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Revision: 1.61
Committed: Wed Dec 27 18:09:49 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.60: +0 -12 lines
Log Message:
i cannot find, nor reproduce, the problem at all.
the log clearly shows map loads where there shouldn't be any, so we lose maps.
but only on cf.schmorp.de.
i am frustrated.

File Contents

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