but it does mean that a |
617 |
|
|
* exit in a unique map leading to a random map will not work properly. |
618 |
|
|
* It also means that if the created random map gets reset before |
619 |
|
|
* the exit leading to it, that the exit will no longer work. |
620 |
|
|
*/ |
621 |
|
|
if(new_map) { |
622 |
|
|
int x, y; |
623 |
|
|
x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); |
624 |
|
|
y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); |
625 |
|
|
new_map->templatemap = 1; |
626 |
|
|
enter_map(pl, new_map, x, y); |
627 |
|
|
} |
628 |
|
|
} |
629 |
|
|
|
630 |
|
|
|
631 |
|
|
/* Code to enter/detect a character entering a unique map. |
632 |
|
|
*/ |
633 |
|
|
static void enter_unique_map(object *op, object *exit_ob) |
634 |
|
|
{ |
635 |
|
|
char apartment[HUGE_BUF]; |
636 |
|
|
mapstruct *newmap; |
637 |
|
|
|
638 |
|
|
if (EXIT_PATH(exit_ob)[0]=='/') { |
639 |
|
|
sprintf(apartment, "%s/%s/%s/%s", settings.localdir, |
640 |
|
|
settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob))); |
641 |
|
|
newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); |
642 |
|
|
if (!newmap) { |
643 |
|
|
newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE); |
644 |
|
|
if (newmap) fix_auto_apply(newmap); |
645 |
|
|
} |
646 |
|
|
} else { /* relative directory */ |
647 |
|
|
char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp; |
648 |
|
|
|
649 |
|
|
if (exit_ob->map->unique) { |
650 |
|
|
|
651 |
|
|
strcpy(reldir, unclean_path(exit_ob->map->path)); |
652 |
|
|
|
653 |
|
|
/* Need to copy this over, as clean_path only has one static return buffer */ |
654 |
|
|
strcpy(tmpc, clean_path(reldir)); |
655 |
|
|
/* Remove final component, if any */ |
656 |
|
|
if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0; |
657 |
|
|
|
658 |
|
|
sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir, |
659 |
|
|
settings.playerdir, op->name, tmpc, |
660 |
|
|
clean_path(EXIT_PATH(exit_ob))); |
661 |
|
|
|
662 |
|
|
newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); |
663 |
|
|
if (!newmap) { |
664 |
|
|
newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE); |
665 |
|
|
if (newmap) fix_auto_apply(newmap); |
666 |
|
|
} |
667 |
|
|
} |
668 |
|
|
else { |
669 |
|
|
/* The exit is unique, but the map we are coming from is not unique. So |
670 |
|
|
* use the basic logic - don't need to demangle the path name |
671 |
|
|
*/ |
672 |
|
|
sprintf(apartment, "%s/%s/%s/%s", settings.localdir, |
673 |
|
|
settings.playerdir, op->name, |
674 |
|
|
clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)))); |
675 |
|
|
newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); |
676 |
|
|
if (!newmap) { |
677 |
|
|
newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0); |
678 |
|
|
if (newmap) fix_auto_apply(newmap); |
679 |
|
|
} |
680 |
|
|
} |
681 |
|
|
} |
682 |
|
|
|
683 |
|
|
if (newmap) { |
684 |
|
|
strcpy(newmap->path, apartment); |
685 |
|
|
newmap->unique = 1; |
686 |
|
|
enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob)); |
687 |
|
|
} else { |
688 |
|
|
new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); |
689 |
|
|
/* Perhaps not critical, but I would think that the unique maps |
690 |
|
|
* should be new enough this does not happen. This also creates |
691 |
|
|
* a strange situation where some players could perhaps have visited |
692 |
|
|
* such a map before it was removed, so they have the private |
693 |
|
|
* map, but other players can't get it anymore. |
694 |
|
|
*/ |
695 |
|
|
LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n", |
696 |
|
|
exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); |
697 |
|
|
} |
698 |
|
|
|
699 |
|
|
} |
700 |
|
|
|
701 |
|
|
|
702 |
|
|
/* Tries to move 'op' to exit_ob. op is the character or monster that is |
703 |
|
|
* using the exit, where exit_ob is the exit object (boat, door, teleporter, |
704 |
|
|
* etc.) if exit_ob is null, then op->contr->maplevel contains that map to |
705 |
|
|
* move the object to. This is used when loading the player. |
706 |
|
|
* |
707 |
|
|
* Largely redone by MSW 2001-01-21 - this function was overly complex |
708 |
|
|
* and had some obscure bugs. |
709 |
|
|
*/ |
710 |
|
|
|
711 |
|
|
void enter_exit(object *op, object *exit_ob) { |
712 |
|
|
#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */ |
713 |
|
|
object *tmp; |
714 |
|
|
/* It may be nice to support other creatures moving across |
715 |
|
|
* exits, but right now a lot of the code looks at op->contr, |
716 |
|
|
* so thta is an RFE. |
717 |
|
|
*/ |
718 |
|
|
if (op->type != PLAYER) return; |
719 |
|
|
|
720 |
|
|
/* Need to remove player from transport */ |
721 |
|
|
if (op->contr->transport) apply_transport(op, op->contr->transport, AP_UNAPPLY); |
722 |
|
|
|
723 |
|
|
/* First, lets figure out what map the player is going to go to */ |
724 |
|
|
if (exit_ob){ |
725 |
|
|
|
726 |
|
|
/* check to see if we make a template map */ |
727 |
|
|
if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') { |
728 |
|
|
if (EXIT_PATH(exit_ob)[2]=='!') { |
729 |
|
|
/* generate a template map randomly */ |
730 |
|
|
enter_random_template_map(op, exit_ob); |
731 |
|
|
} else { |
732 |
|
|
/* generate a template map from a fixed template */ |
733 |
|
|
enter_fixed_template_map(op, exit_ob); |
734 |
|
|
} |
735 |
|
|
} |
736 |
|
|
/* check to see if we make a randomly generated map */ |
737 |
|
|
else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') { |
738 |
|
|
enter_random_map(op, exit_ob); |
739 |
|
|
} |
740 |
|
|
else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) { |
741 |
|
|
enter_unique_map(op, exit_ob); |
742 |
|
|
} else { |
743 |
|
|
int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob); |
744 |
|
|
/* 'Normal' exits that do not do anything special |
745 |
|
|
* Simple enough we don't need another routine for it. |
746 |
|
|
*/ |
747 |
|
|
mapstruct *newmap; |
748 |
|
|
if (exit_ob->map) { |
749 |
|
|
newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0); |
750 |
|
|
/* Random map was previously generated, but is no longer about. Lets generate a new |
751 |
|
|
* map. |
752 |
|
|
*/ |
753 |
|
|
if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) { |
754 |
|
|
/* Maps that go down have a message set. However, maps that go |
755 |
|
|
* up, don't. If the going home has reset, there isn't much |
756 |
|
|
* point generating a random map, because it won't match the maps. |
757 |
|
|
*/ |
758 |
|
|
if (exit_ob->msg) { |
759 |
|
|
enter_random_map(op, exit_ob); |
760 |
|
|
} else { |
761 |
|
|
new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); |
762 |
|
|
return; |
763 |
|
|
} |
764 |
|
|
|
765 |
|
|
/* For exits that cause damages (like pits). Don't know if any |
766 |
|
|
* random maps use this or not. |
767 |
|
|
*/ |
768 |
|
|
if(exit_ob->stats.dam && op->type==PLAYER) |
769 |
|
|
hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1); |
770 |
|
|
return; |
771 |
|
|
} |
772 |
|
|
} else { |
773 |
|
|
/* For word of recall and other force objects |
774 |
|
|
* They contain the full pathname of the map to go back to, |
775 |
|
|
* so we don't need to normalize it. |
776 |
|
|
* But we do need to see if it is unique or not |
777 |
|
|
*/ |
778 |
|
|
if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir))) |
779 |
|
|
newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE); |
780 |
|
|
else |
781 |
|
|
newmap = ready_map_name(EXIT_PATH(exit_ob), 0); |
782 |
|
|
} |
783 |
|
|
if (!newmap) |
784 |
|
|
{ |
785 |
|
|
if (exit_ob->name) |
786 |
|
|
new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); |
787 |
|
|
/* don't cry to momma if name is not set - as in tmp objects |
788 |
|
|
* used by the savebed code and character creation */ |
789 |
|
|
return; |
790 |
|
|
} |
791 |
|
|
|
792 |
|
|
/* This supports the old behaviour, but it really should not be used. |
793 |
|
|
* I will note for example that with this method, it is impossible to |
794 |
|
|
* set 0,0 destination coordinates. Really, if we want to support |
795 |
|
|
* using the new maps default coordinates, the exit ob should use |
796 |
|
|
* something like -1, -1 so it is clear to do that. |
797 |
|
|
*/ |
798 |
|
|
if (x==0 && y==0) { |
799 |
|
|
x=MAP_ENTER_X(newmap); |
800 |
|
|
y=MAP_ENTER_Y(newmap); |
801 |
|
|
LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n", |
802 |
|
|
exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y, |
803 |
|
|
exit_ob->map?exit_ob->map->path:"(none)"); |
804 |
|
|
} |
805 |
|
|
|
806 |
|
|
/* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */ |
807 |
|
|
if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) { |
808 |
|
|
/* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */ |
809 |
|
|
for(tmp=op->inv; tmp != NULL; tmp = tmp->below) { |
810 |
|
|
if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break; |
811 |
|
|
} |
812 |
|
|
if(tmp) { |
813 |
|
|
remove_ob(tmp); |
814 |
|
|
free_object(tmp); |
815 |
|
|
} |
816 |
|
|
|
817 |
|
|
strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); |
818 |
|
|
op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob); |
819 |
|
|
save_player(op, 1); |
820 |
|
|
/* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n", |
821 |
|
|
* exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y, |
822 |
|
|
* path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */ |
823 |
|
|
} |
824 |
|
|
|
825 |
|
|
enter_map(op, newmap, x, y); |
826 |
|
|
} |
827 |
|
|
/* For exits that cause damages (like pits) */ |
828 |
|
|
if(exit_ob->stats.dam && op->type==PLAYER) |
829 |
|
|
hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1); |
830 |
|
|
} else { |
831 |
|
|
int flags = 0; |
832 |
|
|
mapstruct *newmap; |
833 |
|
|
|
834 |
|
|
|
835 |
|
|
/* Hypothetically, I guess its possible that a standard map matches |
836 |
|
|
* the localdir, but that seems pretty unlikely - unlikely enough that |
837 |
|
|
* I'm not going to attempt to try to deal with that possibility. |
838 |
|
|
* We use the fact that when a player saves on a unique map, it prepends |
839 |
|
|
* the localdir to that name. So its an easy way to see of the map is |
840 |
|
|
* unique or not. |
841 |
|
|
*/ |
842 |
|
|
if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir))) |
843 |
|
|
flags = MAP_PLAYER_UNIQUE; |
844 |
|
|
|
845 |
|
|
/* newmap returns the map (if already loaded), or loads it for |
846 |
|
|
* us. |
847 |
|
|
*/ |
848 |
|
|
newmap = ready_map_name(op->contr->maplevel, flags); |
849 |
|
|
if (!newmap) |
850 |
|
|
{ |
851 |
|
|
LOG(llevError, |
852 |
|
|
"enter_exit: Pathname to map does not exist! (%s)\n", |
853 |
|
|
op->contr->maplevel); |
854 |
|
|
newmap = ready_map_name(settings.emergency_mapname, 0); |
855 |
|
|
op->x = settings.emergency_x; |
856 |
|
|
op->y = settings.emergency_y; |
857 |
|
|
/* If we can't load the emergency map, something is probably really |
858 |
|
|
* screwed up, so bail out now. |
859 |
|
|
*/ |
860 |
|
|
if (!newmap) { |
861 |
|
|
LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n"); |
862 |
|
|
abort(); |
863 |
|
|
} |
864 |
|
|
} |
865 |
|
|
enter_map(op, newmap, op->x, op->y); |
866 |
|
|
} |
867 |
|
|
} |
868 |
|
|
|
869 |
|
|
/* |
870 |
|
|
* process_active_maps(): Works like process_events(), but it only |
871 |
|
|
* processes maps which a player is on. |
872 |
|
|
* |
873 |
|
|
*/ |
874 |
|
|
|
875 |
root |
1.4 |
#if 0 // dead code, schmorp |
876 |
|
|
void process_active_maps () |
877 |
|
|
{ |
878 |
|
|
for (mapstruct *map = first_map; map != NULL; map = map->next) |
879 |
|
|
if (map->in_memory == MAP_IN_MEMORY) |
880 |
|
|
if (players_on_map (map, TRUE)) |
881 |
|
|
process_events (map); |
882 |
elmex |
1.1 |
} |
883 |
root |
1.4 |
#endif |
884 |
elmex |
1.1 |
|
885 |
|
|
/* process_players1 and process_players2 do all the player related stuff. |
886 |
|
|
* I moved it out of process events and process_map. This was to some |
887 |
|
|
* extent for debugging as well as to get a better idea of the time used |
888 |
|
|
* by the various functions. process_players1() does the processing before |
889 |
|
|
* objects have been updated, process_players2() does the processing that |
890 |
|
|
* is needed after the players have been updated. |
891 |
|
|
*/ |
892 |
|
|
|
893 |
|
|
void process_players1(mapstruct *map) |
894 |
|
|
{ |
895 |
|
|
int flag; |
896 |
|
|
player *pl,*plnext; |
897 |
|
|
|
898 |
|
|
/* Basically, we keep looping until all the players have done their actions. */ |
899 |
|
|
for(flag=1;flag!=0;) { |
900 |
|
|
flag=0; |
901 |
|
|
for(pl=first_player;pl!=NULL;pl=plnext) { |
902 |
|
|
plnext=pl->next; /* In case a player exits the game in handle_player() */ |
903 |
|
|
|
904 |
|
|
if (pl->ob == NULL) continue; |
905 |
|
|
|
906 |
|
|
if (map!=NULL && pl->ob->map!=map) continue; |
907 |
|
|
|
908 |
|
|
if(pl->ob->speed_left>0) { |
909 |
|
|
if (handle_newcs_player(pl->ob)) |
910 |
|
|
flag=1; |
911 |
|
|
} /* end if player has speed left */ |
912 |
|
|
|
913 |
|
|
/* If the player is not actively playing, don't make a |
914 |
|
|
* backup save - nothing to save anyway. Plus, the |
915 |
|
|
* map may not longer be valid. This can happen when the |
916 |
|
|
* player quits - they exist for purposes of tracking on the map, |
917 |
|
|
* but don't actually reside on any actual map. |
918 |
|
|
*/ |
919 |
|
|
if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue; |
920 |
|
|
|
921 |
|
|
#ifdef AUTOSAVE |
922 |
|
|
/* check for ST_PLAYING state so that we don't try to save off when |
923 |
|
|
* the player is logging in. |
924 |
|
|
*/ |
925 |
|
|
if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) { |
926 |
|
|
/* Don't save the player on unholy ground. Instead, increase the |
927 |
|
|
* tick time so it will be about 10 seconds before we try and save |
928 |
|
|
* again. |
929 |
|
|
*/ |
930 |
|
|
// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { |
931 |
|
|
// pl->last_save_tick += 100; |
932 |
|
|
// } else { |
933 |
|
|
save_player(pl->ob,1); |
934 |
|
|
pl->last_save_tick = pticks; |
935 |
|
|
// } |
936 |
|
|
} |
937 |
|
|
#endif |
938 |
|
|
} /* end of for loop for all the players */ |
939 |
|
|
} /* for flag */ |
940 |
|
|
for(pl=first_player;pl!=NULL;pl=pl->next) { |
941 |
|
|
if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) |
942 |
|
|
continue; |
943 |
|
|
if (settings.casting_time == TRUE) { |
944 |
|
|
if (pl->ob->casting_time > 0){ |
945 |
|
|
pl->ob->casting_time--; |
946 |
|
|
pl->ob->start_holding = 1; |
947 |
|
|
} |
948 |
|
|
/* set spell_state so we can update the range in stats field */ |
949 |
|
|
if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){ |
950 |
|
|
pl->ob->start_holding = 0; |
951 |
|
|
} |
952 |
|
|
} |
953 |
|
|
do_some_living(pl->ob); |
954 |
|
|
/* draw(pl->ob);*/ /* updated in socket code */ |
955 |
|
|
} |
956 |
|
|
} |
957 |
|
|
|
958 |
|
|
void process_players2(mapstruct *map) |
959 |
|
|
{ |
960 |
|
|
player *pl; |
961 |
|
|
|
962 |
|
|
/* Then check if any players should use weapon-speed instead of speed */ |
963 |
|
|
for(pl=first_player;pl!=NULL;pl=pl->next) { |
964 |
|
|
if (map!=NULL) { |
965 |
|
|
if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED)) |
966 |
|
|
continue; |
967 |
|
|
else if(pl->loading != NULL) /* Player is blocked */ |
968 |
|
|
pl->ob->speed_left -= pl->ob->speed; |
969 |
|
|
if (pl->ob->map!=map) continue; |
970 |
|
|
} |
971 |
|
|
|
972 |
|
|
/* The code that did weapon_sp handling here was out of place - |
973 |
|
|
* this isn't called until after the player has finished there |
974 |
|
|
* actions, and is thus out of place. All we do here is bounds |
975 |
|
|
* checking. |
976 |
|
|
*/ |
977 |
|
|
if (pl->has_hit) { |
978 |
|
|
if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp; |
979 |
|
|
|
980 |
|
|
/* This needs to be here - if the player is running, we need to |
981 |
|
|
* clear this each tick, but new commands are not being received |
982 |
|
|
* so execute_newserver_command() is never called |
983 |
|
|
*/ |
984 |
|
|
pl->has_hit=0; |
985 |
|
|
|
986 |
|
|
} else if (pl->ob->speed_left>pl->ob->speed) |
987 |
|
|
pl->ob->speed_left = pl->ob->speed; |
988 |
|
|
} |
989 |
|
|
} |
990 |
|
|
|
991 |
|
|
#define SPEED_DEBUG |
992 |
|
|
|
993 |
|
|
|
994 |
|
|
void process_events (mapstruct *map) |
995 |
|
|
{ |
996 |
|
|
object *op; |
997 |
|
|
object marker; |
998 |
|
|
tag_t tag; |
999 |
|
|
|
1000 |
|
|
process_players1 (map); |
1001 |
|
|
|
1002 |
|
|
memset(&marker, 0, sizeof(object)); |
1003 |
|
|
/* Put marker object at beginning of active list */ |
1004 |
|
|
marker.active_next = active_objects; |
1005 |
|
|
|
1006 |
|
|
if (marker.active_next) |
1007 |
|
|
marker.active_next->active_prev = ▮ |
1008 |
|
|
marker.active_prev = NULL; |
1009 |
|
|
active_objects = ▮ |
1010 |
|
|
|
1011 |
|
|
while (marker.active_next) { |
1012 |
|
|
op = marker.active_next; |
1013 |
|
|
tag = op->count; |
1014 |
|
|
|
1015 |
|
|
/* Move marker forward - swap op and marker */ |
1016 |
|
|
op->active_prev = marker.active_prev; |
1017 |
|
|
|
1018 |
|
|
if (op->active_prev) |
1019 |
|
|
op->active_prev->active_next = op; |
1020 |
|
|
else |
1021 |
|
|
active_objects = op; |
1022 |
|
|
|
1023 |
|
|
marker.active_next = op->active_next; |
1024 |
|
|
|
1025 |
|
|
if (marker.active_next) |
1026 |
|
|
marker.active_next->active_prev = ▮ |
1027 |
|
|
marker.active_prev = op; |
1028 |
|
|
op->active_next = ▮ |
1029 |
|
|
|
1030 |
|
|
/* Now process op */ |
1031 |
|
|
if (QUERY_FLAG (op, FLAG_FREED)) { |
1032 |
|
|
LOG (llevError, "BUG: process_events(): Free object on list\n"); |
1033 |
|
|
op->speed = 0; |
1034 |
|
|
update_ob_speed (op); |
1035 |
|
|
continue; |
1036 |
|
|
} |
1037 |
|
|
|
1038 |
|
|
/* I've seen occasional crashes due to this - the object is removed, |
1039 |
|
|
* and thus the map it points to (last map it was on) may be bogus |
1040 |
|
|
* The real bug is to try to find out the cause of this - someone |
1041 |
|
|
* is probably calling remove_ob without either an insert_ob or |
1042 |
|
|
* free_object afterwards, leaving an object dangling. But I'd |
1043 |
|
|
* rather log this and continue on instead of crashing. |
1044 |
|
|
* Don't remove players - when a player quits, the object is in |
1045 |
|
|
* sort of a limbo, of removed, but something we want to keep |
1046 |
|
|
* around. |
1047 |
|
|
*/ |
1048 |
|
|
if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && |
1049 |
|
|
op->map && op->map->in_memory != MAP_IN_MEMORY) { |
1050 |
|
|
LOG (llevError, "BUG: process_events(): Removed object on list\n"); |
1051 |
|
|
dump_object(op); |
1052 |
|
|
LOG(llevError, errmsg); |
1053 |
|
|
free_object(op); |
1054 |
|
|
continue; |
1055 |
|
|
} |
1056 |
|
|
|
1057 |
|
|
if ( ! op->speed) { |
1058 |
|
|
LOG (llevError, "BUG: process_events(): Object %s has no speed, " |
1059 |
|
|
"but is on active list\n", op->arch->name); |
1060 |
|
|
update_ob_speed (op); |
1061 |
|
|
continue; |
1062 |
|
|
} |
1063 |
|
|
|
1064 |
|
|
if (op->map == NULL && op->env == NULL && op->name && |
1065 |
|
|
op->type != MAP && map == NULL) { |
1066 |
|
|
LOG (llevError, "BUG: process_events(): Object without map or " |
1067 |
|
|
"inventory is on active list: %s (%d)\n", |
1068 |
|
|
op->name, op->count); |
1069 |
|
|
op->speed = 0; |
1070 |
|
|
update_ob_speed (op); |
1071 |
|
|
continue; |
1072 |
|
|
} |
1073 |
|
|
|
1074 |
|
|
if (map != NULL && op->map != map) |
1075 |
|
|
continue; |
1076 |
|
|
|
1077 |
|
|
/* Animate the object. Bug of feature that andim_speed |
1078 |
|
|
* is based on ticks, and not the creatures speed? |
1079 |
|
|
*/ |
1080 |
|
|
if (op->anim_speed && op->last_anim >= op->anim_speed) |
1081 |
|
|
{ |
1082 |
|
|
if ((op->type==PLAYER)||(op->type==MONSTER)) |
1083 |
|
|
animate_object(op, op->facing); |
1084 |
|
|
else |
1085 |
|
|
animate_object (op, op->direction); |
1086 |
|
|
|
1087 |
|
|
op->last_anim = 1; |
1088 |
|
|
} |
1089 |
|
|
else |
1090 |
|
|
op->last_anim++; |
1091 |
|
|
|
1092 |
|
|
if (op->speed_left > 0) { |
1093 |
|
|
#if 0 |
1094 |
|
|
/* I've seen occasional crashes in move_symptom() with it |
1095 |
|
|
* crashing because op is removed - add some debugging to |
1096 |
|
|
* track if it is removed at this point. |
1097 |
|
|
* This unfortunately is a bit too verbose it seems - not sure |
1098 |
|
|
* why - I think what happens is a map is freed or something and |
1099 |
|
|
* some objects get 'lost' - removed never to be reclaimed. |
1100 |
|
|
* removed objects generally shouldn't exist. |
1101 |
|
|
*/ |
1102 |
|
|
if (QUERY_FLAG(op, FLAG_REMOVED)) { |
1103 |
|
|
LOG(llevDebug,"process_events: calling process_object with removed object %s\n", |
1104 |
|
|
op->name?op->name:"null"); |
1105 |
|
|
} |
1106 |
|
|
#endif |
1107 |
|
|
--op->speed_left; |
1108 |
|
|
process_object (op); |
1109 |
|
|
if (was_destroyed (op, tag)) |
1110 |
|
|
continue; |
1111 |
|
|
} |
1112 |
|
|
if (settings.casting_time == TRUE && op->casting_time > 0) |
1113 |
|
|
op->casting_time--; |
1114 |
|
|
if (op->speed_left <= 0) |
1115 |
|
|
op->speed_left += FABS (op->speed); |
1116 |
|
|
} |
1117 |
|
|
|
1118 |
|
|
/* Remove marker object from active list */ |
1119 |
|
|
if (marker.active_prev != NULL) |
1120 |
|
|
marker.active_prev->active_next = NULL; |
1121 |
|
|
else |
1122 |
|
|
active_objects = NULL; |
1123 |
|
|
|
1124 |
|
|
process_players2 (map); |
1125 |
|
|
} |
1126 |
|
|
|
1127 |
|
|
void clean_tmp_files(void) { |
1128 |
|
|
mapstruct *m, *next; |
1129 |
|
|
|
1130 |
|
|
LOG(llevInfo,"Cleaning up...\n"); |
1131 |
|
|
|
1132 |
|
|
/* We save the maps - it may not be intuitive why, but if there are unique |
1133 |
|
|
* items, we need to save the map so they get saved off. Perhaps we should |
1134 |
|
|
* just make a special function that only saves the unique items. |
1135 |
|
|
*/ |
1136 |
|
|
for(m=first_map;m!=NULL;m=next) { |
1137 |
|
|
next=m->next; |
1138 |
|
|
if (m->in_memory == MAP_IN_MEMORY) { |
1139 |
|
|
/* If we want to reuse the temp maps, swap it out (note that will also |
1140 |
|
|
* update the log file. Otherwise, save the map (mostly for unique item |
1141 |
|
|
* stuff). Note that the clean_tmp_map is called after the end of |
1142 |
|
|
* the for loop but is in the #else bracket. IF we are recycling the maps, |
1143 |
|
|
* we certainly don't want the temp maps removed. |
1144 |
|
|
*/ |
1145 |
|
|
|
1146 |
|
|
/* XXX The above comment is dead wrong */ |
1147 |
|
|
if (settings.recycle_tmp_maps == TRUE) |
1148 |
|
|
swap_map(m); |
1149 |
|
|
else { |
1150 |
|
|
new_save_map(m, 0); /* note we save here into a overlay map */ |
1151 |
|
|
clean_tmp_map(m); |
1152 |
|
|
} |
1153 |
|
|
} |
1154 |
|
|
} |
1155 |
|
|
write_todclock(); /* lets just write the clock here */ |
1156 |
|
|
} |
1157 |
|
|
|
1158 |
|
|
/* clean up everything before exiting */ |
1159 |
|
|
void cleanup(void) |
1160 |
|
|
{ |
1161 |
|
|
LOG(llevDebug,"Cleanup called. freeing data.\n"); |
1162 |
|
|
clean_tmp_files(); |
1163 |
|
|
write_book_archive(); |
1164 |
|
|
#ifdef MEMORY_DEBUG |
1165 |
|
|
free_all_maps(); |
1166 |
|
|
free_style_maps(); |
1167 |
|
|
free_all_object_data(); |
1168 |
|
|
free_all_archs(); |
1169 |
|
|
free_all_treasures(); |
1170 |
|
|
free_all_images(); |
1171 |
|
|
free_all_newserver(); |
1172 |
|
|
free_all_recipes(); |
1173 |
|
|
free_all_readable(); |
1174 |
|
|
free_all_god(); |
1175 |
|
|
free_all_anim(); |
1176 |
|
|
/* See what the string data that is out there that hasn't been freed. */ |
1177 |
|
|
/* LOG(llevDebug, ss_dump_table(0xff));*/ |
1178 |
|
|
#endif |
1179 |
|
|
exit(0); |
1180 |
|
|
} |
1181 |
|
|
|
1182 |
|
|
void leave(player *pl, int draw_exit) { |
1183 |
|
|
if (pl != NULL) { |
1184 |
|
|
/* We do this so that the socket handling routine can do the final |
1185 |
|
|
* cleanup. We also leave that loop to actually handle the freeing |
1186 |
|
|
* of the data. |
1187 |
|
|
*/ |
1188 |
|
|
if (pl->ob->type != DEAD_OBJECT) |
1189 |
|
|
{ |
1190 |
|
|
pl->socket.status = Ns_Dead; |
1191 |
|
|
|
1192 |
|
|
/* If a hidden dm dropped connection do not create |
1193 |
|
|
* inconsistencies by showing that they have left the game |
1194 |
|
|
*/ |
1195 |
|
|
if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden) |
1196 |
|
|
&& draw_exit |
1197 |
|
|
&& (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD)) |
1198 |
|
|
{ |
1199 |
root |
1.6 |
if (pl->ob->map) |
1200 |
|
|
{ |
1201 |
|
|
INVOKE_PLAYER (LOGOUT, pl); |
1202 |
|
|
LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host); |
1203 |
|
|
} |
1204 |
|
|
|
1205 |
elmex |
1.1 |
char buf[MAX_BUF]; |
1206 |
|
|
sprintf (buf, "%s left the game.", pl->ob->name); |
1207 |
|
|
new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf); |
1208 |
|
|
} |
1209 |
|
|
|
1210 |
|
|
if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
1211 |
|
|
leave_map (pl->ob); |
1212 |
|
|
|
1213 |
|
|
pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ |
1214 |
|
|
} |
1215 |
|
|
} |
1216 |
|
|
} |
1217 |
|
|
|
1218 |
|
|
int forbid_play(void) |
1219 |
|
|
{ |
1220 |
|
|
#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE) |
1221 |
|
|
char buf[MAX_BUF], day[MAX_BUF]; |
1222 |
|
|
FILE *fp; |
1223 |
|
|
time_t clock; |
1224 |
|
|
struct tm *tm; |
1225 |
|
|
int i, start, stop, forbit=0, comp; |
1226 |
|
|
|
1227 |
|
|
clock = time (NULL); |
1228 |
|
|
tm = (struct tm *) localtime (&clock); |
1229 |
|
|
|
1230 |
|
|
sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); |
1231 |
|
|
if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL) |
1232 |
|
|
return 0; |
1233 |
|
|
|
1234 |
|
|
while (fgets (buf, MAX_BUF, fp)) { |
1235 |
|
|
if (buf[0]=='#') continue; |
1236 |
|
|
if (!strncmp (buf, "msg", 3)) { |
1237 |
|
|
if (forbit) |
1238 |
|
|
while (fgets (buf, MAX_BUF, fp)) /* print message */ |
1239 |
|
|
fputs (buf, logfile); |
1240 |
|
|
break; |
1241 |
|
|
|
1242 |
|
|
} else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) { |
1243 |
|
|
LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n"); |
1244 |
|
|
continue; |
1245 |
|
|
} |
1246 |
|
|
|
1247 |
|
|
for (i=0; i< 7; i++) { |
1248 |
|
|
if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && |
1249 |
|
|
(tm->tm_hour >= start) && (tm->tm_hour < stop)) |
1250 |
|
|
forbit = 1; |
1251 |
|
|
} |
1252 |
|
|
} |
1253 |
|
|
|
1254 |
|
|
close_and_delete(fp, comp); |
1255 |
|
|
|
1256 |
|
|
return forbit; |
1257 |
|
|
#else |
1258 |
|
|
return 0; |
1259 |
|
|
#endif |
1260 |
|
|
} |
1261 |
|
|
|
1262 |
|
|
/* |
1263 |
|
|
* do_specials() is a collection of functions to call from time to time. |
1264 |
|
|
* Modified 2000-1-14 MSW to use the global pticks count to determine how |
1265 |
|
|
* often to do things. This will allow us to spred them out more often. |
1266 |
|
|
* I use prime numbers for the factor count - in that way, it is less likely |
1267 |
|
|
* these actions will fall on the same tick (compared to say using 500/2500/15000 |
1268 |
|
|
* which would mean on that 15,000 tick count a whole bunch of stuff gets |
1269 |
|
|
* done). Of course, there can still be times where multiple specials are |
1270 |
|
|
* done on the same tick, but that will happen very infrequently |
1271 |
|
|
* |
1272 |
|
|
* I also think this code makes it easier to see how often we really are |
1273 |
|
|
* doing the various things. |
1274 |
|
|
*/ |
1275 |
|
|
|
1276 |
|
|
extern unsigned long todtick; |
1277 |
|
|
|
1278 |
|
|
void do_specials(void) { |
1279 |
|
|
|
1280 |
|
|
#ifdef WATCHDOG |
1281 |
|
|
if (!(pticks % 503)) |
1282 |
|
|
watchdog(); |
1283 |
|
|
#endif |
1284 |
|
|
|
1285 |
|
|
if (!(pticks % PTICKS_PER_CLOCK)) |
1286 |
|
|
tick_the_clock(); |
1287 |
|
|
|
1288 |
|
|
if (!(pticks % 509)) |
1289 |
|
|
flush_old_maps(); /* Clears the tmp-files of maps which have reset */ |
1290 |
|
|
|
1291 |
|
|
if (!(pticks % 2503)) |
1292 |
|
|
fix_weight(); /* Hack to fix weightproblems caused by bugs */ |
1293 |
|
|
|
1294 |
|
|
if (!(pticks % 2521)) |
1295 |
|
|
metaserver_update(); /* 2500 ticks is about 5 minutes */ |
1296 |
|
|
|
1297 |
|
|
if (!(pticks % 5003)) |
1298 |
|
|
write_book_archive(); |
1299 |
|
|
|
1300 |
|
|
if (!(pticks % 5009)) |
1301 |
|
|
clean_friendly_list(); |
1302 |
|
|
|
1303 |
|
|
if (!(pticks % 5011)) |
1304 |
|
|
obsolete_parties(); |
1305 |
|
|
|
1306 |
|
|
if (!(pticks % 12503)) |
1307 |
|
|
fix_luck(); |
1308 |
|
|
} |
1309 |
|
|
|
1310 |
root |
1.4 |
void server_tick () |
1311 |
root |
1.2 |
{ |
1312 |
root |
1.4 |
nroferrors = 0; |
1313 |
root |
1.2 |
|
1314 |
root |
1.4 |
doeric_server(); |
1315 |
|
|
process_events(NULL); /* "do" something with objects with speed */ |
1316 |
|
|
cftimer_process_timers();/* Process the crossfire Timers */ |
1317 |
|
|
/* Lauwenmark : Here we handle the CLOCK global event */ |
1318 |
|
|
execute_global_event(EVENT_CLOCK); |
1319 |
|
|
flush_sockets(); |
1320 |
|
|
check_active_maps(); /* Removes unused maps after a certain timeout */ |
1321 |
|
|
do_specials(); /* Routines called from time to time. */ |
1322 |
root |
1.5 |
|
1323 |
|
|
++pticks; |
1324 |
root |
1.2 |
} |
1325 |
|
|
|
1326 |
elmex |
1.1 |
int main(int argc, char **argv) |
1327 |
|
|
{ |
1328 |
root |
1.6 |
settings.argc = argc; |
1329 |
|
|
settings.argv = argv; |
1330 |
|
|
|
1331 |
|
|
init (argc, argv); |
1332 |
|
|
|
1333 |
|
|
initPlugins (); /* GROS - Init the Plugins */ |
1334 |
|
|
cfperl_init (); |
1335 |
elmex |
1.1 |
|
1336 |
root |
1.6 |
for (;;) |
1337 |
|
|
cfperl_main (); |
1338 |
elmex |
1.1 |
|
1339 |
root |
1.6 |
// unreached |
1340 |
|
|
emergency_save (0); |
1341 |
|
|
cleanup (); |
1342 |
root |
1.4 |
|
1343 |
elmex |
1.1 |
return 0; |
1344 |
|
|
} |