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Revision: 1.7
Committed: Sat Aug 26 08:44:06 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +1 -27 lines
Log Message:
many, many cleanups

File Contents

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