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