1 |
/* |
2 |
* static char *rcsid_main_c = |
3 |
* "$Id: main.C,v 1.20 2006-09-04 11:08:00 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 |
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GNU General Public License for more details. |
21 |
|
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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 |
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#include <time.h> |
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#endif |
48 |
|
49 |
#include <../random_maps/random_map.h> |
50 |
#include <../random_maps/rproto.h> |
51 |
#include "path.h" |
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|
53 |
static char days[7][4] = { |
54 |
"Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat" |
55 |
}; |
56 |
|
57 |
void |
58 |
version (object * op) |
59 |
{ |
60 |
if (op != NULL) |
61 |
clear_win_info (op); |
62 |
|
63 |
new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION); |
64 |
|
65 |
/* If in a socket, don't print out the list of authors. It confuses the |
66 |
* crossclient program. |
67 |
*/ |
68 |
if (op == NULL) |
69 |
return; |
70 |
new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:"); |
71 |
new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)"); |
72 |
new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)"); |
73 |
new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)"); |
74 |
new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)"); |
75 |
new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)"); |
76 |
new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)"); |
77 |
new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)"); |
78 |
new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)"); |
79 |
new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)"); |
80 |
new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)"); |
81 |
new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)"); |
82 |
new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)"); |
83 |
new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)"); |
84 |
new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)"); |
85 |
new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)"); |
86 |
new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)"); |
87 |
new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)"); |
88 |
new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)"); |
89 |
new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)"); |
90 |
new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)"); |
91 |
new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)"); |
92 |
new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)"); |
93 |
new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)"); |
94 |
new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)"); |
95 |
new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)"); |
96 |
new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)"); |
97 |
new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)"); |
98 |
new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)"); |
99 |
new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)"); |
100 |
new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)"); |
101 |
new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)"); |
102 |
new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)"); |
103 |
new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)"); |
104 |
new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)"); |
105 |
new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)"); |
106 |
new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)"); |
107 |
new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)"); |
108 |
new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)"); |
109 |
new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]"); |
110 |
new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n"); |
111 |
new_draw_info (NDI_UNIQUE, 0, op, "Images and art:"); |
112 |
new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner"); |
113 |
new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]"); |
114 |
new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]"); |
115 |
new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]"); |
116 |
new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]"); |
117 |
new_draw_info (NDI_UNIQUE, 0, op, "And many more!"); |
118 |
} |
119 |
|
120 |
void |
121 |
info_keys (object * op) |
122 |
{ |
123 |
clear_win_info (op); |
124 |
new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction."); |
125 |
new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run"); |
126 |
new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'"); |
127 |
new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters."); |
128 |
new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command"); |
129 |
new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look"); |
130 |
new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help"); |
131 |
new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw"); |
132 |
new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick"); |
133 |
new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version"); |
134 |
new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells"); |
135 |
new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type"); |
136 |
new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get"); |
137 |
new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands."); |
138 |
new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear"); |
139 |
new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands."); |
140 |
new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)"); |
141 |
} |
142 |
|
143 |
void |
144 |
start_info (object * op) |
145 |
{ |
146 |
char buf[MAX_BUF]; |
147 |
|
148 |
sprintf (buf, "Welcome to Crossfire, v%s!", VERSION); |
149 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
150 |
new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
151 |
new_draw_info (NDI_UNIQUE, 0, op, " "); |
152 |
new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name); |
153 |
if (!op->contr->name_changed) |
154 |
{ |
155 |
new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name"); |
156 |
new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list."); |
157 |
new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)"); |
158 |
} |
159 |
} |
160 |
|
161 |
/* Really, there is no reason to crypt the passwords any system. But easier |
162 |
* to just leave this enabled for backward compatibility. Put the |
163 |
* simple case at top - no encryption - makes it easier to read. |
164 |
*/ |
165 |
char * |
166 |
crypt_string (char *str, char *salt) |
167 |
{ |
168 |
#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES)) |
169 |
return (str); |
170 |
#else |
171 |
static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./"; |
172 |
char s[2]; |
173 |
|
174 |
if (salt == NULL) |
175 |
s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)]; |
176 |
else |
177 |
s[0] = salt[0], s[1] = salt[1]; |
178 |
|
179 |
# ifdef HAVE_LIBDES |
180 |
return (char *) des_crypt (str, s); |
181 |
# endif |
182 |
/* Default case - just use crypt */ |
183 |
return (char *) crypt (str, s); |
184 |
#endif |
185 |
} |
186 |
|
187 |
int |
188 |
check_password (char *typed, char *crypted) |
189 |
{ |
190 |
return !strcmp (crypt_string (typed, crypted), crypted); |
191 |
} |
192 |
|
193 |
/* This is a basic little function to put the player back to his |
194 |
* savebed. We do some error checking - its possible that the |
195 |
* savebed map may no longer exist, so we make sure the player |
196 |
* goes someplace. |
197 |
*/ |
198 |
void |
199 |
enter_player_savebed (object * op) |
200 |
{ |
201 |
mapstruct *oldmap = op->map; |
202 |
object *tmp; |
203 |
|
204 |
tmp = get_object (); |
205 |
|
206 |
EXIT_PATH (tmp) = op->contr->savebed_map; |
207 |
EXIT_X (tmp) = op->contr->bed_x; |
208 |
EXIT_Y (tmp) = op->contr->bed_y; |
209 |
enter_exit (op, tmp); |
210 |
/* If the player has not changed maps and the name does not match |
211 |
* that of the savebed, his savebed map is gone. Lets go back |
212 |
* to the emergency path. Update what the players savebed is |
213 |
* while we're at it. |
214 |
*/ |
215 |
if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path)) |
216 |
{ |
217 |
LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n", |
218 |
settings.emergency_mapname, &op->name, op->contr->savebed_map); |
219 |
strcpy (op->contr->savebed_map, settings.emergency_mapname); |
220 |
op->contr->bed_x = settings.emergency_x; |
221 |
op->contr->bed_y = settings.emergency_y; |
222 |
EXIT_PATH (tmp) = op->contr->savebed_map; |
223 |
EXIT_X (tmp) = op->contr->bed_x; |
224 |
EXIT_Y (tmp) = op->contr->bed_y; |
225 |
enter_exit (op, tmp); |
226 |
} |
227 |
free_object (tmp); |
228 |
} |
229 |
|
230 |
/* All this really is is a glorified remove_object that also updates |
231 |
* the counts on the map if needed. |
232 |
*/ |
233 |
void |
234 |
leave_map (object * op) |
235 |
{ |
236 |
mapstruct *oldmap = op->map; |
237 |
|
238 |
remove_ob (op); |
239 |
|
240 |
if (oldmap) |
241 |
{ |
242 |
if (!op->contr->hidden) |
243 |
oldmap->players--; |
244 |
if (oldmap->players <= 0) |
245 |
{ /* can be less than zero due to errors in tracking this */ |
246 |
set_map_timeout (oldmap); |
247 |
} |
248 |
} |
249 |
} |
250 |
|
251 |
/* |
252 |
* enter_map(): Moves the player and pets from current map (if any) to |
253 |
* new map. map, x, y must be set. map is the map we are moving the |
254 |
* player to - it could be the map he just came from if the load failed for |
255 |
* whatever reason. If default map coordinates are to be used, then |
256 |
* the function that calls this should figure them out. |
257 |
*/ |
258 |
static void |
259 |
enter_map (object * op, mapstruct * newmap, int x, int y) |
260 |
{ |
261 |
mapstruct *oldmap = op->map; |
262 |
|
263 |
if (out_of_map (newmap, x, y)) |
264 |
{ |
265 |
LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); |
266 |
x = MAP_ENTER_X (newmap); |
267 |
y = MAP_ENTER_Y (newmap); |
268 |
if (out_of_map (newmap, x, y)) |
269 |
{ |
270 |
LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", |
271 |
newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); |
272 |
new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); |
273 |
return; |
274 |
} |
275 |
} |
276 |
/* try to find a spot for the player */ |
277 |
if (ob_blocked (op, newmap, x, y)) |
278 |
{ /* First choice blocked */ |
279 |
/* We try to find a spot for the player, starting closest in. |
280 |
* We could use find_first_free_spot, but that doesn't randomize it at all, |
281 |
* So for example, if the north space is free, you would always end up there even |
282 |
* if other spaces around are available. |
283 |
* Note that for the second and third calls, we could start at a position other |
284 |
* than one, but then we could end up on the other side of walls and so forth. |
285 |
*/ |
286 |
int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1); |
287 |
if (i == -1) |
288 |
{ |
289 |
i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); |
290 |
if (i == -1) |
291 |
i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); |
292 |
} |
293 |
if (i != -1) |
294 |
{ |
295 |
x += freearr_x[i]; |
296 |
y += freearr_y[i]; |
297 |
} |
298 |
else |
299 |
{ |
300 |
/* not much we can do in this case. */ |
301 |
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); |
302 |
} |
303 |
} /* end if looking for free spot */ |
304 |
|
305 |
if (op->map != NULL) |
306 |
{ |
307 |
INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap)); |
308 |
INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)); |
309 |
} |
310 |
|
311 |
/* If it is a player login, he has yet to be inserted anyplace. |
312 |
* otherwise, we need to deal with removing the player here. |
313 |
*/ |
314 |
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
315 |
remove_ob (op); |
316 |
|
317 |
/* remove_ob clears these so they must be reset after the remove_ob call */ |
318 |
op->x = x; |
319 |
op->y = y; |
320 |
op->map = newmap; |
321 |
insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); |
322 |
|
323 |
INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr)); |
324 |
|
325 |
if (!op->contr->hidden) |
326 |
newmap->players++; |
327 |
|
328 |
newmap->timeout = 0; |
329 |
op->enemy = NULL; |
330 |
|
331 |
if (op->contr) |
332 |
{ |
333 |
strcpy (op->contr->maplevel, newmap->path); |
334 |
op->contr->count = 0; |
335 |
} |
336 |
|
337 |
/* Update any golems */ |
338 |
if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) |
339 |
{ |
340 |
int i = find_free_spot (op->contr->ranges[range_golem], newmap, |
341 |
x, y, 1, SIZEOFFREE); |
342 |
remove_ob (op->contr->ranges[range_golem]); |
343 |
if (i == -1) |
344 |
{ |
345 |
remove_friendly_object (op->contr->ranges[range_golem]); |
346 |
free_object (op->contr->ranges[range_golem]); |
347 |
op->contr->ranges[range_golem] = NULL; |
348 |
op->contr->golem_count = 0; |
349 |
} |
350 |
else |
351 |
{ |
352 |
object *tmp; |
353 |
for (tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) |
354 |
{ |
355 |
tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); |
356 |
tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); |
357 |
tmp->map = newmap; |
358 |
} |
359 |
insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0); |
360 |
op->contr->ranges[range_golem]->direction = |
361 |
find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y); |
362 |
} |
363 |
} |
364 |
op->direction = 0; |
365 |
|
366 |
/* since the players map is already loaded, we don't need to worry |
367 |
* about pending objects. |
368 |
*/ |
369 |
remove_all_pets (newmap); |
370 |
|
371 |
/* If the player is changing maps, we need to do some special things |
372 |
* Do this after the player is on the new map - otherwise the force swap of the |
373 |
* old map does not work. |
374 |
*/ |
375 |
if (oldmap != newmap) |
376 |
{ |
377 |
if (oldmap) /* adjust old map */ |
378 |
{ |
379 |
oldmap->players--; |
380 |
|
381 |
if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */ |
382 |
set_map_timeout (oldmap); |
383 |
} |
384 |
} |
385 |
} |
386 |
|
387 |
void |
388 |
set_map_timeout (mapstruct * oldmap) |
389 |
{ |
390 |
#if MAP_MAXTIMEOUT |
391 |
oldmap->timeout = MAP_TIMEOUT (oldmap); |
392 |
/* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is |
393 |
* lower than the min value. |
394 |
*/ |
395 |
#if MAP_MINTIMEOUT |
396 |
if (oldmap->timeout < MAP_MINTIMEOUT) |
397 |
{ |
398 |
oldmap->timeout = MAP_MINTIMEOUT; |
399 |
} |
400 |
#endif |
401 |
if (oldmap->timeout > MAP_MAXTIMEOUT) |
402 |
{ |
403 |
oldmap->timeout = MAP_MAXTIMEOUT; |
404 |
} |
405 |
#else |
406 |
/* save out the map */ |
407 |
swap_map (oldmap); |
408 |
#endif /* MAP_MAXTIMEOUT */ |
409 |
} |
410 |
|
411 |
|
412 |
/* clean_path takes a path and replaces all / with _ |
413 |
* We do a strcpy so that we do not change the original string. |
414 |
*/ |
415 |
char * |
416 |
clean_path (const char *file) |
417 |
{ |
418 |
static char newpath[MAX_BUF], *cp; |
419 |
|
420 |
strncpy (newpath, file, MAX_BUF - 1); |
421 |
newpath[MAX_BUF - 1] = '\0'; |
422 |
for (cp = newpath; *cp != '\0'; cp++) |
423 |
{ |
424 |
if (*cp == '/') |
425 |
*cp = '_'; |
426 |
} |
427 |
return newpath; |
428 |
} |
429 |
|
430 |
|
431 |
/* unclean_path takes a path and replaces all _ with / |
432 |
* This basically undoes clean path. |
433 |
* We do a strcpy so that we do not change the original string. |
434 |
* We are smart enough to start after the last / in case we |
435 |
* are getting passed a string that points to a unique map |
436 |
* path. |
437 |
*/ |
438 |
char * |
439 |
unclean_path (const char *src) |
440 |
{ |
441 |
static char newpath[MAX_BUF], *cp; |
442 |
|
443 |
cp = strrchr (src, '/'); |
444 |
if (cp) |
445 |
strncpy (newpath, cp + 1, MAX_BUF - 1); |
446 |
else |
447 |
strncpy (newpath, src, MAX_BUF - 1); |
448 |
newpath[MAX_BUF - 1] = '\0'; |
449 |
|
450 |
for (cp = newpath; *cp != '\0'; cp++) |
451 |
{ |
452 |
if (*cp == '_') |
453 |
*cp = '/'; |
454 |
} |
455 |
return newpath; |
456 |
} |
457 |
|
458 |
|
459 |
/* The player is trying to enter a randomly generated map. In this case, generate the |
460 |
* random map as needed. |
461 |
*/ |
462 |
|
463 |
static void |
464 |
enter_random_map (object * pl, object * exit_ob) |
465 |
{ |
466 |
mapstruct *new_map; |
467 |
char newmap_name[HUGE_BUF], *cp; |
468 |
static int reference_number = 0; |
469 |
RMParms rp; |
470 |
|
471 |
memset (&rp, 0, sizeof (RMParms)); |
472 |
rp.Xsize = -1; |
473 |
rp.Ysize = -1; |
474 |
rp.region = get_region_by_map (exit_ob->map); |
475 |
if (exit_ob->msg) |
476 |
set_random_map_variable (&rp, exit_ob->msg); |
477 |
rp.origin_x = exit_ob->x; |
478 |
rp.origin_y = exit_ob->y; |
479 |
strcpy (rp.origin_map, pl->map->path); |
480 |
|
481 |
/* If we have a final_map, use it as a base name to give some clue |
482 |
* as where the player is. Otherwise, use the origin map. |
483 |
* Take the last component (after the last slash) to give |
484 |
* shorter names without bogus slashes. |
485 |
*/ |
486 |
if (rp.final_map[0]) |
487 |
{ |
488 |
cp = strrchr (rp.final_map, '/'); |
489 |
if (!cp) |
490 |
cp = rp.final_map; |
491 |
} |
492 |
else |
493 |
{ |
494 |
char buf[HUGE_BUF]; |
495 |
|
496 |
cp = strrchr (rp.origin_map, '/'); |
497 |
if (!cp) |
498 |
cp = rp.origin_map; |
499 |
/* Need to strip of any trailing digits, if it has them */ |
500 |
strcpy (buf, cp); |
501 |
while (isdigit (buf[strlen (buf) - 1])) |
502 |
buf[strlen (buf) - 1] = 0; |
503 |
cp = buf; |
504 |
} |
505 |
|
506 |
sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++); |
507 |
|
508 |
/* now to generate the actual map. */ |
509 |
new_map = generate_random_map (newmap_name, &rp); |
510 |
|
511 |
/* Update the exit_ob so it now points directly at the newly created |
512 |
* random maps. Not that it is likely to happen, but it does mean that a |
513 |
* exit in a unique map leading to a random map will not work properly. |
514 |
* It also means that if the created random map gets reset before |
515 |
* the exit leading to it, that the exit will no longer work. |
516 |
*/ |
517 |
if (new_map) |
518 |
{ |
519 |
int x, y; |
520 |
x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map); |
521 |
y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map); |
522 |
EXIT_PATH (exit_ob) = newmap_name; |
523 |
strcpy (new_map->path, newmap_name); |
524 |
enter_map (pl, new_map, x, y); |
525 |
} |
526 |
} |
527 |
|
528 |
/* The player is trying to enter a non-randomly generated template map. In this |
529 |
* case, use a map file for a template |
530 |
*/ |
531 |
|
532 |
static void |
533 |
enter_fixed_template_map (object * pl, object * exit_ob) |
534 |
{ |
535 |
mapstruct *new_map; |
536 |
char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap; |
537 |
const char *new_map_name; |
538 |
|
539 |
/* Split the exit path string into two parts, one |
540 |
* for where to store the map, and one for were |
541 |
* to generate the map from. |
542 |
*/ |
543 |
snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2); |
544 |
sourcemap = strchr (exitpath, '!'); |
545 |
if (!sourcemap) |
546 |
{ |
547 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name); |
548 |
/* Should only occur when no source map is set. |
549 |
*/ |
550 |
LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n", |
551 |
&exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); |
552 |
return; |
553 |
} |
554 |
*sourcemap++ = '\0'; |
555 |
|
556 |
/* If we are not coming from a template map, we can use relative directories |
557 |
* for the map to generate from. |
558 |
*/ |
559 |
if (!exit_ob->map->templatemap) |
560 |
{ |
561 |
sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap); |
562 |
} |
563 |
|
564 |
/* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord |
565 |
* of the exit, and the name of the map the exit is on, respectively. |
566 |
*/ |
567 |
sprintf (tmpnum, "%d", exit_ob->x); |
568 |
replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname)); |
569 |
|
570 |
sprintf (tmpnum, "%d", exit_ob->y); |
571 |
sprintf (tmpstring, "%s", resultname); |
572 |
replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname)); |
573 |
|
574 |
sprintf (tmpstring, "%s", resultname); |
575 |
replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname)); |
576 |
|
577 |
/* If we are coming from another template map, use reletive paths unless |
578 |
* indicated otherwise. |
579 |
*/ |
580 |
if (exit_ob->map->templatemap && (resultname[0] != '/')) |
581 |
{ |
582 |
new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname); |
583 |
} |
584 |
else |
585 |
{ |
586 |
new_map_name = create_template_pathname (resultname); |
587 |
} |
588 |
|
589 |
/* Attempt to load the map, if unable to, then |
590 |
* create the map from the template. |
591 |
*/ |
592 |
new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE); |
593 |
if (!new_map) |
594 |
{ |
595 |
new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE); |
596 |
if (new_map) |
597 |
fix_auto_apply (new_map); |
598 |
} |
599 |
|
600 |
if (new_map) |
601 |
{ |
602 |
/* set the path of the map to where it should be |
603 |
* so we don't just save over the source map. |
604 |
*/ |
605 |
strcpy (new_map->path, new_map_name); |
606 |
new_map->templatemap = 1; |
607 |
enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob)); |
608 |
} |
609 |
else |
610 |
{ |
611 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name); |
612 |
/* Should only occur when an invalid source map is set. |
613 |
*/ |
614 |
LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n", |
615 |
&exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); |
616 |
} |
617 |
} |
618 |
|
619 |
|
620 |
/* The player is trying to enter a randomly generated template map. In this |
621 |
* case, generate the map as needed. |
622 |
*/ |
623 |
|
624 |
static void |
625 |
enter_random_template_map (object * pl, object * exit_ob) |
626 |
{ |
627 |
mapstruct *new_map; |
628 |
char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF]; |
629 |
const char *new_map_name; |
630 |
RMParms rp; |
631 |
|
632 |
/* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord |
633 |
* of the exit, and the name of the map the exit is on, respectively. |
634 |
*/ |
635 |
sprintf (tmpnum, "%d", exit_ob->x); |
636 |
replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname)); |
637 |
|
638 |
sprintf (tmpnum, "%d", exit_ob->y); |
639 |
sprintf (tmpstring, "%s", resultname); |
640 |
replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname)); |
641 |
|
642 |
sprintf (tmpstring, "%s", resultname); |
643 |
replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname)); |
644 |
|
645 |
/* If we are coming from another template map, use reletive paths unless |
646 |
* indicated otherwise. |
647 |
*/ |
648 |
if (exit_ob->map->templatemap && (resultname[0] != '/')) |
649 |
{ |
650 |
new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname); |
651 |
} |
652 |
else |
653 |
{ |
654 |
new_map_name = create_template_pathname (resultname); |
655 |
} |
656 |
|
657 |
new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE); |
658 |
if (!new_map) |
659 |
{ |
660 |
memset (&rp, 0, sizeof (RMParms)); |
661 |
rp.Xsize = -1; |
662 |
rp.Ysize = -1; |
663 |
rp.region = get_region_by_map (exit_ob->map); |
664 |
if (exit_ob->msg) |
665 |
set_random_map_variable (&rp, exit_ob->msg); |
666 |
rp.origin_x = exit_ob->x; |
667 |
rp.origin_y = exit_ob->y; |
668 |
strcpy (rp.origin_map, pl->map->path); |
669 |
|
670 |
/* now to generate the actual map. */ |
671 |
new_map = generate_random_map (new_map_name, &rp); |
672 |
} |
673 |
|
674 |
|
675 |
/* Update the exit_ob so it now points directly at the newly created |
676 |
* random maps. Not that it is likely to happen, but it does mean that a |
677 |
* exit in a unique map leading to a random map will not work properly. |
678 |
* It also means that if the created random map gets reset before |
679 |
* the exit leading to it, that the exit will no longer work. |
680 |
*/ |
681 |
if (new_map) |
682 |
{ |
683 |
int x, y; |
684 |
x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map); |
685 |
y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map); |
686 |
new_map->templatemap = 1; |
687 |
enter_map (pl, new_map, x, y); |
688 |
} |
689 |
} |
690 |
|
691 |
|
692 |
/* Code to enter/detect a character entering a unique map. |
693 |
*/ |
694 |
static void |
695 |
enter_unique_map (object * op, object * exit_ob) |
696 |
{ |
697 |
char apartment[HUGE_BUF]; |
698 |
mapstruct *newmap; |
699 |
|
700 |
if (EXIT_PATH (exit_ob)[0] == '/') |
701 |
{ |
702 |
sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob))); |
703 |
newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE); |
704 |
if (!newmap) |
705 |
{ |
706 |
newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE); |
707 |
if (newmap) |
708 |
fix_auto_apply (newmap); |
709 |
} |
710 |
} |
711 |
else |
712 |
{ /* relative directory */ |
713 |
char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp; |
714 |
|
715 |
if (exit_ob->map->unique) |
716 |
{ |
717 |
|
718 |
strcpy (reldir, unclean_path (exit_ob->map->path)); |
719 |
|
720 |
/* Need to copy this over, as clean_path only has one static return buffer */ |
721 |
strcpy (tmpc, clean_path (reldir)); |
722 |
/* Remove final component, if any */ |
723 |
if ((cp = strrchr (tmpc, '_')) != NULL) |
724 |
*cp = 0; |
725 |
|
726 |
sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob))); |
727 |
|
728 |
newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE); |
729 |
if (!newmap) |
730 |
{ |
731 |
newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE); |
732 |
if (newmap) |
733 |
fix_auto_apply (newmap); |
734 |
} |
735 |
} |
736 |
else |
737 |
{ |
738 |
/* The exit is unique, but the map we are coming from is not unique. So |
739 |
* use the basic logic - don't need to demangle the path name |
740 |
*/ |
741 |
sprintf (apartment, "%s/%s/%s/%s", settings.localdir, |
742 |
settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)))); |
743 |
newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE); |
744 |
if (!newmap) |
745 |
{ |
746 |
newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0); |
747 |
if (newmap) |
748 |
fix_auto_apply (newmap); |
749 |
} |
750 |
} |
751 |
} |
752 |
|
753 |
if (newmap) |
754 |
{ |
755 |
strcpy (newmap->path, apartment); |
756 |
newmap->unique = 1; |
757 |
enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob)); |
758 |
} |
759 |
else |
760 |
{ |
761 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name); |
762 |
/* Perhaps not critical, but I would think that the unique maps |
763 |
* should be new enough this does not happen. This also creates |
764 |
* a strange situation where some players could perhaps have visited |
765 |
* such a map before it was removed, so they have the private |
766 |
* map, but other players can't get it anymore. |
767 |
*/ |
768 |
LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n", |
769 |
&exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); |
770 |
} |
771 |
|
772 |
} |
773 |
|
774 |
|
775 |
/* Tries to move 'op' to exit_ob. op is the character or monster that is |
776 |
* using the exit, where exit_ob is the exit object (boat, door, teleporter, |
777 |
* etc.) if exit_ob is null, then op->contr->maplevel contains that map to |
778 |
* move the object to. This is used when loading the player. |
779 |
* |
780 |
* Largely redone by MSW 2001-01-21 - this function was overly complex |
781 |
* and had some obscure bugs. |
782 |
*/ |
783 |
|
784 |
void |
785 |
enter_exit (object * op, object * exit_ob) |
786 |
{ |
787 |
#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */ |
788 |
object *tmp; |
789 |
/* It may be nice to support other creatures moving across |
790 |
* exits, but right now a lot of the code looks at op->contr, |
791 |
* so thta is an RFE. |
792 |
*/ |
793 |
if (op->type != PLAYER) |
794 |
return; |
795 |
|
796 |
/* First, lets figure out what map the player is going to go to */ |
797 |
if (exit_ob) |
798 |
{ |
799 |
|
800 |
/* check to see if we make a template map */ |
801 |
if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@') |
802 |
{ |
803 |
if (EXIT_PATH (exit_ob)[2] == '!') |
804 |
{ |
805 |
/* generate a template map randomly */ |
806 |
enter_random_template_map (op, exit_ob); |
807 |
} |
808 |
else |
809 |
{ |
810 |
/* generate a template map from a fixed template */ |
811 |
enter_fixed_template_map (op, exit_ob); |
812 |
} |
813 |
} |
814 |
/* check to see if we make a randomly generated map */ |
815 |
else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!') |
816 |
{ |
817 |
enter_random_map (op, exit_ob); |
818 |
} |
819 |
else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE)) |
820 |
{ |
821 |
enter_unique_map (op, exit_ob); |
822 |
} |
823 |
else |
824 |
{ |
825 |
int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob); |
826 |
/* 'Normal' exits that do not do anything special |
827 |
* Simple enough we don't need another routine for it. |
828 |
*/ |
829 |
mapstruct *newmap; |
830 |
if (exit_ob->map) |
831 |
{ |
832 |
newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0); |
833 |
/* Random map was previously generated, but is no longer about. Lets generate a new |
834 |
* map. |
835 |
*/ |
836 |
if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8)) |
837 |
{ |
838 |
/* Maps that go down have a message set. However, maps that go |
839 |
* up, don't. If the going home has reset, there isn't much |
840 |
* point generating a random map, because it won't match the maps. |
841 |
*/ |
842 |
if (exit_ob->msg) |
843 |
{ |
844 |
enter_random_map (op, exit_ob); |
845 |
} |
846 |
else |
847 |
{ |
848 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name); |
849 |
return; |
850 |
} |
851 |
|
852 |
/* For exits that cause damages (like pits). Don't know if any |
853 |
* random maps use this or not. |
854 |
*/ |
855 |
if (exit_ob->stats.dam && op->type == PLAYER) |
856 |
hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1); |
857 |
return; |
858 |
} |
859 |
} |
860 |
else |
861 |
{ |
862 |
/* For word of recall and other force objects |
863 |
* They contain the full pathname of the map to go back to, |
864 |
* so we don't need to normalize it. |
865 |
* But we do need to see if it is unique or not |
866 |
*/ |
867 |
if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir))) |
868 |
newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE); |
869 |
else |
870 |
newmap = ready_map_name (EXIT_PATH (exit_ob), 0); |
871 |
} |
872 |
if (!newmap) |
873 |
{ |
874 |
if (exit_ob->name) |
875 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name); |
876 |
/* don't cry to momma if name is not set - as in tmp objects |
877 |
* used by the savebed code and character creation */ |
878 |
return; |
879 |
} |
880 |
|
881 |
/* This supports the old behaviour, but it really should not be used. |
882 |
* I will note for example that with this method, it is impossible to |
883 |
* set 0,0 destination coordinates. Really, if we want to support |
884 |
* using the new maps default coordinates, the exit ob should use |
885 |
* something like -1, -1 so it is clear to do that. |
886 |
*/ |
887 |
if (x == 0 && y == 0) |
888 |
{ |
889 |
x = MAP_ENTER_X (newmap); |
890 |
y = MAP_ENTER_Y (newmap); |
891 |
LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n", |
892 |
&exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>"); |
893 |
} |
894 |
|
895 |
/* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */ |
896 |
if (QUERY_FLAG (exit_ob, FLAG_DAMNED)) |
897 |
{ |
898 |
/* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */ |
899 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
900 |
{ |
901 |
if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME)) |
902 |
break; |
903 |
} |
904 |
if (tmp) |
905 |
{ |
906 |
remove_ob (tmp); |
907 |
free_object (tmp); |
908 |
} |
909 |
|
910 |
strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))); |
911 |
op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob); |
912 |
save_player (op, 1); |
913 |
/* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n", |
914 |
* exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y, |
915 |
* path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */ |
916 |
} |
917 |
|
918 |
enter_map (op, newmap, x, y); |
919 |
} |
920 |
/* For exits that cause damages (like pits) */ |
921 |
if (exit_ob->stats.dam && op->type == PLAYER) |
922 |
hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1); |
923 |
} |
924 |
else |
925 |
{ |
926 |
int flags = 0; |
927 |
mapstruct *newmap; |
928 |
|
929 |
|
930 |
/* Hypothetically, I guess its possible that a standard map matches |
931 |
* the localdir, but that seems pretty unlikely - unlikely enough that |
932 |
* I'm not going to attempt to try to deal with that possibility. |
933 |
* We use the fact that when a player saves on a unique map, it prepends |
934 |
* the localdir to that name. So its an easy way to see of the map is |
935 |
* unique or not. |
936 |
*/ |
937 |
if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir))) |
938 |
flags = MAP_PLAYER_UNIQUE; |
939 |
|
940 |
/* newmap returns the map (if already loaded), or loads it for |
941 |
* us. |
942 |
*/ |
943 |
newmap = ready_map_name (op->contr->maplevel, flags); |
944 |
if (!newmap) |
945 |
{ |
946 |
LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel); |
947 |
newmap = ready_map_name (settings.emergency_mapname, 0); |
948 |
op->x = settings.emergency_x; |
949 |
op->y = settings.emergency_y; |
950 |
/* If we can't load the emergency map, something is probably really |
951 |
* screwed up, so bail out now. |
952 |
*/ |
953 |
if (!newmap) |
954 |
{ |
955 |
LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n"); |
956 |
abort (); |
957 |
} |
958 |
} |
959 |
enter_map (op, newmap, op->x, op->y); |
960 |
} |
961 |
} |
962 |
|
963 |
/* |
964 |
* process_active_maps(): Works like process_events(), but it only |
965 |
* processes maps which a player is on. |
966 |
* |
967 |
*/ |
968 |
|
969 |
#if 0 // dead code, schmorp |
970 |
void |
971 |
process_active_maps () |
972 |
{ |
973 |
for (mapstruct * map = first_map; map != NULL; map = map->next) |
974 |
if (map->in_memory == MAP_IN_MEMORY) |
975 |
if (players_on_map (map, TRUE)) |
976 |
process_events (map); |
977 |
} |
978 |
#endif |
979 |
|
980 |
/* process_players1 and process_players2 do all the player related stuff. |
981 |
* I moved it out of process events and process_map. This was to some |
982 |
* extent for debugging as well as to get a better idea of the time used |
983 |
* by the various functions. process_players1() does the processing before |
984 |
* objects have been updated, process_players2() does the processing that |
985 |
* is needed after the players have been updated. |
986 |
*/ |
987 |
|
988 |
void |
989 |
process_players1 (mapstruct * map) |
990 |
{ |
991 |
int flag; |
992 |
player *pl, *plnext; |
993 |
|
994 |
/* Basically, we keep looping until all the players have done their actions. */ |
995 |
for (flag = 1; flag != 0;) |
996 |
{ |
997 |
flag = 0; |
998 |
for (pl = first_player; pl != NULL; pl = plnext) |
999 |
{ |
1000 |
plnext = pl->next; /* In case a player exits the game in handle_player() */ |
1001 |
|
1002 |
if (pl->ob == NULL) |
1003 |
continue; |
1004 |
|
1005 |
if (map != NULL && pl->ob->map != map) |
1006 |
continue; |
1007 |
|
1008 |
if (pl->ob->speed_left > 0) |
1009 |
{ |
1010 |
if (handle_newcs_player (pl->ob)) |
1011 |
flag = 1; |
1012 |
} /* end if player has speed left */ |
1013 |
|
1014 |
/* If the player is not actively playing, don't make a |
1015 |
* backup save - nothing to save anyway. Plus, the |
1016 |
* map may not longer be valid. This can happen when the |
1017 |
* player quits - they exist for purposes of tracking on the map, |
1018 |
* but don't actually reside on any actual map. |
1019 |
*/ |
1020 |
if (QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
1021 |
continue; |
1022 |
|
1023 |
#ifdef AUTOSAVE |
1024 |
/* check for ST_PLAYING state so that we don't try to save off when |
1025 |
* the player is logging in. |
1026 |
*/ |
1027 |
if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING) |
1028 |
{ |
1029 |
/* Don't save the player on unholy ground. Instead, increase the |
1030 |
* tick time so it will be about 10 seconds before we try and save |
1031 |
* again. |
1032 |
*/ |
1033 |
// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { |
1034 |
// pl->last_save_tick += 100; |
1035 |
// } else { |
1036 |
save_player (pl->ob, 1); |
1037 |
pl->last_save_tick = pticks; |
1038 |
// } |
1039 |
} |
1040 |
#endif |
1041 |
} /* end of for loop for all the players */ |
1042 |
} /* for flag */ |
1043 |
for (pl = first_player; pl != NULL; pl = pl->next) |
1044 |
{ |
1045 |
if (map != NULL && (pl->ob == NULL || pl->ob->map != map)) |
1046 |
continue; |
1047 |
if (settings.casting_time == TRUE) |
1048 |
{ |
1049 |
if (pl->ob->casting_time > 0) |
1050 |
{ |
1051 |
pl->ob->casting_time--; |
1052 |
pl->ob->start_holding = 1; |
1053 |
} |
1054 |
/* set spell_state so we can update the range in stats field */ |
1055 |
if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) |
1056 |
{ |
1057 |
pl->ob->start_holding = 0; |
1058 |
} |
1059 |
} |
1060 |
do_some_living (pl->ob); |
1061 |
/* draw(pl->ob);*//* updated in socket code */ |
1062 |
} |
1063 |
} |
1064 |
|
1065 |
void |
1066 |
process_players2 (mapstruct * map) |
1067 |
{ |
1068 |
player *pl; |
1069 |
|
1070 |
/* Then check if any players should use weapon-speed instead of speed */ |
1071 |
for (pl = first_player; pl != NULL; pl = pl->next) |
1072 |
{ |
1073 |
if (map != NULL) |
1074 |
{ |
1075 |
if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
1076 |
continue; |
1077 |
else if (pl->loading != NULL) /* Player is blocked */ |
1078 |
pl->ob->speed_left -= pl->ob->speed; |
1079 |
if (pl->ob->map != map) |
1080 |
continue; |
1081 |
} |
1082 |
|
1083 |
/* The code that did weapon_sp handling here was out of place - |
1084 |
* this isn't called until after the player has finished there |
1085 |
* actions, and is thus out of place. All we do here is bounds |
1086 |
* checking. |
1087 |
*/ |
1088 |
if (pl->has_hit) |
1089 |
{ |
1090 |
if (pl->ob->speed_left > pl->weapon_sp) |
1091 |
pl->ob->speed_left = pl->weapon_sp; |
1092 |
|
1093 |
/* This needs to be here - if the player is running, we need to |
1094 |
* clear this each tick, but new commands are not being received |
1095 |
* so execute_newserver_command() is never called |
1096 |
*/ |
1097 |
pl->has_hit = 0; |
1098 |
|
1099 |
} |
1100 |
else if (pl->ob->speed_left > pl->ob->speed) |
1101 |
pl->ob->speed_left = pl->ob->speed; |
1102 |
} |
1103 |
} |
1104 |
|
1105 |
void |
1106 |
process_events (mapstruct * map) |
1107 |
{ |
1108 |
object *op; |
1109 |
object *marker = get_object (); |
1110 |
tag_t tag; |
1111 |
|
1112 |
process_players1 (map); |
1113 |
|
1114 |
marker->active_next = active_objects; |
1115 |
|
1116 |
if (marker->active_next) |
1117 |
marker->active_next->active_prev = marker; |
1118 |
|
1119 |
marker->active_prev = NULL; |
1120 |
active_objects = marker; |
1121 |
|
1122 |
while (marker->active_next) |
1123 |
{ |
1124 |
op = marker->active_next; |
1125 |
tag = op->count; |
1126 |
|
1127 |
/* Move marker forward - swap op and marker */ |
1128 |
op->active_prev = marker->active_prev; |
1129 |
|
1130 |
if (op->active_prev) |
1131 |
op->active_prev->active_next = op; |
1132 |
else |
1133 |
active_objects = op; |
1134 |
|
1135 |
marker->active_next = op->active_next; |
1136 |
|
1137 |
if (marker->active_next) |
1138 |
marker->active_next->active_prev = marker; |
1139 |
|
1140 |
marker->active_prev = op; |
1141 |
op->active_next = marker; |
1142 |
|
1143 |
/* Now process op */ |
1144 |
if (QUERY_FLAG (op, FLAG_FREED)) |
1145 |
{ |
1146 |
LOG (llevError, "BUG: process_events(): Free object on list\n"); |
1147 |
op->speed = 0; |
1148 |
update_ob_speed (op); |
1149 |
continue; |
1150 |
} |
1151 |
|
1152 |
/* I've seen occasional crashes due to this - the object is removed, |
1153 |
* and thus the map it points to (last map it was on) may be bogus |
1154 |
* The real bug is to try to find out the cause of this - someone |
1155 |
* is probably calling remove_ob without either an insert_ob or |
1156 |
* free_object afterwards, leaving an object dangling. But I'd |
1157 |
* rather log this and continue on instead of crashing. |
1158 |
* Don't remove players - when a player quits, the object is in |
1159 |
* sort of a limbo, of removed, but something we want to keep |
1160 |
* around. |
1161 |
*/ |
1162 |
if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY) |
1163 |
{ |
1164 |
LOG (llevError, "BUG: process_events(): Removed object on list\n"); |
1165 |
dump_object (op); |
1166 |
LOG (llevError, errmsg); |
1167 |
free_object (op); |
1168 |
continue; |
1169 |
} |
1170 |
|
1171 |
if (!op->speed) |
1172 |
{ |
1173 |
LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); |
1174 |
update_ob_speed (op); |
1175 |
continue; |
1176 |
} |
1177 |
|
1178 |
if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL) |
1179 |
{ |
1180 |
LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count); |
1181 |
op->speed = 0; |
1182 |
update_ob_speed (op); |
1183 |
continue; |
1184 |
} |
1185 |
|
1186 |
if (map != NULL && op->map != map) |
1187 |
continue; |
1188 |
|
1189 |
/* Animate the object. Bug of feature that andim_speed |
1190 |
* is based on ticks, and not the creatures speed? |
1191 |
*/ |
1192 |
if (op->anim_speed && op->last_anim >= op->anim_speed) |
1193 |
{ |
1194 |
if ((op->type == PLAYER) || (op->type == MONSTER)) |
1195 |
animate_object (op, op->facing); |
1196 |
else |
1197 |
animate_object (op, op->direction); |
1198 |
|
1199 |
op->last_anim = 1; |
1200 |
} |
1201 |
else |
1202 |
op->last_anim++; |
1203 |
|
1204 |
if (op->speed_left > 0) |
1205 |
{ |
1206 |
#if 0 |
1207 |
/* I've seen occasional crashes in move_symptom() with it |
1208 |
* crashing because op is removed - add some debugging to |
1209 |
* track if it is removed at this point. |
1210 |
* This unfortunately is a bit too verbose it seems - not sure |
1211 |
* why - I think what happens is a map is freed or something and |
1212 |
* some objects get 'lost' - removed never to be reclaimed. |
1213 |
* removed objects generally shouldn't exist. |
1214 |
*/ |
1215 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
1216 |
{ |
1217 |
LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null"); |
1218 |
} |
1219 |
#endif |
1220 |
--op->speed_left; |
1221 |
process_object (op); |
1222 |
if (was_destroyed (op, tag)) |
1223 |
continue; |
1224 |
} |
1225 |
if (settings.casting_time == TRUE && op->casting_time > 0) |
1226 |
op->casting_time--; |
1227 |
if (op->speed_left <= 0) |
1228 |
op->speed_left += FABS (op->speed); |
1229 |
} |
1230 |
|
1231 |
/* Remove marker object from active list */ |
1232 |
if (marker->active_prev != NULL) |
1233 |
marker->active_prev->active_next = NULL; |
1234 |
else |
1235 |
active_objects = NULL; |
1236 |
|
1237 |
process_players2 (map); |
1238 |
|
1239 |
free_object (marker); |
1240 |
} |
1241 |
|
1242 |
void |
1243 |
clean_tmp_files (void) |
1244 |
{ |
1245 |
mapstruct *m, *next; |
1246 |
|
1247 |
LOG (llevInfo, "Cleaning up...\n"); |
1248 |
|
1249 |
/* We save the maps - it may not be intuitive why, but if there are unique |
1250 |
* items, we need to save the map so they get saved off. Perhaps we should |
1251 |
* just make a special function that only saves the unique items. |
1252 |
*/ |
1253 |
for (m = first_map; m != NULL; m = next) |
1254 |
{ |
1255 |
next = m->next; |
1256 |
if (m->in_memory == MAP_IN_MEMORY) |
1257 |
{ |
1258 |
/* If we want to reuse the temp maps, swap it out (note that will also |
1259 |
* update the log file. Otherwise, save the map (mostly for unique item |
1260 |
* stuff). Note that the clean_tmp_map is called after the end of |
1261 |
* the for loop but is in the #else bracket. IF we are recycling the maps, |
1262 |
* we certainly don't want the temp maps removed. |
1263 |
*/ |
1264 |
|
1265 |
/* XXX The above comment is dead wrong */ |
1266 |
if (settings.recycle_tmp_maps == TRUE) |
1267 |
swap_map (m); |
1268 |
else |
1269 |
{ |
1270 |
new_save_map (m, 0); /* note we save here into a overlay map */ |
1271 |
clean_tmp_map (m); |
1272 |
} |
1273 |
} |
1274 |
} |
1275 |
write_todclock (); /* lets just write the clock here */ |
1276 |
} |
1277 |
|
1278 |
/* clean up everything before exiting */ |
1279 |
void |
1280 |
cleanup (void) |
1281 |
{ |
1282 |
LOG (llevDebug, "Cleanup called. freeing data.\n"); |
1283 |
clean_tmp_files (); |
1284 |
write_book_archive (); |
1285 |
#ifdef MEMORY_DEBUG |
1286 |
free_all_maps (); |
1287 |
free_style_maps (); |
1288 |
free_all_object_data (); |
1289 |
free_all_archs (); |
1290 |
free_all_treasures (); |
1291 |
free_all_images (); |
1292 |
free_all_newserver (); |
1293 |
free_all_recipes (); |
1294 |
free_all_readable (); |
1295 |
free_all_god (); |
1296 |
free_all_anim (); |
1297 |
/* See what the string data that is out there that hasn't been freed. */ |
1298 |
/* LOG(llevDebug, ss_dump_table(0xff));*/ |
1299 |
#endif |
1300 |
exit (0); |
1301 |
} |
1302 |
|
1303 |
void |
1304 |
leave (player * pl, int draw_exit) |
1305 |
{ |
1306 |
if (pl != NULL) |
1307 |
{ |
1308 |
/* We do this so that the socket handling routine can do the final |
1309 |
* cleanup. We also leave that loop to actually handle the freeing |
1310 |
* of the data. |
1311 |
*/ |
1312 |
if (pl->ob->type != DEAD_OBJECT) |
1313 |
{ |
1314 |
pl->socket.status = Ns_Dead; |
1315 |
|
1316 |
/* If a hidden dm dropped connection do not create |
1317 |
* inconsistencies by showing that they have left the game |
1318 |
*/ |
1319 |
if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden) |
1320 |
&& draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD)) |
1321 |
{ |
1322 |
if (pl->ob->map) |
1323 |
{ |
1324 |
INVOKE_PLAYER (LOGOUT, pl); |
1325 |
LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host); |
1326 |
} |
1327 |
|
1328 |
char buf[MAX_BUF]; |
1329 |
sprintf (buf, "%s left the game.", &pl->ob->name); |
1330 |
new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf); |
1331 |
} |
1332 |
|
1333 |
if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
1334 |
leave_map (pl->ob); |
1335 |
|
1336 |
pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ |
1337 |
} |
1338 |
} |
1339 |
} |
1340 |
|
1341 |
int |
1342 |
forbid_play (void) |
1343 |
{ |
1344 |
#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE) |
1345 |
char buf[MAX_BUF], day[MAX_BUF]; |
1346 |
FILE *fp; |
1347 |
time_t clock; |
1348 |
struct tm *tm; |
1349 |
int i, start, stop, forbit = 0, comp; |
1350 |
|
1351 |
clock = time (NULL); |
1352 |
tm = (struct tm *) localtime (&clock); |
1353 |
|
1354 |
sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); |
1355 |
if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
1356 |
return 0; |
1357 |
|
1358 |
while (fgets (buf, MAX_BUF, fp)) |
1359 |
{ |
1360 |
if (buf[0] == '#') |
1361 |
continue; |
1362 |
if (!strncmp (buf, "msg", 3)) |
1363 |
{ |
1364 |
if (forbit) |
1365 |
while (fgets (buf, MAX_BUF, fp)) /* print message */ |
1366 |
fputs (buf, logfile); |
1367 |
break; |
1368 |
|
1369 |
} |
1370 |
else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) |
1371 |
{ |
1372 |
LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n"); |
1373 |
continue; |
1374 |
} |
1375 |
|
1376 |
for (i = 0; i < 7; i++) |
1377 |
{ |
1378 |
if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop)) |
1379 |
forbit = 1; |
1380 |
} |
1381 |
} |
1382 |
|
1383 |
close_and_delete (fp, comp); |
1384 |
|
1385 |
return forbit; |
1386 |
#else |
1387 |
return 0; |
1388 |
#endif |
1389 |
} |
1390 |
|
1391 |
/* |
1392 |
* do_specials() is a collection of functions to call from time to time. |
1393 |
* Modified 2000-1-14 MSW to use the global pticks count to determine how |
1394 |
* often to do things. This will allow us to spred them out more often. |
1395 |
* I use prime numbers for the factor count - in that way, it is less likely |
1396 |
* these actions will fall on the same tick (compared to say using 500/2500/15000 |
1397 |
* which would mean on that 15,000 tick count a whole bunch of stuff gets |
1398 |
* done). Of course, there can still be times where multiple specials are |
1399 |
* done on the same tick, but that will happen very infrequently |
1400 |
* |
1401 |
* I also think this code makes it easier to see how often we really are |
1402 |
* doing the various things. |
1403 |
*/ |
1404 |
|
1405 |
extern unsigned long todtick; |
1406 |
|
1407 |
void |
1408 |
do_specials (void) |
1409 |
{ |
1410 |
|
1411 |
#ifdef WATCHDOG |
1412 |
if (!(pticks % 503)) |
1413 |
watchdog (); |
1414 |
#endif |
1415 |
|
1416 |
if (!(pticks % PTICKS_PER_CLOCK)) |
1417 |
tick_the_clock (); |
1418 |
|
1419 |
if (!(pticks % 7)) |
1420 |
shstr::gc (); |
1421 |
|
1422 |
if (!(pticks % 79)) |
1423 |
flush_old_maps (); /* Clears the tmp-files of maps which have reset */ |
1424 |
|
1425 |
if (!(pticks % 2503)) |
1426 |
fix_weight (); /* Hack to fix weightproblems caused by bugs */ |
1427 |
|
1428 |
if (!(pticks % 2521)) |
1429 |
metaserver_update (); /* 2500 ticks is about 5 minutes */ |
1430 |
|
1431 |
if (!(pticks % 5003)) |
1432 |
write_book_archive (); |
1433 |
|
1434 |
if (!(pticks % 5009)) |
1435 |
clean_friendly_list (); |
1436 |
|
1437 |
if (!(pticks % 5011)) |
1438 |
obsolete_parties (); |
1439 |
|
1440 |
if (!(pticks % 12503)) |
1441 |
fix_luck (); |
1442 |
} |
1443 |
|
1444 |
void |
1445 |
server_tick () |
1446 |
{ |
1447 |
nroferrors = 0; |
1448 |
|
1449 |
doeric_server (); |
1450 |
INVOKE_GLOBAL (CLOCK); |
1451 |
process_events (NULL); /* "do" something with objects with speed */ |
1452 |
flush_sockets (); |
1453 |
check_active_maps (); /* Removes unused maps after a certain timeout */ |
1454 |
do_specials (); /* Routines called from time to time. */ |
1455 |
|
1456 |
++pticks; |
1457 |
} |
1458 |
|
1459 |
int |
1460 |
main (int argc, char **argv) |
1461 |
{ |
1462 |
settings.argc = argc; |
1463 |
settings.argv = argv; |
1464 |
|
1465 |
cfperl_init (); |
1466 |
|
1467 |
init (argc, argv); |
1468 |
|
1469 |
initPlugins (); |
1470 |
|
1471 |
for (;;) |
1472 |
cfperl_main (); |
1473 |
|
1474 |
// unreached |
1475 |
emergency_save (0); |
1476 |
cleanup (); |
1477 |
|
1478 |
return 0; |
1479 |
} |