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Revision: 1.23
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.22: +39 -28 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_main_c =
4 * "$Id: main.C,v 1.22 2006-09-09 21:48:29 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #include <object.h>
32 #include <tod.h>
33
34 #ifdef HAVE_DES_H
35 # include <des.h>
36 #else
37 # ifdef HAVE_CRYPT_H
38 # include <crypt.h>
39 # endif
40 #endif
41
42 #ifndef __CEXTRACT__
43 # include <sproto.h>
44 #endif
45
46 #ifdef HAVE_TIME_H
47 # include <time.h>
48 #endif
49
50 #include <../random_maps/random_map.h>
51 #include <../random_maps/rproto.h>
52 #include "path.h"
53
54 static char days[7][4] = {
55 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
56 };
57
58 void
59 version (object *op)
60 {
61 if (op != NULL)
62 clear_win_info (op);
63
64 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION);
65
66 /* If in a socket, don't print out the list of authors. It confuses the
67 * crossclient program.
68 */
69 if (op == NULL)
70 return;
71 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
72 new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)");
73 new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)");
74 new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
75 new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
76 new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)");
77 new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
78 new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)");
79 new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)");
80 new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
81 new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
82 new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)");
83 new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)");
84 new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)");
85 new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
86 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
87 new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)");
88 new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)");
89 new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)");
90 new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)");
91 new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)");
92 new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)");
93 new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)");
94 new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)");
95 new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)");
96 new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)");
97 new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)");
98 new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
99 new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)");
100 new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)");
101 new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)");
102 new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)");
103 new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)");
104 new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)");
105 new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)");
106 new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)");
107 new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
108 new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)");
109 new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)");
110 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]");
111 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
112 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
113 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
114 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]");
115 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
116 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
117 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]");
118 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
119 }
120
121 void
122 info_keys (object *op)
123 {
124 clear_win_info (op);
125 new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
126 new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
127 new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
128 new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
129 new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
130 new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
131 new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
132 new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
133 new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
134 new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
135 new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
136 new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
137 new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
138 new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
139 new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
140 new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
141 new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
142 }
143
144 void
145 start_info (object *op)
146 {
147 char buf[MAX_BUF];
148
149 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
150 new_draw_info (NDI_UNIQUE, 0, op, buf);
151 new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
152 new_draw_info (NDI_UNIQUE, 0, op, " ");
153 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
154 if (!op->contr->name_changed)
155 {
156 new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
157 new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
158 new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
159 }
160 }
161
162 /* Really, there is no reason to crypt the passwords any system. But easier
163 * to just leave this enabled for backward compatibility. Put the
164 * simple case at top - no encryption - makes it easier to read.
165 */
166 char *
167 crypt_string (char *str, char *salt)
168 {
169 #if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
170 return (str);
171 #else
172 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
173 char s[2];
174
175 if (salt == NULL)
176 s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
177 else
178 s[0] = salt[0], s[1] = salt[1];
179
180 # ifdef HAVE_LIBDES
181 return (char *) des_crypt (str, s);
182 # endif
183 /* Default case - just use crypt */
184 return (char *) crypt (str, s);
185 #endif
186 }
187
188 int
189 check_password (char *typed, char *crypted)
190 {
191 return !strcmp (crypt_string (typed, crypted), crypted);
192 }
193
194 /* This is a basic little function to put the player back to his
195 * savebed. We do some error checking - its possible that the
196 * savebed map may no longer exist, so we make sure the player
197 * goes someplace.
198 */
199 void
200 enter_player_savebed (object *op)
201 {
202 mapstruct *oldmap = op->map;
203 object *tmp;
204
205 tmp = get_object ();
206
207 EXIT_PATH (tmp) = op->contr->savebed_map;
208 EXIT_X (tmp) = op->contr->bed_x;
209 EXIT_Y (tmp) = op->contr->bed_y;
210 enter_exit (op, tmp);
211 /* If the player has not changed maps and the name does not match
212 * that of the savebed, his savebed map is gone. Lets go back
213 * to the emergency path. Update what the players savebed is
214 * while we're at it.
215 */
216 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
217 {
218 LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
219 settings.emergency_mapname, &op->name, op->contr->savebed_map);
220 strcpy (op->contr->savebed_map, settings.emergency_mapname);
221 op->contr->bed_x = settings.emergency_x;
222 op->contr->bed_y = settings.emergency_y;
223 EXIT_PATH (tmp) = op->contr->savebed_map;
224 EXIT_X (tmp) = op->contr->bed_x;
225 EXIT_Y (tmp) = op->contr->bed_y;
226 enter_exit (op, tmp);
227 }
228 free_object (tmp);
229 }
230
231 /* All this really is is a glorified remove_object that also updates
232 * the counts on the map if needed.
233 */
234 void
235 leave_map (object *op)
236 {
237 mapstruct *oldmap = op->map;
238
239 remove_ob (op);
240
241 if (oldmap)
242 {
243 if (!op->contr->hidden)
244 oldmap->players--;
245 if (oldmap->players <= 0)
246 { /* can be less than zero due to errors in tracking this */
247 set_map_timeout (oldmap);
248 }
249 }
250 }
251
252 /*
253 * enter_map(): Moves the player and pets from current map (if any) to
254 * new map. map, x, y must be set. map is the map we are moving the
255 * player to - it could be the map he just came from if the load failed for
256 * whatever reason. If default map coordinates are to be used, then
257 * the function that calls this should figure them out.
258 */
259 static void
260 enter_map (object *op, mapstruct *newmap, int x, int y)
261 {
262 mapstruct *oldmap = op->map;
263
264 if (out_of_map (newmap, x, y))
265 {
266 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
267 x = MAP_ENTER_X (newmap);
268 y = MAP_ENTER_Y (newmap);
269 if (out_of_map (newmap, x, y))
270 {
271 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
272 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap));
273 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
274 return;
275 }
276 }
277 /* try to find a spot for the player */
278 if (ob_blocked (op, newmap, x, y))
279 { /* First choice blocked */
280 /* We try to find a spot for the player, starting closest in.
281 * We could use find_first_free_spot, but that doesn't randomize it at all,
282 * So for example, if the north space is free, you would always end up there even
283 * if other spaces around are available.
284 * Note that for the second and third calls, we could start at a position other
285 * than one, but then we could end up on the other side of walls and so forth.
286 */
287 int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1);
288
289 if (i == -1)
290 {
291 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
292 if (i == -1)
293 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
294 }
295 if (i != -1)
296 {
297 x += freearr_x[i];
298 y += freearr_y[i];
299 }
300 else
301 {
302 /* not much we can do in this case. */
303 LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", newmap->path, x, y);
304 }
305 } /* end if looking for free spot */
306
307 if (op->map != NULL)
308 {
309 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
310 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
311 }
312
313 /* If it is a player login, he has yet to be inserted anyplace.
314 * otherwise, we need to deal with removing the player here.
315 */
316 if (!QUERY_FLAG (op, FLAG_REMOVED))
317 remove_ob (op);
318
319 /* remove_ob clears these so they must be reset after the remove_ob call */
320 op->x = x;
321 op->y = y;
322 op->map = newmap;
323 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
324
325 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
326
327 if (!op->contr->hidden)
328 newmap->players++;
329
330 newmap->timeout = 0;
331 op->enemy = NULL;
332
333 if (op->contr)
334 {
335 strcpy (op->contr->maplevel, newmap->path);
336 op->contr->count = 0;
337 }
338
339 /* Update any golems */
340 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
341 {
342 int i = find_free_spot (op->contr->ranges[range_golem], newmap,
343 x, y, 1, SIZEOFFREE);
344
345 remove_ob (op->contr->ranges[range_golem]);
346 if (i == -1)
347 {
348 remove_friendly_object (op->contr->ranges[range_golem]);
349 free_object (op->contr->ranges[range_golem]);
350 op->contr->ranges[range_golem] = NULL;
351 op->contr->golem_count = 0;
352 }
353 else
354 {
355 object *tmp;
356
357 for (tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
358 {
359 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
360 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
361 tmp->map = newmap;
362 }
363 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
364 op->contr->ranges[range_golem]->direction =
365 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
366 }
367 }
368 op->direction = 0;
369
370 /* since the players map is already loaded, we don't need to worry
371 * about pending objects.
372 */
373 remove_all_pets (newmap);
374
375 /* If the player is changing maps, we need to do some special things
376 * Do this after the player is on the new map - otherwise the force swap of the
377 * old map does not work.
378 */
379 if (oldmap != newmap)
380 {
381 if (oldmap) /* adjust old map */
382 {
383 oldmap->players--;
384
385 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
386 set_map_timeout (oldmap);
387 }
388 }
389 }
390
391 void
392 set_map_timeout (mapstruct *oldmap)
393 {
394 #if MAP_MAXTIMEOUT
395 oldmap->timeout = MAP_TIMEOUT (oldmap);
396 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
397 * lower than the min value.
398 */
399 # if MAP_MINTIMEOUT
400 if (oldmap->timeout < MAP_MINTIMEOUT)
401 {
402 oldmap->timeout = MAP_MINTIMEOUT;
403 }
404 # endif
405 if (oldmap->timeout > MAP_MAXTIMEOUT)
406 {
407 oldmap->timeout = MAP_MAXTIMEOUT;
408 }
409 #else
410 /* save out the map */
411 swap_map (oldmap);
412 #endif /* MAP_MAXTIMEOUT */
413 }
414
415
416 /* clean_path takes a path and replaces all / with _
417 * We do a strcpy so that we do not change the original string.
418 */
419 char *
420 clean_path (const char *file)
421 {
422 static char newpath[MAX_BUF], *cp;
423
424 strncpy (newpath, file, MAX_BUF - 1);
425 newpath[MAX_BUF - 1] = '\0';
426 for (cp = newpath; *cp != '\0'; cp++)
427 {
428 if (*cp == '/')
429 *cp = '_';
430 }
431 return newpath;
432 }
433
434
435 /* unclean_path takes a path and replaces all _ with /
436 * This basically undoes clean path.
437 * We do a strcpy so that we do not change the original string.
438 * We are smart enough to start after the last / in case we
439 * are getting passed a string that points to a unique map
440 * path.
441 */
442 char *
443 unclean_path (const char *src)
444 {
445 static char newpath[MAX_BUF], *cp;
446
447 cp = strrchr (src, '/');
448 if (cp)
449 strncpy (newpath, cp + 1, MAX_BUF - 1);
450 else
451 strncpy (newpath, src, MAX_BUF - 1);
452 newpath[MAX_BUF - 1] = '\0';
453
454 for (cp = newpath; *cp != '\0'; cp++)
455 {
456 if (*cp == '_')
457 *cp = '/';
458 }
459 return newpath;
460 }
461
462
463 /* The player is trying to enter a randomly generated map. In this case, generate the
464 * random map as needed.
465 */
466
467 static void
468 enter_random_map (object *pl, object *exit_ob)
469 {
470 mapstruct *new_map;
471 char newmap_name[HUGE_BUF], *cp;
472 static int reference_number = 0;
473 RMParms rp;
474
475 memset (&rp, 0, sizeof (RMParms));
476 rp.Xsize = -1;
477 rp.Ysize = -1;
478 rp.region = get_region_by_map (exit_ob->map);
479 if (exit_ob->msg)
480 set_random_map_variable (&rp, exit_ob->msg);
481 rp.origin_x = exit_ob->x;
482 rp.origin_y = exit_ob->y;
483 strcpy (rp.origin_map, pl->map->path);
484
485 /* If we have a final_map, use it as a base name to give some clue
486 * as where the player is. Otherwise, use the origin map.
487 * Take the last component (after the last slash) to give
488 * shorter names without bogus slashes.
489 */
490 if (rp.final_map[0])
491 {
492 cp = strrchr (rp.final_map, '/');
493 if (!cp)
494 cp = rp.final_map;
495 }
496 else
497 {
498 char buf[HUGE_BUF];
499
500 cp = strrchr (rp.origin_map, '/');
501 if (!cp)
502 cp = rp.origin_map;
503 /* Need to strip of any trailing digits, if it has them */
504 strcpy (buf, cp);
505 while (isdigit (buf[strlen (buf) - 1]))
506 buf[strlen (buf) - 1] = 0;
507 cp = buf;
508 }
509
510 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
511
512 /* now to generate the actual map. */
513 new_map = generate_random_map (newmap_name, &rp);
514
515 /* Update the exit_ob so it now points directly at the newly created
516 * random maps. Not that it is likely to happen, but it does mean that a
517 * exit in a unique map leading to a random map will not work properly.
518 * It also means that if the created random map gets reset before
519 * the exit leading to it, that the exit will no longer work.
520 */
521 if (new_map)
522 {
523 int x, y;
524
525 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
526 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
527 EXIT_PATH (exit_ob) = newmap_name;
528 strcpy (new_map->path, newmap_name);
529 enter_map (pl, new_map, x, y);
530 }
531 }
532
533 /* The player is trying to enter a non-randomly generated template map. In this
534 * case, use a map file for a template
535 */
536
537 static void
538 enter_fixed_template_map (object *pl, object *exit_ob)
539 {
540 mapstruct *new_map;
541 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
542 const char *new_map_name;
543
544 /* Split the exit path string into two parts, one
545 * for where to store the map, and one for were
546 * to generate the map from.
547 */
548 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
549 sourcemap = strchr (exitpath, '!');
550 if (!sourcemap)
551 {
552 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
553 /* Should only occur when no source map is set.
554 */
555 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
556 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
557 return;
558 }
559 *sourcemap++ = '\0';
560
561 /* If we are not coming from a template map, we can use relative directories
562 * for the map to generate from.
563 */
564 if (!exit_ob->map->templatemap)
565 {
566 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
567 }
568
569 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
570 * of the exit, and the name of the map the exit is on, respectively.
571 */
572 sprintf (tmpnum, "%d", exit_ob->x);
573 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
574
575 sprintf (tmpnum, "%d", exit_ob->y);
576 sprintf (tmpstring, "%s", resultname);
577 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
578
579 sprintf (tmpstring, "%s", resultname);
580 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
581
582 /* If we are coming from another template map, use reletive paths unless
583 * indicated otherwise.
584 */
585 if (exit_ob->map->templatemap && (resultname[0] != '/'))
586 {
587 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
588 }
589 else
590 {
591 new_map_name = create_template_pathname (resultname);
592 }
593
594 /* Attempt to load the map, if unable to, then
595 * create the map from the template.
596 */
597 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
598 if (!new_map)
599 {
600 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
601 if (new_map)
602 fix_auto_apply (new_map);
603 }
604
605 if (new_map)
606 {
607 /* set the path of the map to where it should be
608 * so we don't just save over the source map.
609 */
610 strcpy (new_map->path, new_map_name);
611 new_map->templatemap = 1;
612 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
613 }
614 else
615 {
616 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
617 /* Should only occur when an invalid source map is set.
618 */
619 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
620 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
621 }
622 }
623
624
625 /* The player is trying to enter a randomly generated template map. In this
626 * case, generate the map as needed.
627 */
628
629 static void
630 enter_random_template_map (object *pl, object *exit_ob)
631 {
632 mapstruct *new_map;
633 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
634 const char *new_map_name;
635 RMParms rp;
636
637 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
638 * of the exit, and the name of the map the exit is on, respectively.
639 */
640 sprintf (tmpnum, "%d", exit_ob->x);
641 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
642
643 sprintf (tmpnum, "%d", exit_ob->y);
644 sprintf (tmpstring, "%s", resultname);
645 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
646
647 sprintf (tmpstring, "%s", resultname);
648 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
649
650 /* If we are coming from another template map, use reletive paths unless
651 * indicated otherwise.
652 */
653 if (exit_ob->map->templatemap && (resultname[0] != '/'))
654 {
655 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
656 }
657 else
658 {
659 new_map_name = create_template_pathname (resultname);
660 }
661
662 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
663 if (!new_map)
664 {
665 memset (&rp, 0, sizeof (RMParms));
666 rp.Xsize = -1;
667 rp.Ysize = -1;
668 rp.region = get_region_by_map (exit_ob->map);
669 if (exit_ob->msg)
670 set_random_map_variable (&rp, exit_ob->msg);
671 rp.origin_x = exit_ob->x;
672 rp.origin_y = exit_ob->y;
673 strcpy (rp.origin_map, pl->map->path);
674
675 /* now to generate the actual map. */
676 new_map = generate_random_map (new_map_name, &rp);
677 }
678
679
680 /* Update the exit_ob so it now points directly at the newly created
681 * random maps. Not that it is likely to happen, but it does mean that a
682 * exit in a unique map leading to a random map will not work properly.
683 * It also means that if the created random map gets reset before
684 * the exit leading to it, that the exit will no longer work.
685 */
686 if (new_map)
687 {
688 int x, y;
689
690 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
691 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
692 new_map->templatemap = 1;
693 enter_map (pl, new_map, x, y);
694 }
695 }
696
697
698 /* Code to enter/detect a character entering a unique map.
699 */
700 static void
701 enter_unique_map (object *op, object *exit_ob)
702 {
703 char apartment[HUGE_BUF];
704 mapstruct *newmap;
705
706 if (EXIT_PATH (exit_ob)[0] == '/')
707 {
708 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
709 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
710 if (!newmap)
711 {
712 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
713 if (newmap)
714 fix_auto_apply (newmap);
715 }
716 }
717 else
718 { /* relative directory */
719 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
720
721 if (exit_ob->map->unique)
722 {
723
724 strcpy (reldir, unclean_path (exit_ob->map->path));
725
726 /* Need to copy this over, as clean_path only has one static return buffer */
727 strcpy (tmpc, clean_path (reldir));
728 /* Remove final component, if any */
729 if ((cp = strrchr (tmpc, '_')) != NULL)
730 *cp = 0;
731
732 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
733
734 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
735 if (!newmap)
736 {
737 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
738 if (newmap)
739 fix_auto_apply (newmap);
740 }
741 }
742 else
743 {
744 /* The exit is unique, but the map we are coming from is not unique. So
745 * use the basic logic - don't need to demangle the path name
746 */
747 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
748 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
749 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
750 if (!newmap)
751 {
752 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
753 if (newmap)
754 fix_auto_apply (newmap);
755 }
756 }
757 }
758
759 if (newmap)
760 {
761 strcpy (newmap->path, apartment);
762 newmap->unique = 1;
763 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
764 }
765 else
766 {
767 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
768 /* Perhaps not critical, but I would think that the unique maps
769 * should be new enough this does not happen. This also creates
770 * a strange situation where some players could perhaps have visited
771 * such a map before it was removed, so they have the private
772 * map, but other players can't get it anymore.
773 */
774 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
775 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
776 }
777
778 }
779
780
781 /* Tries to move 'op' to exit_ob. op is the character or monster that is
782 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
783 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
784 * move the object to. This is used when loading the player.
785 *
786 * Largely redone by MSW 2001-01-21 - this function was overly complex
787 * and had some obscure bugs.
788 */
789
790 void
791 enter_exit (object *op, object *exit_ob)
792 {
793 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
794 object *tmp;
795
796 /* It may be nice to support other creatures moving across
797 * exits, but right now a lot of the code looks at op->contr,
798 * so thta is an RFE.
799 */
800 if (op->type != PLAYER)
801 return;
802
803 /* First, lets figure out what map the player is going to go to */
804 if (exit_ob)
805 {
806
807 /* check to see if we make a template map */
808 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
809 {
810 if (EXIT_PATH (exit_ob)[2] == '!')
811 {
812 /* generate a template map randomly */
813 enter_random_template_map (op, exit_ob);
814 }
815 else
816 {
817 /* generate a template map from a fixed template */
818 enter_fixed_template_map (op, exit_ob);
819 }
820 }
821 /* check to see if we make a randomly generated map */
822 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
823 {
824 enter_random_map (op, exit_ob);
825 }
826 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
827 {
828 enter_unique_map (op, exit_ob);
829 }
830 else
831 {
832 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
833
834 /* 'Normal' exits that do not do anything special
835 * Simple enough we don't need another routine for it.
836 */
837 mapstruct *newmap;
838
839 if (exit_ob->map)
840 {
841 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
842 /* Random map was previously generated, but is no longer about. Lets generate a new
843 * map.
844 */
845 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
846 {
847 /* Maps that go down have a message set. However, maps that go
848 * up, don't. If the going home has reset, there isn't much
849 * point generating a random map, because it won't match the maps.
850 */
851 if (exit_ob->msg)
852 {
853 enter_random_map (op, exit_ob);
854 }
855 else
856 {
857 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
858 return;
859 }
860
861 /* For exits that cause damages (like pits). Don't know if any
862 * random maps use this or not.
863 */
864 if (exit_ob->stats.dam && op->type == PLAYER)
865 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
866 return;
867 }
868 }
869 else
870 {
871 /* For word of recall and other force objects
872 * They contain the full pathname of the map to go back to,
873 * so we don't need to normalize it.
874 * But we do need to see if it is unique or not
875 */
876 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
877 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
878 else
879 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
880 }
881 if (!newmap)
882 {
883 if (exit_ob->name)
884 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
885 /* don't cry to momma if name is not set - as in tmp objects
886 * used by the savebed code and character creation */
887 return;
888 }
889
890 /* This supports the old behaviour, but it really should not be used.
891 * I will note for example that with this method, it is impossible to
892 * set 0,0 destination coordinates. Really, if we want to support
893 * using the new maps default coordinates, the exit ob should use
894 * something like -1, -1 so it is clear to do that.
895 */
896 if (x == 0 && y == 0)
897 {
898 x = MAP_ENTER_X (newmap);
899 y = MAP_ENTER_Y (newmap);
900 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
901 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
902 }
903
904 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
905 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
906 {
907 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
908 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
909 {
910 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
911 break;
912 }
913 if (tmp)
914 {
915 remove_ob (tmp);
916 free_object (tmp);
917 }
918
919 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
920 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
921 save_player (op, 1);
922 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
923 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
924 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
925 }
926
927 enter_map (op, newmap, x, y);
928 }
929 /* For exits that cause damages (like pits) */
930 if (exit_ob->stats.dam && op->type == PLAYER)
931 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
932 }
933 else
934 {
935 int flags = 0;
936 mapstruct *newmap;
937
938
939 /* Hypothetically, I guess its possible that a standard map matches
940 * the localdir, but that seems pretty unlikely - unlikely enough that
941 * I'm not going to attempt to try to deal with that possibility.
942 * We use the fact that when a player saves on a unique map, it prepends
943 * the localdir to that name. So its an easy way to see of the map is
944 * unique or not.
945 */
946 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
947 flags = MAP_PLAYER_UNIQUE;
948
949 /* newmap returns the map (if already loaded), or loads it for
950 * us.
951 */
952 newmap = ready_map_name (op->contr->maplevel, flags);
953 if (!newmap)
954 {
955 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
956 newmap = ready_map_name (settings.emergency_mapname, 0);
957 op->x = settings.emergency_x;
958 op->y = settings.emergency_y;
959 /* If we can't load the emergency map, something is probably really
960 * screwed up, so bail out now.
961 */
962 if (!newmap)
963 {
964 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
965 abort ();
966 }
967 }
968 enter_map (op, newmap, op->x, op->y);
969 }
970 }
971
972 /*
973 * process_active_maps(): Works like process_events(), but it only
974 * processes maps which a player is on.
975 *
976 */
977
978 #if 0 // dead code, schmorp
979 void
980 process_active_maps ()
981 {
982 for (mapstruct *map = first_map; map != NULL; map = map->next)
983 if (map->in_memory == MAP_IN_MEMORY)
984 if (players_on_map (map, TRUE))
985 process_events (map);
986 }
987 #endif
988
989 /* process_players1 and process_players2 do all the player related stuff.
990 * I moved it out of process events and process_map. This was to some
991 * extent for debugging as well as to get a better idea of the time used
992 * by the various functions. process_players1() does the processing before
993 * objects have been updated, process_players2() does the processing that
994 * is needed after the players have been updated.
995 */
996
997 void
998 process_players1 (mapstruct *map)
999 {
1000 int flag;
1001 player *pl, *plnext;
1002
1003 /* Basically, we keep looping until all the players have done their actions. */
1004 for (flag = 1; flag != 0;)
1005 {
1006 flag = 0;
1007 for (pl = first_player; pl != NULL; pl = plnext)
1008 {
1009 plnext = pl->next; /* In case a player exits the game in handle_player() */
1010
1011 if (pl->ob == NULL)
1012 continue;
1013
1014 if (map != NULL && pl->ob->map != map)
1015 continue;
1016
1017 if (pl->ob->speed_left > 0)
1018 {
1019 if (handle_newcs_player (pl->ob))
1020 flag = 1;
1021 } /* end if player has speed left */
1022
1023 /* If the player is not actively playing, don't make a
1024 * backup save - nothing to save anyway. Plus, the
1025 * map may not longer be valid. This can happen when the
1026 * player quits - they exist for purposes of tracking on the map,
1027 * but don't actually reside on any actual map.
1028 */
1029 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
1030 continue;
1031
1032 #ifdef AUTOSAVE
1033 /* check for ST_PLAYING state so that we don't try to save off when
1034 * the player is logging in.
1035 */
1036 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
1037 {
1038 /* Don't save the player on unholy ground. Instead, increase the
1039 * tick time so it will be about 10 seconds before we try and save
1040 * again.
1041 */
1042 // if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1043 // pl->last_save_tick += 100;
1044 // } else {
1045 save_player (pl->ob, 1);
1046 pl->last_save_tick = pticks;
1047 // }
1048 }
1049 #endif
1050 } /* end of for loop for all the players */
1051 } /* for flag */
1052 for (pl = first_player; pl != NULL; pl = pl->next)
1053 {
1054 if (map != NULL && (pl->ob == NULL || pl->ob->map != map))
1055 continue;
1056 if (settings.casting_time == TRUE)
1057 {
1058 if (pl->ob->casting_time > 0)
1059 {
1060 pl->ob->casting_time--;
1061 pl->ob->start_holding = 1;
1062 }
1063 /* set spell_state so we can update the range in stats field */
1064 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1065 {
1066 pl->ob->start_holding = 0;
1067 }
1068 }
1069 do_some_living (pl->ob);
1070 /* draw(pl->ob); *//* updated in socket code */
1071 }
1072 }
1073
1074 void
1075 process_players2 (mapstruct *map)
1076 {
1077 player *pl;
1078
1079 /* Then check if any players should use weapon-speed instead of speed */
1080 for (pl = first_player; pl != NULL; pl = pl->next)
1081 {
1082 if (map != NULL)
1083 {
1084 if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1085 continue;
1086 else if (pl->loading != NULL) /* Player is blocked */
1087 pl->ob->speed_left -= pl->ob->speed;
1088 if (pl->ob->map != map)
1089 continue;
1090 }
1091
1092 /* The code that did weapon_sp handling here was out of place -
1093 * this isn't called until after the player has finished there
1094 * actions, and is thus out of place. All we do here is bounds
1095 * checking.
1096 */
1097 if (pl->has_hit)
1098 {
1099 if (pl->ob->speed_left > pl->weapon_sp)
1100 pl->ob->speed_left = pl->weapon_sp;
1101
1102 /* This needs to be here - if the player is running, we need to
1103 * clear this each tick, but new commands are not being received
1104 * so execute_newserver_command() is never called
1105 */
1106 pl->has_hit = 0;
1107
1108 }
1109 else if (pl->ob->speed_left > pl->ob->speed)
1110 pl->ob->speed_left = pl->ob->speed;
1111 }
1112 }
1113
1114 void
1115 process_events (mapstruct *map)
1116 {
1117 object *op;
1118 object *marker = get_object ();
1119 tag_t tag;
1120
1121 process_players1 (map);
1122
1123 marker->active_next = active_objects;
1124
1125 if (marker->active_next)
1126 marker->active_next->active_prev = marker;
1127
1128 marker->active_prev = NULL;
1129 active_objects = marker;
1130
1131 while (marker->active_next)
1132 {
1133 op = marker->active_next;
1134 tag = op->count;
1135
1136 /* Move marker forward - swap op and marker */
1137 op->active_prev = marker->active_prev;
1138
1139 if (op->active_prev)
1140 op->active_prev->active_next = op;
1141 else
1142 active_objects = op;
1143
1144 marker->active_next = op->active_next;
1145
1146 if (marker->active_next)
1147 marker->active_next->active_prev = marker;
1148
1149 marker->active_prev = op;
1150 op->active_next = marker;
1151
1152 /* Now process op */
1153 if (QUERY_FLAG (op, FLAG_FREED))
1154 {
1155 LOG (llevError, "BUG: process_events(): Free object on list\n");
1156 op->speed = 0;
1157 update_ob_speed (op);
1158 continue;
1159 }
1160
1161 /* I've seen occasional crashes due to this - the object is removed,
1162 * and thus the map it points to (last map it was on) may be bogus
1163 * The real bug is to try to find out the cause of this - someone
1164 * is probably calling remove_ob without either an insert_ob or
1165 * free_object afterwards, leaving an object dangling. But I'd
1166 * rather log this and continue on instead of crashing.
1167 * Don't remove players - when a player quits, the object is in
1168 * sort of a limbo, of removed, but something we want to keep
1169 * around.
1170 */
1171 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1172 {
1173 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1174 dump_object (op);
1175 LOG (llevError, errmsg);
1176 free_object (op);
1177 continue;
1178 }
1179
1180 if (!op->speed)
1181 {
1182 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name);
1183 update_ob_speed (op);
1184 continue;
1185 }
1186
1187 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL)
1188 {
1189 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count);
1190 op->speed = 0;
1191 update_ob_speed (op);
1192 continue;
1193 }
1194
1195 if (map != NULL && op->map != map)
1196 continue;
1197
1198 /* Animate the object. Bug of feature that andim_speed
1199 * is based on ticks, and not the creatures speed?
1200 */
1201 if (op->anim_speed && op->last_anim >= op->anim_speed)
1202 {
1203 if ((op->type == PLAYER) || (op->type == MONSTER))
1204 animate_object (op, op->facing);
1205 else
1206 animate_object (op, op->direction);
1207
1208 op->last_anim = 1;
1209 }
1210 else
1211 op->last_anim++;
1212
1213 if (op->speed_left > 0)
1214 {
1215 #if 0
1216 /* I've seen occasional crashes in move_symptom() with it
1217 * crashing because op is removed - add some debugging to
1218 * track if it is removed at this point.
1219 * This unfortunately is a bit too verbose it seems - not sure
1220 * why - I think what happens is a map is freed or something and
1221 * some objects get 'lost' - removed never to be reclaimed.
1222 * removed objects generally shouldn't exist.
1223 */
1224 if (QUERY_FLAG (op, FLAG_REMOVED))
1225 {
1226 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1227 }
1228 #endif
1229 --op->speed_left;
1230 process_object (op);
1231 if (was_destroyed (op, tag))
1232 continue;
1233 }
1234 if (settings.casting_time == TRUE && op->casting_time > 0)
1235 op->casting_time--;
1236 if (op->speed_left <= 0)
1237 op->speed_left += FABS (op->speed);
1238 }
1239
1240 /* Remove marker object from active list */
1241 if (marker->active_prev != NULL)
1242 marker->active_prev->active_next = NULL;
1243 else
1244 active_objects = NULL;
1245
1246 process_players2 (map);
1247
1248 free_object (marker);
1249 }
1250
1251 void
1252 clean_tmp_files (void)
1253 {
1254 mapstruct *m, *next;
1255
1256 LOG (llevInfo, "Cleaning up...\n");
1257
1258 /* We save the maps - it may not be intuitive why, but if there are unique
1259 * items, we need to save the map so they get saved off. Perhaps we should
1260 * just make a special function that only saves the unique items.
1261 */
1262 for (m = first_map; m != NULL; m = next)
1263 {
1264 next = m->next;
1265 if (m->in_memory == MAP_IN_MEMORY)
1266 {
1267 /* If we want to reuse the temp maps, swap it out (note that will also
1268 * update the log file. Otherwise, save the map (mostly for unique item
1269 * stuff). Note that the clean_tmp_map is called after the end of
1270 * the for loop but is in the #else bracket. IF we are recycling the maps,
1271 * we certainly don't want the temp maps removed.
1272 */
1273
1274 /* XXX The above comment is dead wrong */
1275 if (settings.recycle_tmp_maps == TRUE)
1276 swap_map (m);
1277 else
1278 {
1279 new_save_map (m, 0); /* note we save here into a overlay map */
1280 clean_tmp_map (m);
1281 }
1282 }
1283 }
1284 write_todclock (); /* lets just write the clock here */
1285 }
1286
1287 /* clean up everything before exiting */
1288 void
1289 cleanup (void)
1290 {
1291 LOG (llevDebug, "Cleanup called. freeing data.\n");
1292 clean_tmp_files ();
1293 write_book_archive ();
1294 #ifdef MEMORY_DEBUG
1295 free_all_maps ();
1296 free_style_maps ();
1297 free_all_object_data ();
1298 free_all_archs ();
1299 free_all_treasures ();
1300 free_all_images ();
1301 free_all_newserver ();
1302 free_all_recipes ();
1303 free_all_readable ();
1304 free_all_god ();
1305 free_all_anim ();
1306 /* See what the string data that is out there that hasn't been freed. */
1307
1308 /* LOG(llevDebug, ss_dump_table(0xff));*/
1309 #endif
1310 exit (0);
1311 }
1312
1313 void
1314 leave (player *pl, int draw_exit)
1315 {
1316 if (pl != NULL)
1317 {
1318 /* We do this so that the socket handling routine can do the final
1319 * cleanup. We also leave that loop to actually handle the freeing
1320 * of the data.
1321 */
1322 if (pl->ob->type != DEAD_OBJECT)
1323 {
1324 pl->socket.status = Ns_Dead;
1325
1326 /* If a hidden dm dropped connection do not create
1327 * inconsistencies by showing that they have left the game
1328 */
1329 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1330 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1331 {
1332 if (pl->ob->map)
1333 {
1334 INVOKE_PLAYER (LOGOUT, pl);
1335 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1336 }
1337
1338 char buf[MAX_BUF];
1339
1340 sprintf (buf, "%s left the game.", &pl->ob->name);
1341 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1342 }
1343
1344 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1345 leave_map (pl->ob);
1346
1347 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1348 }
1349 }
1350 }
1351
1352 int
1353 forbid_play (void)
1354 {
1355 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1356 char buf[MAX_BUF], day[MAX_BUF];
1357 FILE *fp;
1358 time_t clock;
1359 struct tm *tm;
1360 int i, start, stop, forbit = 0, comp;
1361
1362 clock = time (NULL);
1363 tm = (struct tm *) localtime (&clock);
1364
1365 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1366 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1367 return 0;
1368
1369 while (fgets (buf, MAX_BUF, fp))
1370 {
1371 if (buf[0] == '#')
1372 continue;
1373 if (!strncmp (buf, "msg", 3))
1374 {
1375 if (forbit)
1376 while (fgets (buf, MAX_BUF, fp)) /* print message */
1377 fputs (buf, logfile);
1378 break;
1379
1380 }
1381 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1382 {
1383 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1384 continue;
1385 }
1386
1387 for (i = 0; i < 7; i++)
1388 {
1389 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1390 forbit = 1;
1391 }
1392 }
1393
1394 close_and_delete (fp, comp);
1395
1396 return forbit;
1397 #else
1398 return 0;
1399 #endif
1400 }
1401
1402 /*
1403 * do_specials() is a collection of functions to call from time to time.
1404 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1405 * often to do things. This will allow us to spred them out more often.
1406 * I use prime numbers for the factor count - in that way, it is less likely
1407 * these actions will fall on the same tick (compared to say using 500/2500/15000
1408 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1409 * done). Of course, there can still be times where multiple specials are
1410 * done on the same tick, but that will happen very infrequently
1411 *
1412 * I also think this code makes it easier to see how often we really are
1413 * doing the various things.
1414 */
1415
1416 extern unsigned long todtick;
1417
1418 void
1419 do_specials (void)
1420 {
1421
1422 #ifdef WATCHDOG
1423 if (!(pticks % 503))
1424 watchdog ();
1425 #endif
1426
1427 if (!(pticks % PTICKS_PER_CLOCK))
1428 tick_the_clock ();
1429
1430 if (!(pticks % 7))
1431 shstr::gc ();
1432
1433 if (!(pticks % 79))
1434 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1435
1436 if (!(pticks % 2503))
1437 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1438
1439 if (!(pticks % 2521))
1440 metaserver_update (); /* 2500 ticks is about 5 minutes */
1441
1442 if (!(pticks % 5003))
1443 write_book_archive ();
1444
1445 if (!(pticks % 5009))
1446 clean_friendly_list ();
1447
1448 if (!(pticks % 5011))
1449 obsolete_parties ();
1450
1451 if (!(pticks % 12503))
1452 fix_luck ();
1453 }
1454
1455 void
1456 server_tick ()
1457 {
1458 nroferrors = 0;
1459
1460 doeric_server ();
1461 INVOKE_GLOBAL (CLOCK);
1462 process_events (NULL); /* "do" something with objects with speed */
1463 flush_sockets ();
1464 check_active_maps (); /* Removes unused maps after a certain timeout */
1465 do_specials (); /* Routines called from time to time. */
1466 object::free_mortals ();
1467
1468 ++pticks;
1469 }
1470
1471 int
1472 main (int argc, char **argv)
1473 {
1474 settings.argc = argc;
1475 settings.argv = argv;
1476
1477 cfperl_init ();
1478
1479 init (argc, argv);
1480
1481 initPlugins ();
1482
1483 for (;;)
1484 cfperl_main ();
1485
1486 // unreached
1487 emergency_save (0);
1488 cleanup ();
1489
1490 return 0;
1491 }