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Revision: 1.8
Committed: Sun Aug 27 16:15:13 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +7 -3 lines
Log Message:
first, untested persistent objetc storage for players and objects, not yte for maps

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_main_c =
3 root 1.8 * "$Id: main.C,v 1.7 2006-08-26 08:44:06 root Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #include <object.h>
31     #include <tod.h>
32    
33     #ifdef HAVE_DES_H
34     #include <des.h>
35     #else
36     # ifdef HAVE_CRYPT_H
37     # include <crypt.h>
38     # endif
39     #endif
40    
41     #ifndef __CEXTRACT__
42     #include <sproto.h>
43     #endif
44    
45     #ifdef HAVE_TIME_H
46     #include <time.h>
47     #endif
48    
49     #include <../random_maps/random_map.h>
50     #include <../random_maps/rproto.h>
51     #include "path.h"
52    
53     static char days[7][4] = {
54     "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};
55    
56     void version(object *op) {
57     if(op!=NULL)
58     clear_win_info(op);
59    
60     new_draw_info_format(NDI_UNIQUE, 0, op, "This is Crossfire v%s",VERSION);
61    
62     /* If in a socket, don't print out the list of authors. It confuses the
63     * crossclient program.
64     */
65     if (op==NULL) return;
66     new_draw_info(NDI_UNIQUE, 0,op,"Authors and contributors to this program:");
67     new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)");
68     new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)");
69     new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
70     new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
71     new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)");
72     new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
73     new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)");
74     new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)");
75     new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
76     new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
77     new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)");
78     new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)");
79     new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)");
80     new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
81     new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
82     new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)");
83     new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)");
84     new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)");
85     new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)");
86     new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)");
87     new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)");
88     new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)");
89     new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)");
90     new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)");
91     new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)");
92     new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)");
93     new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
94     new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)");
95     new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)");
96     new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)");
97     new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)");
98     new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)");
99     new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)");
100     new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)");
101     new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)");
102     new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
103     new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)");
104     new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)");
105     new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David [david.delbecq@mailandnews.com]");
106     new_draw_info(NDI_UNIQUE, 0,op,"Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
107     new_draw_info(NDI_UNIQUE, 0,op,"Images and art:");
108     new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner");
109     new_draw_info(NDI_UNIQUE, 0,op,"David Gervais [david_eg@mail.com]");
110     new_draw_info(NDI_UNIQUE, 0,op,"Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
111     new_draw_info(NDI_UNIQUE, 0,op,"Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
112     new_draw_info(NDI_UNIQUE, 0,op,"Mårten Woxberg [maxmc@telia.com]");
113     new_draw_info(NDI_UNIQUE, 0,op,"And many more!");
114     }
115    
116     void info_keys(object *op) {
117     clear_win_info(op);
118     new_draw_info(NDI_UNIQUE, 0,op,"Push `hjklynub' to walk in a direction.");
119     new_draw_info(NDI_UNIQUE, 0,op,"Shift + dir = fire, Ctrl + dir = run");
120     new_draw_info(NDI_UNIQUE, 0,op,"(To fire at yourself, hit `.'");
121     new_draw_info(NDI_UNIQUE, 0,op,"To attack, walk into the monsters.");
122     new_draw_info(NDI_UNIQUE, 0,op,"\" = speak ' = extended command");
123     new_draw_info(NDI_UNIQUE, 0,op,"i = inventory , = get : = look");
124     new_draw_info(NDI_UNIQUE, 0,op,"<> = rotate d = drop ? = help");
125     new_draw_info(NDI_UNIQUE, 0,op,"a = apply A = apply below t = throw");
126     new_draw_info(NDI_UNIQUE, 0,op,"e = examine E = exa below @ = autopick");
127     new_draw_info(NDI_UNIQUE, 0,op,"C = configure s = brace v = version");
128     new_draw_info(NDI_UNIQUE, 0,op,"+- = change range <tab> = browse spells");
129     new_draw_info(NDI_UNIQUE, 0,op,"x = change inventory type");
130     new_draw_info(NDI_UNIQUE, 0,op,"Mouse: L = examine, M = apply, R = drop/get");
131     new_draw_info(NDI_UNIQUE, 0,op,"'help = info about extended commands.");
132     new_draw_info(NDI_UNIQUE, 0,op,"Ctrl-R = refresh Ctrl-C = clear");
133     new_draw_info(NDI_UNIQUE, 0,op,"You can type a number before most commands.");
134     new_draw_info(NDI_UNIQUE, 0,op,"(For instance 3d drops 3 items.)");
135     }
136    
137     void start_info(object *op) {
138     char buf[MAX_BUF];
139    
140     sprintf(buf,"Welcome to Crossfire, v%s!",VERSION);
141     new_draw_info(NDI_UNIQUE, 0,op,buf);
142     new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help");
143     new_draw_info(NDI_UNIQUE, 0,op," ");
144     new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op,
145     "%s entered the game.",op->name);
146     if(!op->contr->name_changed) {
147     new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name");
148     new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list.");
149     new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)");
150     }
151     }
152    
153     /* Really, there is no reason to crypt the passwords any system. But easier
154     * to just leave this enabled for backward compatibility. Put the
155     * simple case at top - no encryption - makes it easier to read.
156     */
157     char *crypt_string(char *str, char *salt) {
158     #if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
159     return(str);
160     #else
161     static char *c=
162     "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
163     char s[2];
164    
165     if(salt==NULL)
166     s[0]= c[RANDOM() % (int)strlen(c)],
167     s[1]= c[RANDOM() % (int)strlen(c)];
168     else
169     s[0]= salt[0],
170     s[1]= salt[1];
171    
172     # ifdef HAVE_LIBDES
173     return (char*)des_crypt(str,s);
174     # endif
175     /* Default case - just use crypt */
176     return (char*)crypt(str,s);
177     #endif
178     }
179    
180     int check_password(char *typed,char *crypted) {
181     return !strcmp(crypt_string(typed,crypted),crypted);
182     }
183    
184     /* This is a basic little function to put the player back to his
185     * savebed. We do some error checking - its possible that the
186     * savebed map may no longer exist, so we make sure the player
187     * goes someplace.
188     */
189     void enter_player_savebed(object *op)
190     {
191     mapstruct *oldmap = op->map;
192     object *tmp;
193    
194     tmp=get_object();
195    
196     EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
197     EXIT_X(tmp) = op->contr->bed_x;
198     EXIT_Y(tmp) = op->contr->bed_y;
199     enter_exit(op,tmp);
200     /* If the player has not changed maps and the name does not match
201     * that of the savebed, his savebed map is gone. Lets go back
202     * to the emergency path. Update what the players savebed is
203     * while we're at it.
204     */
205     if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
206     LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n",
207     settings.emergency_mapname, op->name, op->contr->savebed_map);
208     strcpy(op->contr->savebed_map, settings.emergency_mapname);
209     op->contr->bed_x = settings.emergency_x;
210     op->contr->bed_y = settings.emergency_y;
211     free_string(op->contr->savebed_map);
212     EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
213     EXIT_X(tmp) = op->contr->bed_x;
214     EXIT_Y(tmp) = op->contr->bed_y;
215     enter_exit(op,tmp);
216     }
217     free_object(tmp);
218     }
219    
220     /* All this really is is a glorified remove_object that also updates
221     * the counts on the map if needed.
222     */
223     void leave_map(object *op)
224     {
225     mapstruct *oldmap = op->map;
226    
227     remove_ob(op);
228    
229     if (oldmap) {
230     if (!op->contr->hidden)
231     oldmap->players--;
232     if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */
233     set_map_timeout(oldmap);
234     }
235     }
236     }
237    
238     /*
239     * enter_map(): Moves the player and pets from current map (if any) to
240     * new map. map, x, y must be set. map is the map we are moving the
241     * player to - it could be the map he just came from if the load failed for
242     * whatever reason. If default map coordinates are to be used, then
243     * the function that calls this should figure them out.
244     */
245     static void enter_map(object *op, mapstruct *newmap, int x, int y) {
246     mapstruct *oldmap = op->map;
247    
248     if (out_of_map(newmap, x, y)) {
249     LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n",
250     newmap->path, x, y);
251     x=MAP_ENTER_X(newmap);
252     y=MAP_ENTER_Y(newmap);
253     if (out_of_map(newmap, x, y)) {
254     LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
255     newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap));
256     new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed");
257     return;
258     }
259     }
260     /* try to find a spot for the player */
261     if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
262     /* We try to find a spot for the player, starting closest in.
263     * We could use find_first_free_spot, but that doesn't randomize it at all,
264     * So for example, if the north space is free, you would always end up there even
265     * if other spaces around are available.
266     * Note that for the second and third calls, we could start at a position other
267     * than one, but then we could end up on the other side of walls and so forth.
268     */
269     int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1);
270     if (i==-1) {
271     i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1);
272     if (i==-1)
273     i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
274     }
275     if (i != -1 ) {
276     x += freearr_x[i];
277     y += freearr_y[i];
278     } else {
279     /* not much we can do in this case. */
280     LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n",
281     newmap->path, x , y);
282     }
283     } /* end if looking for free spot */
284    
285    
286     /* If it is a player login, he has yet to be inserted anyplace.
287     * otherwise, we need to deal with removing the playe here.
288     */
289     if(!QUERY_FLAG(op, FLAG_REMOVED))
290     remove_ob(op);
291 root 1.6
292 elmex 1.1 if (op->map!=NULL)
293 root 1.8 {
294     INVOKE_PLAYER (LEAVE, op->contr, ARG_MAP (op->map));
295     INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
296     }
297 root 1.6
298 elmex 1.1 /* remove_ob clears these so they must be reset after the remove_ob call */
299     op->x = x;
300     op->y = y;
301     op->map = newmap;
302     insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON);
303    
304 root 1.8 INVOKE_PLAYER (ENTER, op->contr, ARG_MAP (op->map));
305     INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
306 elmex 1.1
307     if (!op->contr->hidden)
308     newmap->players++;
309    
310     newmap->timeout=0;
311     op->enemy = NULL;
312    
313     if (op->contr) {
314     strcpy(op->contr->maplevel, newmap->path);
315     op->contr->count=0;
316     }
317    
318     /* Update any golems */
319     if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
320     int i = find_free_spot(op->contr->ranges[range_golem],newmap,
321     x, y, 1, SIZEOFFREE);
322     remove_ob(op->contr->ranges[range_golem]);
323     if (i==-1) {
324     remove_friendly_object(op->contr->ranges[range_golem]);
325     free_object(op->contr->ranges[range_golem]);
326     op->contr->ranges[range_golem]=NULL;
327     op->contr->golem_count=0;
328     }
329     else {
330     object *tmp;
331     for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) {
332     tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x);
333     tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y);
334     tmp->map = newmap;
335     }
336     insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0);
337     op->contr->ranges[range_golem]->direction =
338     find_dir_2(op->x - op->contr->ranges[range_golem]->x,
339     op->y - op->contr->ranges[range_golem]->y);
340     }
341     }
342     op->direction=0;
343    
344     /* since the players map is already loaded, we don't need to worry
345     * about pending objects.
346     */
347     remove_all_pets(newmap);
348    
349     /* If the player is changing maps, we need to do some special things
350     * Do this after the player is on the new map - otherwise the force swap of the
351     * old map does not work.
352     */
353     if (oldmap != newmap) {
354     if (oldmap) /* adjust old map */
355     {
356     oldmap->players--;
357    
358     if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
359     set_map_timeout(oldmap);
360     }
361     }
362     swap_below_max (newmap->path);
363     }
364    
365     void set_map_timeout(mapstruct *oldmap)
366     {
367     #if MAP_MAXTIMEOUT
368     oldmap->timeout = MAP_TIMEOUT(oldmap);
369     /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
370     * lower than the min value.
371     */
372     #if MAP_MINTIMEOUT
373     if (oldmap->timeout < MAP_MINTIMEOUT) {
374     oldmap->timeout = MAP_MINTIMEOUT;
375     }
376     #endif
377     if (oldmap->timeout > MAP_MAXTIMEOUT) {
378     oldmap->timeout = MAP_MAXTIMEOUT;
379     }
380     #else
381     /* save out the map */
382     swap_map(oldmap);
383     #endif /* MAP_MAXTIMEOUT */
384     }
385    
386    
387     /* clean_path takes a path and replaces all / with _
388     * We do a strcpy so that we do not change the original string.
389     */
390     char *clean_path(const char *file)
391     {
392     static char newpath[MAX_BUF],*cp;
393    
394     strncpy(newpath, file, MAX_BUF-1);
395     newpath[MAX_BUF-1]='\0';
396     for (cp=newpath; *cp!='\0'; cp++) {
397     if (*cp=='/') *cp='_';
398     }
399     return newpath;
400     }
401    
402    
403     /* unclean_path takes a path and replaces all _ with /
404     * This basically undoes clean path.
405     * We do a strcpy so that we do not change the original string.
406     * We are smart enough to start after the last / in case we
407     * are getting passed a string that points to a unique map
408     * path.
409     */
410     char *unclean_path(const char *src)
411     {
412     static char newpath[MAX_BUF],*cp;
413    
414     cp=strrchr(src, '/');
415     if (cp)
416     strncpy(newpath, cp+1, MAX_BUF-1);
417     else
418     strncpy(newpath, src, MAX_BUF-1);
419     newpath[MAX_BUF-1]='\0';
420    
421     for (cp=newpath; *cp!='\0'; cp++) {
422     if (*cp=='_') *cp='/';
423     }
424     return newpath;
425     }
426    
427    
428     /* The player is trying to enter a randomly generated map. In this case, generate the
429     * random map as needed.
430     */
431    
432     static void enter_random_map(object *pl, object *exit_ob)
433     {
434     mapstruct *new_map;
435     char newmap_name[HUGE_BUF], *cp;
436     static int reference_number = 0;
437     RMParms rp;
438    
439     memset(&rp, 0, sizeof(RMParms));
440     rp.Xsize=-1;
441     rp.Ysize=-1;
442     rp.region=get_region_by_map(exit_ob->map);
443     if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
444     rp.origin_x = exit_ob->x;
445     rp.origin_y = exit_ob->y;
446     strcpy(rp.origin_map, pl->map->path);
447    
448     /* If we have a final_map, use it as a base name to give some clue
449     * as where the player is. Otherwise, use the origin map.
450     * Take the last component (after the last slash) to give
451     * shorter names without bogus slashes.
452     */
453     if (rp.final_map[0]) {
454     cp = strrchr(rp.final_map, '/');
455     if (!cp) cp = rp.final_map;
456     } else {
457     char buf[HUGE_BUF];
458    
459     cp = strrchr(rp.origin_map, '/');
460     if (!cp) cp = rp.origin_map;
461     /* Need to strip of any trailing digits, if it has them */
462     strcpy(buf, cp);
463     while (isdigit(buf[strlen(buf) - 1]))
464     buf[strlen(buf) - 1] = 0;
465     cp = buf;
466     }
467    
468     sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
469    
470     /* now to generate the actual map. */
471     new_map=generate_random_map(newmap_name,&rp);
472    
473     /* Update the exit_ob so it now points directly at the newly created
474     * random maps. Not that it is likely to happen, but it does mean that a
475     * exit in a unique map leading to a random map will not work properly.
476     * It also means that if the created random map gets reset before
477     * the exit leading to it, that the exit will no longer work.
478     */
479     if(new_map) {
480     int x, y;
481     x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
482     y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
483     EXIT_PATH(exit_ob) = add_string(newmap_name);
484     strcpy(new_map->path, newmap_name);
485     enter_map(pl, new_map, x, y);
486     }
487     }
488    
489     /* The player is trying to enter a non-randomly generated template map. In this
490     * case, use a map file for a template
491     */
492    
493     static void enter_fixed_template_map(object *pl, object *exit_ob)
494     {
495     mapstruct *new_map;
496     char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
497     const char *new_map_name;
498    
499     /* Split the exit path string into two parts, one
500     * for where to store the map, and one for were
501     * to generate the map from.
502     */
503     snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
504     sourcemap = strchr(exitpath, '!');
505     if (!sourcemap) {
506     new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
507     /* Should only occur when no source map is set.
508     */
509     LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
510     exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
511     return;
512     }
513     *sourcemap++ = '\0';
514    
515     /* If we are not coming from a template map, we can use relative directories
516     * for the map to generate from.
517     */
518     if (!exit_ob->map->templatemap) {
519     sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap);
520     }
521    
522     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
523     * of the exit, and the name of the map the exit is on, respectively.
524     */
525     sprintf(tmpnum ,"%d", exit_ob->x);
526     replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
527    
528     sprintf(tmpnum ,"%d", exit_ob->y);
529     sprintf(tmpstring, "%s", resultname);
530     replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
531    
532     sprintf(tmpstring, "%s", resultname);
533     replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
534    
535     /* If we are coming from another template map, use reletive paths unless
536     * indicated otherwise.
537     */
538     if (exit_ob->map->templatemap && (resultname[0] != '/')) {
539     new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
540     } else {
541     new_map_name = create_template_pathname(resultname);
542     }
543    
544     /* Attempt to load the map, if unable to, then
545     * create the map from the template.
546     */
547     new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
548     if (!new_map) {
549     new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE);
550     if (new_map) fix_auto_apply(new_map);
551     }
552    
553     if (new_map) {
554     /* set the path of the map to where it should be
555     * so we don't just save over the source map.
556     */
557     strcpy(new_map->path, new_map_name);
558     new_map->templatemap = 1;
559     enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
560     } else {
561     new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
562     /* Should only occur when an invalid source map is set.
563     */
564     LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
565     exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
566     }
567     }
568    
569    
570     /* The player is trying to enter a randomly generated template map. In this
571     * case, generate the map as needed.
572     */
573    
574     static void enter_random_template_map(object *pl, object *exit_ob)
575     {
576     mapstruct *new_map;
577     char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
578     const char *new_map_name;
579     RMParms rp;
580    
581     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
582     * of the exit, and the name of the map the exit is on, respectively.
583     */
584     sprintf(tmpnum ,"%d", exit_ob->x);
585     replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
586    
587     sprintf(tmpnum ,"%d", exit_ob->y);
588     sprintf(tmpstring, "%s", resultname);
589     replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
590    
591     sprintf(tmpstring, "%s", resultname);
592     replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
593    
594     /* If we are coming from another template map, use reletive paths unless
595     * indicated otherwise.
596     */
597     if (exit_ob->map->templatemap && (resultname[0] != '/')) {
598     new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
599     } else {
600     new_map_name = create_template_pathname(resultname);
601     }
602    
603     new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
604     if (!new_map) {
605     memset(&rp, 0, sizeof(RMParms));
606     rp.Xsize=-1;
607     rp.Ysize=-1;
608     rp.region=get_region_by_map(exit_ob->map);
609     if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
610     rp.origin_x = exit_ob->x;
611     rp.origin_y = exit_ob->y;
612     strcpy(rp.origin_map, pl->map->path);
613    
614     /* now to generate the actual map. */
615     new_map=generate_random_map(new_map_name,&rp);
616     }
617    
618    
619     /* Update the exit_ob so it now points directly at the newly created
620     * random maps. Not that it is likely to happen, but it does mean that a
621     * exit in a unique map leading to a random map will not work properly.
622     * It also means that if the created random map gets reset before
623     * the exit leading to it, that the exit will no longer work.
624     */
625     if(new_map) {
626     int x, y;
627     x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
628     y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
629     new_map->templatemap = 1;
630     enter_map(pl, new_map, x, y);
631     }
632     }
633    
634    
635     /* Code to enter/detect a character entering a unique map.
636     */
637     static void enter_unique_map(object *op, object *exit_ob)
638     {
639     char apartment[HUGE_BUF];
640     mapstruct *newmap;
641    
642     if (EXIT_PATH(exit_ob)[0]=='/') {
643     sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
644     settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob)));
645     newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
646     if (!newmap) {
647     newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
648     if (newmap) fix_auto_apply(newmap);
649     }
650     } else { /* relative directory */
651     char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
652    
653     if (exit_ob->map->unique) {
654    
655     strcpy(reldir, unclean_path(exit_ob->map->path));
656    
657     /* Need to copy this over, as clean_path only has one static return buffer */
658     strcpy(tmpc, clean_path(reldir));
659     /* Remove final component, if any */
660     if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
661    
662     sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
663     settings.playerdir, op->name, tmpc,
664     clean_path(EXIT_PATH(exit_ob)));
665    
666     newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
667     if (!newmap) {
668     newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
669     if (newmap) fix_auto_apply(newmap);
670     }
671     }
672     else {
673     /* The exit is unique, but the map we are coming from is not unique. So
674     * use the basic logic - don't need to demangle the path name
675     */
676     sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
677     settings.playerdir, op->name,
678     clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
679     newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
680     if (!newmap) {
681     newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
682     if (newmap) fix_auto_apply(newmap);
683     }
684     }
685     }
686    
687     if (newmap) {
688     strcpy(newmap->path, apartment);
689     newmap->unique = 1;
690     enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
691     } else {
692     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
693     /* Perhaps not critical, but I would think that the unique maps
694     * should be new enough this does not happen. This also creates
695     * a strange situation where some players could perhaps have visited
696     * such a map before it was removed, so they have the private
697     * map, but other players can't get it anymore.
698     */
699     LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
700     exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
701     }
702    
703     }
704    
705    
706     /* Tries to move 'op' to exit_ob. op is the character or monster that is
707     * using the exit, where exit_ob is the exit object (boat, door, teleporter,
708     * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
709     * move the object to. This is used when loading the player.
710     *
711     * Largely redone by MSW 2001-01-21 - this function was overly complex
712     * and had some obscure bugs.
713     */
714    
715     void enter_exit(object *op, object *exit_ob) {
716     #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
717     object *tmp;
718     /* It may be nice to support other creatures moving across
719     * exits, but right now a lot of the code looks at op->contr,
720     * so thta is an RFE.
721     */
722     if (op->type != PLAYER) return;
723    
724     /* Need to remove player from transport */
725     if (op->contr->transport) apply_transport(op, op->contr->transport, AP_UNAPPLY);
726    
727     /* First, lets figure out what map the player is going to go to */
728     if (exit_ob){
729    
730     /* check to see if we make a template map */
731     if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
732     if (EXIT_PATH(exit_ob)[2]=='!') {
733     /* generate a template map randomly */
734     enter_random_template_map(op, exit_ob);
735     } else {
736     /* generate a template map from a fixed template */
737     enter_fixed_template_map(op, exit_ob);
738     }
739     }
740     /* check to see if we make a randomly generated map */
741     else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
742     enter_random_map(op, exit_ob);
743     }
744     else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
745     enter_unique_map(op, exit_ob);
746     } else {
747     int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
748     /* 'Normal' exits that do not do anything special
749     * Simple enough we don't need another routine for it.
750     */
751     mapstruct *newmap;
752     if (exit_ob->map) {
753     newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
754     /* Random map was previously generated, but is no longer about. Lets generate a new
755     * map.
756     */
757     if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
758     /* Maps that go down have a message set. However, maps that go
759     * up, don't. If the going home has reset, there isn't much
760     * point generating a random map, because it won't match the maps.
761     */
762     if (exit_ob->msg) {
763     enter_random_map(op, exit_ob);
764     } else {
765     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
766     return;
767     }
768    
769     /* For exits that cause damages (like pits). Don't know if any
770     * random maps use this or not.
771     */
772     if(exit_ob->stats.dam && op->type==PLAYER)
773     hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
774     return;
775     }
776     } else {
777     /* For word of recall and other force objects
778     * They contain the full pathname of the map to go back to,
779     * so we don't need to normalize it.
780     * But we do need to see if it is unique or not
781     */
782     if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
783     newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
784     else
785     newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
786     }
787     if (!newmap)
788     {
789     if (exit_ob->name)
790     new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
791     /* don't cry to momma if name is not set - as in tmp objects
792     * used by the savebed code and character creation */
793     return;
794     }
795    
796     /* This supports the old behaviour, but it really should not be used.
797     * I will note for example that with this method, it is impossible to
798     * set 0,0 destination coordinates. Really, if we want to support
799     * using the new maps default coordinates, the exit ob should use
800     * something like -1, -1 so it is clear to do that.
801     */
802     if (x==0 && y==0) {
803     x=MAP_ENTER_X(newmap);
804     y=MAP_ENTER_Y(newmap);
805     LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
806     exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
807     exit_ob->map?exit_ob->map->path:"(none)");
808     }
809    
810     /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
811     if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
812     /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
813     for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
814     if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;
815     }
816     if(tmp) {
817     remove_ob(tmp);
818     free_object(tmp);
819     }
820    
821     strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));
822     op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
823     save_player(op, 1);
824     /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
825     * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
826     * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
827     }
828    
829     enter_map(op, newmap, x, y);
830     }
831     /* For exits that cause damages (like pits) */
832     if(exit_ob->stats.dam && op->type==PLAYER)
833     hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
834     } else {
835     int flags = 0;
836     mapstruct *newmap;
837    
838    
839     /* Hypothetically, I guess its possible that a standard map matches
840     * the localdir, but that seems pretty unlikely - unlikely enough that
841     * I'm not going to attempt to try to deal with that possibility.
842     * We use the fact that when a player saves on a unique map, it prepends
843     * the localdir to that name. So its an easy way to see of the map is
844     * unique or not.
845     */
846     if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
847     flags = MAP_PLAYER_UNIQUE;
848    
849     /* newmap returns the map (if already loaded), or loads it for
850     * us.
851     */
852     newmap = ready_map_name(op->contr->maplevel, flags);
853     if (!newmap)
854     {
855     LOG(llevError,
856     "enter_exit: Pathname to map does not exist! (%s)\n",
857     op->contr->maplevel);
858     newmap = ready_map_name(settings.emergency_mapname, 0);
859     op->x = settings.emergency_x;
860     op->y = settings.emergency_y;
861     /* If we can't load the emergency map, something is probably really
862     * screwed up, so bail out now.
863     */
864     if (!newmap) {
865     LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
866     abort();
867     }
868     }
869     enter_map(op, newmap, op->x, op->y);
870     }
871     }
872    
873     /*
874     * process_active_maps(): Works like process_events(), but it only
875     * processes maps which a player is on.
876     *
877     */
878    
879 root 1.4 #if 0 // dead code, schmorp
880     void process_active_maps ()
881     {
882     for (mapstruct *map = first_map; map != NULL; map = map->next)
883     if (map->in_memory == MAP_IN_MEMORY)
884     if (players_on_map (map, TRUE))
885     process_events (map);
886 elmex 1.1 }
887 root 1.4 #endif
888 elmex 1.1
889     /* process_players1 and process_players2 do all the player related stuff.
890     * I moved it out of process events and process_map. This was to some
891     * extent for debugging as well as to get a better idea of the time used
892     * by the various functions. process_players1() does the processing before
893     * objects have been updated, process_players2() does the processing that
894     * is needed after the players have been updated.
895     */
896    
897     void process_players1(mapstruct *map)
898     {
899     int flag;
900     player *pl,*plnext;
901    
902     /* Basically, we keep looping until all the players have done their actions. */
903     for(flag=1;flag!=0;) {
904     flag=0;
905     for(pl=first_player;pl!=NULL;pl=plnext) {
906     plnext=pl->next; /* In case a player exits the game in handle_player() */
907    
908     if (pl->ob == NULL) continue;
909    
910     if (map!=NULL && pl->ob->map!=map) continue;
911    
912     if(pl->ob->speed_left>0) {
913     if (handle_newcs_player(pl->ob))
914     flag=1;
915     } /* end if player has speed left */
916    
917     /* If the player is not actively playing, don't make a
918     * backup save - nothing to save anyway. Plus, the
919     * map may not longer be valid. This can happen when the
920     * player quits - they exist for purposes of tracking on the map,
921     * but don't actually reside on any actual map.
922     */
923     if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
924    
925     #ifdef AUTOSAVE
926     /* check for ST_PLAYING state so that we don't try to save off when
927     * the player is logging in.
928     */
929     if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
930     /* Don't save the player on unholy ground. Instead, increase the
931     * tick time so it will be about 10 seconds before we try and save
932     * again.
933     */
934     // if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
935     // pl->last_save_tick += 100;
936     // } else {
937     save_player(pl->ob,1);
938     pl->last_save_tick = pticks;
939     // }
940     }
941     #endif
942     } /* end of for loop for all the players */
943     } /* for flag */
944     for(pl=first_player;pl!=NULL;pl=pl->next) {
945     if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map))
946     continue;
947     if (settings.casting_time == TRUE) {
948     if (pl->ob->casting_time > 0){
949     pl->ob->casting_time--;
950     pl->ob->start_holding = 1;
951     }
952     /* set spell_state so we can update the range in stats field */
953     if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
954     pl->ob->start_holding = 0;
955     }
956     }
957     do_some_living(pl->ob);
958     /* draw(pl->ob);*/ /* updated in socket code */
959     }
960     }
961    
962     void process_players2(mapstruct *map)
963     {
964     player *pl;
965    
966     /* Then check if any players should use weapon-speed instead of speed */
967     for(pl=first_player;pl!=NULL;pl=pl->next) {
968     if (map!=NULL) {
969     if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
970     continue;
971     else if(pl->loading != NULL) /* Player is blocked */
972     pl->ob->speed_left -= pl->ob->speed;
973     if (pl->ob->map!=map) continue;
974     }
975    
976     /* The code that did weapon_sp handling here was out of place -
977     * this isn't called until after the player has finished there
978     * actions, and is thus out of place. All we do here is bounds
979     * checking.
980     */
981     if (pl->has_hit) {
982     if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
983    
984     /* This needs to be here - if the player is running, we need to
985     * clear this each tick, but new commands are not being received
986     * so execute_newserver_command() is never called
987     */
988     pl->has_hit=0;
989    
990     } else if (pl->ob->speed_left>pl->ob->speed)
991     pl->ob->speed_left = pl->ob->speed;
992     }
993     }
994    
995     #define SPEED_DEBUG
996    
997    
998     void process_events (mapstruct *map)
999     {
1000     object *op;
1001     object marker;
1002     tag_t tag;
1003    
1004     process_players1 (map);
1005    
1006     memset(&marker, 0, sizeof(object));
1007     /* Put marker object at beginning of active list */
1008     marker.active_next = active_objects;
1009    
1010     if (marker.active_next)
1011     marker.active_next->active_prev = &marker;
1012     marker.active_prev = NULL;
1013     active_objects = &marker;
1014    
1015     while (marker.active_next) {
1016     op = marker.active_next;
1017     tag = op->count;
1018    
1019     /* Move marker forward - swap op and marker */
1020     op->active_prev = marker.active_prev;
1021    
1022     if (op->active_prev)
1023     op->active_prev->active_next = op;
1024     else
1025     active_objects = op;
1026    
1027     marker.active_next = op->active_next;
1028    
1029     if (marker.active_next)
1030     marker.active_next->active_prev = &marker;
1031     marker.active_prev = op;
1032     op->active_next = &marker;
1033    
1034     /* Now process op */
1035     if (QUERY_FLAG (op, FLAG_FREED)) {
1036     LOG (llevError, "BUG: process_events(): Free object on list\n");
1037     op->speed = 0;
1038     update_ob_speed (op);
1039     continue;
1040     }
1041    
1042     /* I've seen occasional crashes due to this - the object is removed,
1043     * and thus the map it points to (last map it was on) may be bogus
1044     * The real bug is to try to find out the cause of this - someone
1045     * is probably calling remove_ob without either an insert_ob or
1046     * free_object afterwards, leaving an object dangling. But I'd
1047     * rather log this and continue on instead of crashing.
1048     * Don't remove players - when a player quits, the object is in
1049     * sort of a limbo, of removed, but something we want to keep
1050     * around.
1051     */
1052     if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1053     op->map && op->map->in_memory != MAP_IN_MEMORY) {
1054     LOG (llevError, "BUG: process_events(): Removed object on list\n");
1055     dump_object(op);
1056     LOG(llevError, errmsg);
1057     free_object(op);
1058     continue;
1059     }
1060    
1061     if ( ! op->speed) {
1062     LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1063     "but is on active list\n", op->arch->name);
1064     update_ob_speed (op);
1065     continue;
1066     }
1067    
1068     if (op->map == NULL && op->env == NULL && op->name &&
1069     op->type != MAP && map == NULL) {
1070     LOG (llevError, "BUG: process_events(): Object without map or "
1071     "inventory is on active list: %s (%d)\n",
1072     op->name, op->count);
1073     op->speed = 0;
1074     update_ob_speed (op);
1075     continue;
1076     }
1077    
1078     if (map != NULL && op->map != map)
1079     continue;
1080    
1081     /* Animate the object. Bug of feature that andim_speed
1082     * is based on ticks, and not the creatures speed?
1083     */
1084     if (op->anim_speed && op->last_anim >= op->anim_speed)
1085     {
1086     if ((op->type==PLAYER)||(op->type==MONSTER))
1087     animate_object(op, op->facing);
1088     else
1089     animate_object (op, op->direction);
1090    
1091     op->last_anim = 1;
1092     }
1093     else
1094     op->last_anim++;
1095    
1096     if (op->speed_left > 0) {
1097     #if 0
1098     /* I've seen occasional crashes in move_symptom() with it
1099     * crashing because op is removed - add some debugging to
1100     * track if it is removed at this point.
1101     * This unfortunately is a bit too verbose it seems - not sure
1102     * why - I think what happens is a map is freed or something and
1103     * some objects get 'lost' - removed never to be reclaimed.
1104     * removed objects generally shouldn't exist.
1105     */
1106     if (QUERY_FLAG(op, FLAG_REMOVED)) {
1107     LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1108     op->name?op->name:"null");
1109     }
1110     #endif
1111     --op->speed_left;
1112     process_object (op);
1113     if (was_destroyed (op, tag))
1114     continue;
1115     }
1116     if (settings.casting_time == TRUE && op->casting_time > 0)
1117     op->casting_time--;
1118     if (op->speed_left <= 0)
1119     op->speed_left += FABS (op->speed);
1120     }
1121    
1122     /* Remove marker object from active list */
1123     if (marker.active_prev != NULL)
1124     marker.active_prev->active_next = NULL;
1125     else
1126     active_objects = NULL;
1127    
1128     process_players2 (map);
1129     }
1130    
1131     void clean_tmp_files(void) {
1132     mapstruct *m, *next;
1133    
1134     LOG(llevInfo,"Cleaning up...\n");
1135    
1136     /* We save the maps - it may not be intuitive why, but if there are unique
1137     * items, we need to save the map so they get saved off. Perhaps we should
1138     * just make a special function that only saves the unique items.
1139     */
1140     for(m=first_map;m!=NULL;m=next) {
1141     next=m->next;
1142     if (m->in_memory == MAP_IN_MEMORY) {
1143     /* If we want to reuse the temp maps, swap it out (note that will also
1144     * update the log file. Otherwise, save the map (mostly for unique item
1145     * stuff). Note that the clean_tmp_map is called after the end of
1146     * the for loop but is in the #else bracket. IF we are recycling the maps,
1147     * we certainly don't want the temp maps removed.
1148     */
1149    
1150     /* XXX The above comment is dead wrong */
1151     if (settings.recycle_tmp_maps == TRUE)
1152     swap_map(m);
1153     else {
1154     new_save_map(m, 0); /* note we save here into a overlay map */
1155     clean_tmp_map(m);
1156     }
1157     }
1158     }
1159     write_todclock(); /* lets just write the clock here */
1160     }
1161    
1162     /* clean up everything before exiting */
1163     void cleanup(void)
1164     {
1165     LOG(llevDebug,"Cleanup called. freeing data.\n");
1166     clean_tmp_files();
1167     write_book_archive();
1168     #ifdef MEMORY_DEBUG
1169     free_all_maps();
1170     free_style_maps();
1171     free_all_object_data();
1172     free_all_archs();
1173     free_all_treasures();
1174     free_all_images();
1175     free_all_newserver();
1176     free_all_recipes();
1177     free_all_readable();
1178     free_all_god();
1179     free_all_anim();
1180     /* See what the string data that is out there that hasn't been freed. */
1181     /* LOG(llevDebug, ss_dump_table(0xff));*/
1182     #endif
1183     exit(0);
1184     }
1185    
1186     void leave(player *pl, int draw_exit) {
1187     if (pl != NULL) {
1188     /* We do this so that the socket handling routine can do the final
1189     * cleanup. We also leave that loop to actually handle the freeing
1190     * of the data.
1191     */
1192     if (pl->ob->type != DEAD_OBJECT)
1193     {
1194     pl->socket.status = Ns_Dead;
1195    
1196     /* If a hidden dm dropped connection do not create
1197     * inconsistencies by showing that they have left the game
1198     */
1199     if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden)
1200     && draw_exit
1201     && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1202     {
1203 root 1.6 if (pl->ob->map)
1204     {
1205     INVOKE_PLAYER (LOGOUT, pl);
1206     LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host);
1207     }
1208    
1209 elmex 1.1 char buf[MAX_BUF];
1210     sprintf (buf, "%s left the game.", pl->ob->name);
1211     new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1212     }
1213    
1214     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1215     leave_map (pl->ob);
1216    
1217     pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1218     }
1219     }
1220     }
1221    
1222     int forbid_play(void)
1223     {
1224     #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1225     char buf[MAX_BUF], day[MAX_BUF];
1226     FILE *fp;
1227     time_t clock;
1228     struct tm *tm;
1229     int i, start, stop, forbit=0, comp;
1230    
1231     clock = time (NULL);
1232     tm = (struct tm *) localtime (&clock);
1233    
1234     sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1235     if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1236     return 0;
1237    
1238     while (fgets (buf, MAX_BUF, fp)) {
1239     if (buf[0]=='#') continue;
1240     if (!strncmp (buf, "msg", 3)) {
1241     if (forbit)
1242     while (fgets (buf, MAX_BUF, fp)) /* print message */
1243     fputs (buf, logfile);
1244     break;
1245    
1246     } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1247     LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1248     continue;
1249     }
1250    
1251     for (i=0; i< 7; i++) {
1252     if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1253     (tm->tm_hour >= start) && (tm->tm_hour < stop))
1254     forbit = 1;
1255     }
1256     }
1257    
1258     close_and_delete(fp, comp);
1259    
1260     return forbit;
1261     #else
1262     return 0;
1263     #endif
1264     }
1265    
1266     /*
1267     * do_specials() is a collection of functions to call from time to time.
1268     * Modified 2000-1-14 MSW to use the global pticks count to determine how
1269     * often to do things. This will allow us to spred them out more often.
1270     * I use prime numbers for the factor count - in that way, it is less likely
1271     * these actions will fall on the same tick (compared to say using 500/2500/15000
1272     * which would mean on that 15,000 tick count a whole bunch of stuff gets
1273     * done). Of course, there can still be times where multiple specials are
1274     * done on the same tick, but that will happen very infrequently
1275     *
1276     * I also think this code makes it easier to see how often we really are
1277     * doing the various things.
1278     */
1279    
1280     extern unsigned long todtick;
1281    
1282     void do_specials(void) {
1283    
1284     #ifdef WATCHDOG
1285     if (!(pticks % 503))
1286     watchdog();
1287     #endif
1288    
1289     if (!(pticks % PTICKS_PER_CLOCK))
1290     tick_the_clock();
1291    
1292     if (!(pticks % 509))
1293     flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1294    
1295     if (!(pticks % 2503))
1296     fix_weight(); /* Hack to fix weightproblems caused by bugs */
1297    
1298     if (!(pticks % 2521))
1299     metaserver_update(); /* 2500 ticks is about 5 minutes */
1300    
1301     if (!(pticks % 5003))
1302     write_book_archive();
1303    
1304     if (!(pticks % 5009))
1305     clean_friendly_list();
1306    
1307     if (!(pticks % 5011))
1308     obsolete_parties();
1309    
1310     if (!(pticks % 12503))
1311     fix_luck();
1312     }
1313    
1314 root 1.4 void server_tick ()
1315 root 1.2 {
1316 root 1.4 nroferrors = 0;
1317 root 1.2
1318 root 1.4 doeric_server();
1319     process_events(NULL); /* "do" something with objects with speed */
1320     cftimer_process_timers();/* Process the crossfire Timers */
1321     /* Lauwenmark : Here we handle the CLOCK global event */
1322     execute_global_event(EVENT_CLOCK);
1323     flush_sockets();
1324     check_active_maps(); /* Removes unused maps after a certain timeout */
1325     do_specials(); /* Routines called from time to time. */
1326 root 1.5
1327     ++pticks;
1328 root 1.2 }
1329    
1330 elmex 1.1 int main(int argc, char **argv)
1331     {
1332 root 1.6 settings.argc = argc;
1333     settings.argv = argv;
1334    
1335     init (argc, argv);
1336    
1337     initPlugins (); /* GROS - Init the Plugins */
1338     cfperl_init ();
1339 elmex 1.1
1340 root 1.6 for (;;)
1341     cfperl_main ();
1342 elmex 1.1
1343 root 1.6 // unreached
1344     emergency_save (0);
1345     cleanup ();
1346 root 1.4
1347 elmex 1.1 return 0;
1348     }