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Comparing deliantra/server/server/main.C (file contents):
Revision 1.61 by root, Wed Dec 27 18:09:49 2006 UTC vs.
Revision 1.113 by root, Mon Jul 30 02:03:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 * 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 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * 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 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <tod.h> 26#include <tod.h>
27 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> 28#include <sproto.h>
37#include <time.h> 29#include <time.h>
38 30
39#include <../random_maps/random_map.h> 31#include <../random_maps/random_map.h>
40#include <../random_maps/rproto.h> 32#include <../random_maps/rproto.h>
45}; 37};
46 38
47void 39void
48version (object *op) 40version (object *op)
49{ 41{
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); 42 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire+ v%s", VERSION);
54 43
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:"); 44 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
45 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>");
46 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
47 new_draw_info (NDI_UNIQUE, 0, op, "Pippijn van Steenhoven <pip88nl@gmail.com>");
48 new_draw_info (NDI_UNIQUE, 0, op, "");
49 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to the original Crossfire:");
61 new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)"); 50 new_draw_info (NDI_UNIQUE, 0, op, "Mark Wedel <mwedel@sonic.net>");
62 new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)"); 51 new_draw_info (NDI_UNIQUE, 0, op, "Frank Tore Johansen <frankj@ifi.uio.no>");
63 new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)"); 52 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Torgrim Homme <kjetilho@ifi.uio.no>");
64 new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)"); 53 new_draw_info (NDI_UNIQUE, 0, op, "Tyler Van Gorder <tvangod@ecst.csuchico.edu>");
65 new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)"); 54 new_draw_info (NDI_UNIQUE, 0, op, "Tony Elmroth <elmroth@cd.chalmers.se>");
66 new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)"); 55 new_draw_info (NDI_UNIQUE, 0, op, "Dougal Scott <dougal.scott@fcit.monasu.edu.au>");
67 new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)"); 56 new_draw_info (NDI_UNIQUE, 0, op, "William <wchuang@athena.mit.edu>");
68 new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)"); 57 new_draw_info (NDI_UNIQUE, 0, op, "Geoff Bailey <ftww@cs.su.oz.au>");
69 new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)"); 58 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Wiekhorst Jørgensen <jorgens@flipper.pvv.unit.no>");
70 new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)"); 59 new_draw_info (NDI_UNIQUE, 0, op, "Cameron Blackwood <c.blackwood@rdt.monash.edu.au>");
71 new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)"); 60 new_draw_info (NDI_UNIQUE, 0, op, "Joseph L. Traub <jtraub+@cmu.edu>");
72 new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)"); 61 new_draw_info (NDI_UNIQUE, 0, op, "Rupert G. Goldie <rgg@aaii.oz.au>");
73 new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)"); 62 new_draw_info (NDI_UNIQUE, 0, op, "Eric A. Anderson <eanders+@cmu.edu>");
74 new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)"); 63 new_draw_info (NDI_UNIQUE, 0, op, "Rickard Eneqvist <eneq@Prag.DoCS.UU.SE>");
75 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)"); 64 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko Sonninen <Jarkko.Sonninen@lut.fi>");
76 new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)"); 65 new_draw_info (NDI_UNIQUE, 0, op, "Karl Holland <kholland@sunlab.cit.cornell.du>");
77 new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)"); 66 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Lundgren <vick@bern.docs.uu.se>");
78 new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)"); 67 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Olsson <mol@meryl.csd.uu.se>");
79 new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)"); 68 new_draw_info (NDI_UNIQUE, 0, op, "Tero Haatanen <Tero.Haatanen@lut.fi>");
80 new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)"); 69 new_draw_info (NDI_UNIQUE, 0, op, "Lasse Ylitalo <ylitalo@student.docs.uu.se>");
81 new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)"); 70 new_draw_info (NDI_UNIQUE, 0, op, "Niilo Neuvo <anipa@guru.magic.fi>");
82 new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)"); 71 new_draw_info (NDI_UNIQUE, 0, op, "Markku J{rvinen <mta@modeemi.cs.tut.fi>");
83 new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)"); 72 new_draw_info (NDI_UNIQUE, 0, op, "Sylvain Meunier <meunier@inf.enst.fr>");
84 new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)"); 73 new_draw_info (NDI_UNIQUE, 0, op, "Jason Fosback <jfosback@darmok.uoregon.edu>");
85 new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)"); 74 new_draw_info (NDI_UNIQUE, 0, op, "Carl Edman <cedman@capitalist.princeton.edu>");
86 new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)"); 75 new_draw_info (NDI_UNIQUE, 0, op, "Charles Henrich <henrich@crh.cl.msu.edu>");
87 new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)"); 76 new_draw_info (NDI_UNIQUE, 0, op, "Gregor Schmid <schmid@fb3-s7.math.tu-berlin.de>");
88 new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)"); 77 new_draw_info (NDI_UNIQUE, 0, op, "Raphael Quinet <quinet@montefiore.ulg.ac.be>");
89 new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)"); 78 new_draw_info (NDI_UNIQUE, 0, op, "Jari Vanhala <jam@modeemi.cs.tut.fi>");
90 new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)"); 79 new_draw_info (NDI_UNIQUE, 0, op, "Tero Kivinen <kivinen@joker.cs.hut.fi>");
91 new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)"); 80 new_draw_info (NDI_UNIQUE, 0, op, "Peter Mardahl <peterm@soda.berkeley.edu>");
92 new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)"); 81 new_draw_info (NDI_UNIQUE, 0, op, "Matthew Zeher <matt@cs.odu.edu>");
93 new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)"); 82 new_draw_info (NDI_UNIQUE, 0, op, "Scott R. Turner <srt@sun-dimas.aero.org>");
94 new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)"); 83 new_draw_info (NDI_UNIQUE, 0, op, "Ben Fennema <huma@netcom.com>");
95 new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)"); 84 new_draw_info (NDI_UNIQUE, 0, op, "Nick Williams <njw@cs.city.ac.uk>");
96 new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)"); 85 new_draw_info (NDI_UNIQUE, 0, op, "Laurent Wacrenier <Wacren@Gin.ObsPM.Fr>");
97 new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)"); 86 new_draw_info (NDI_UNIQUE, 0, op, "Brian Thomas <thomas@astro.psu.edu>");
98 new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)"); 87 new_draw_info (NDI_UNIQUE, 0, op, "John Steven Moerk <jsm@axon.ksc.nasa.gov>");
99 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]"); 88 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"); 89 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann <yann.chachkoff@mailandnews.com>\n");
90 new_draw_info (NDI_UNIQUE, 0, op, "");
101 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:"); 91 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
102 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner"); 92 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
103 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]"); 93 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]"); 94 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]"); 95 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner <hansjoerg.malthaner@danet.de>");
106 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]"); 96 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg <maxmc@telia.com>");
97 new_draw_info (NDI_UNIQUE, 0, op, "");
107 new_draw_info (NDI_UNIQUE, 0, op, "And many more!"); 98 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
108}
109
110void
111info_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} 99}
132 100
133/* This is a basic little function to put the player back to his 101/* This is a basic little function to put the player back to his
134 * savebed. We do some error checking - its possible that the 102 * savebed. We do some error checking - its possible that the
135 * savebed map may no longer exist, so we make sure the player 103 * savebed map may no longer exist, so we make sure the player
136 * goes someplace. 104 * goes someplace.
137 */ 105 */
138void 106void
139enter_player_savebed (object *op) 107enter_player_savebed (object *op)
140{ 108{
141 maptile *oldmap = op->map;
142 object *tmp;
143
144 tmp = object::create (); 109 object *tmp = object::create ();
145
146 EXIT_PATH (tmp) = op->contr->savebed_map; 110 EXIT_PATH (tmp) = op->contr->savebed_map;
147 EXIT_X (tmp) = op->contr->bed_x; 111 EXIT_X (tmp) = op->contr->bed_x;
148 EXIT_Y (tmp) = op->contr->bed_y; 112 EXIT_Y (tmp) = op->contr->bed_y;
149 enter_exit (op, tmp); 113 op->enter_exit (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 (); 114 tmp->destroy ();
169} 115}
170 116
171/* All this really is is a glorified remove_object that also updates
172 * the counts on the map if needed.
173 */
174void
175leave_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/* 117/*
193 * enter_map(): Moves the player and pets from current map (if any) to 118 * 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 119 * 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 120 * 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 121 * whatever reason. If default map coordinates are to be used, then
197 * the function that calls this should figure them out. 122 * the function that calls this should figure them out.
198 */ 123 */
199static void 124void
200enter_map (object *op, maptile *newmap, int x, int y) 125object::enter_map (maptile *newmap, int x, int y)
201{ 126{
202 maptile *oldmap = op->map; 127 if (destroyed () || !newmap || newmap->in_memory != MAP_IN_MEMORY)
128 return;
203 129
204 if (out_of_map (newmap, x, y)) 130 if (out_of_map (newmap, x, y))
205 { 131 {
206 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); 132 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
207 x = newmap->enter_x; 133 x = newmap->enter_x;
208 y = newmap->enter_y; 134 y = newmap->enter_y;
209 if (out_of_map (newmap, x, y)) 135 if (out_of_map (newmap, x, y))
210 { 136 {
211 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 137 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); 138 &newmap->path, x, y, newmap->width, newmap->height);
213 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 139 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
214 return; 140 return;
215 } 141 }
216 } 142 }
217 143
144 if (contr && map != newmap && map)
145 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
146 return;
147
148 // remove, so stupid ob_locked does not trigger a failure
149 remove ();
150
218 /* try to find a spot for the player */ 151 /* try to find a spot for the player */
219 if (ob_blocked (op, newmap, x, y)) 152 if (ob_blocked (this, newmap, x, y))
220 { /* First choice blocked */ 153 { /* First choice blocked */
221 /* We try to find a spot for the player, starting closest in. 154 /* 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, 155 * 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 156 * So for example, if the north space is free, you would always end up there even
224 * if other spaces around are available. 157 * if other spaces around are available.
225 * Note that for the second and third calls, we could start at a position other 158 * 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. 159 * than one, but then we could end up on the other side of walls and so forth.
227 */ 160 */
228 int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1); 161 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
229 162
230 if (i == -1) 163 if (i == -1)
231 { 164 {
232 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 165 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
233 if (i == -1) 166 if (i == -1)
234 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 167 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
235 } 168 }
236 169
237 if (i != -1) 170 if (i != -1)
238 { 171 {
239 x += freearr_x[i]; 172 x += freearr_x[i];
240 y += freearr_y[i]; 173 y += freearr_y[i];
241 } 174 }
242 else 175 else
243 {
244 /* not much we can do in this case. */ 176 /* 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); 177 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 } 178 }
247 } /* end if looking for free spot */
248 179
249 if (op->map) 180 if (contr && map != newmap)
250 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 181 {
251 return;
252
253 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 182 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
254 return; 183 return;
255 184
256 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y))) 185 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
257 return; 186 return;
187 }
258 188
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; 189 this->x = x;
266 op->y = y; 190 this->y = y;
267 op->map = newmap; 191 map = newmap;
268 192
269 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 193 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
270 194
271 if (!op->contr->hidden) 195 enemy = 0;
272 newmap->players++;
273 196
274 newmap->timeout = 0;
275 op->enemy = NULL;
276
277 if (op->contr) 197 if (contr)
278 { 198 {
279 strcpy (op->contr->maplevel, newmap->path); 199 contr->maplevel = newmap->path;
280 op->contr->count = 0; 200 contr->count = 0;
281 } 201 }
282 202
283 /* Update any golems */ 203 /* Update any golems */
284 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 204 if (type == PLAYER)
285 { 205 if (object *golem = contr->golem)
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 { 206 {
293 remove_friendly_object (op->contr->ranges[range_golem]); 207 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
294 op->contr->ranges[range_golem]->destroy (); 208
295 op->contr->ranges[range_golem] = 0; 209 if (i < 0)
296 } 210 golem->destroy ();
297 else 211 else
298 {
299 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
300 { 212 {
301 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); 213 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
302 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); 214 golem->direction = find_dir_2 (x - golem->x, y - golem->y);
303 tmp->map = newmap;
304 } 215 }
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 } 216 }
310 }
311
312 op->direction = 0;
313 217
314 /* since the players map is already loaded, we don't need to worry 218 /* since the players map is already loaded, we don't need to worry
315 * about pending objects. 219 * about pending objects.
316 */ 220 */
317 remove_all_pets (newmap); 221 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
335void
336set_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 */
361char *
362clean_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 */
382char *
383unclean_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
402static void
403enter_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
452static void
453enter_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
538static void
539enter_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 */
605static void
606enter_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
695void
696enter_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} 222}
875 223
876/* process_players1 and process_players2 do all the player related stuff. 224/* 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 225 * 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 226 * extent for debugging as well as to get a better idea of the time used
881 * is needed after the players have been updated. 229 * is needed after the players have been updated.
882 */ 230 */
883static void 231static void
884process_players1 () 232process_players1 ()
885{ 233{
886 int flag;
887
888 /* Basically, we keep looping until all the players have done their actions. */ 234 /* Basically, we keep looping until all the players have done their actions. */
889 for (flag = 1; flag != 0;) 235 for (int flag = 1; flag != 0;)
890 { 236 {
891 flag = 0; 237 flag = 0;
892 for_all_players (pl) 238 for_all_players (pl)
893 { 239 {
894 pl->refcnt_chk (); 240 pl->refcnt_chk ();
895 241
896 if (!pl->ob || !pl->ns) 242 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
897 continue; 243 continue;
898 244
899 if (pl->ob->speed_left > 0)
900 if (handle_newcs_player (pl->ob)) 245 if (handle_newcs_player (pl->ob))
901 flag = 1; 246 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 } 247 }
921#endif 248 }
922 } /* end of for loop for all the players */
923 } /* for flag */
924 249
925 for_all_players (pl) 250 for_all_players (pl)
926 { 251 {
927 if (!pl->ob || !pl->ns) 252 object *ob = pl->ob;
253
254 if (expect_false (!ob || !pl->ns || !ob->active))
928 continue; 255 continue;
929 256
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); 257 do_some_living (ob);
944 } 258 }
945} 259}
946 260
947static void 261static void
948process_players2 () 262process_players2 ()
949{ 263{
950 /* Then check if any players should use weapon-speed instead of speed */ 264 /* Then check if any players should use weapon-speed instead of speed */
951 for_all_players (pl) 265 for_all_players (pl)
952 { 266 {
953 /* The code that did weapon_sp handling here was out of place - 267 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
954 * this isn't called until after the player has finished there 268 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
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 } 269 }
972} 270}
973 271
974void 272void
975process_events () 273process_events ()
976{ 274{
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 (); 275 process_players1 ();
987 276
988 marker->active_next = active_objects; 277 for_all_actives (op)
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 { 278 {
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 */ 279 /* Now process op */
1017 if (QUERY_FLAG (op, FLAG_FREED)) 280 if (expect_false (QUERY_FLAG (op, FLAG_FREED)))
1018 { 281 {
1019 LOG (llevError, "BUG: process_events(): Free object on list\n"); 282 LOG (llevError, "BUG: process_events(): Free object on list\n");
1020 op->set_speed (0); 283 op->set_speed (0);
1021 continue; 284 continue;
1022 } 285 }
1023 286
1024 /* I've seen occasional crashes due to this - the object is removed, 287 if (expect_false (!op->has_active_speed ()))
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 } 288 {
1043
1044 if (!op->speed)
1045 {
1046 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 289 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1047 "but is on active list\n", &op->arch->name); 290 "but is on active list\n", op->debug_desc (), op->speed);
1048 op->set_speed (0); 291 op->set_speed (0);
1049 continue; 292 continue;
1050 } 293 }
1051 294
1052 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 295 if (expect_false (op->flag [FLAG_REMOVED]))
1053 { 296 {
1054 LOG (llevError, "BUG: process_events(): Object without map or " 297 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
1055 "inventory is on active list: %s (%d)\n", &op->name, op->count); 298 op->debug_desc ());
1056 op->set_speed (0); 299 op->set_speed (0);
1057 continue; 300 continue;
1058 } 301 }
1059 302
1060 /* Animate the object. Bug or feature that anim_speed 303 /* Animate the object. Bug or feature that anim_speed
1061 * is based on ticks, and not the creatures speed? 304 * is based on ticks, and not the creatures speed?
1062 */ 305 */
1063 if (op->anim_speed && op->last_anim >= op->anim_speed) 306 if (op->anim_speed && op->last_anim >= op->anim_speed)
1064 { 307 {
1065 if ((op->type == PLAYER))
1066 animate_object (op, op->facing);
1067 else
1068 animate_object (op, op->direction); 308 animate_object (op, op->contr ? op->facing : op->direction);
1069
1070 op->last_anim = 1; 309 op->last_anim = 1;
1071 } 310 }
1072 else 311 else
1073 op->last_anim++; 312 ++op->last_anim;
1074 313
1075 if (op->speed_left > 0) 314 if (op->speed_left > 0.f)
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 { 315 {
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; 316 --op->speed_left;
1092 process_object (op); 317 process_object (op);
1093 318
1094 if (op->destroyed ()) 319 if (op->destroyed ())
1095 continue; 320 continue;
1096 } 321 }
1097 322
1098 if (settings.casting_time == TRUE && op->casting_time > 0) 323 if (!op->contr)
1099 op->casting_time--; 324 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
1100
1101 if (op->speed_left <= 0)
1102 op->speed_left += FABS (op->speed);
1103 } 325 }
1104 326
1105 /* Remove marker object from active list */ 327 process_players2 ();
1106 if (marker->active_prev != NULL) 328}
1107 marker->active_prev->active_next = NULL; 329
330/* clean up everything before exiting */
331void
332emergency_save ()
333{
334 LOG (llevDebug, "emergency save begin.\n");
335
336 cfperl_emergency_save ();
337
338 LOG (llevDebug, "saving book archive.\n");
339 write_book_archive ();
340
341 LOG (llevDebug, "emergency save done.\n");
342}
343
344// send all clients some informational text
345static void
346cleanup_inform (const char *cause, bool make_core)
347{
348 int flags = NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
349
350 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
351 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
352
353 if (make_core)
354 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
1108 else 355 else
1109 active_objects = NULL; 356 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
1110 357
1111 process_players2 (); 358 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
1112}
1113 359
1114void 360 client::flush_sockets ();
1115clean_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} 361}
1134 362
1135/* clean up everything before exiting */ 363/* clean up everything before exiting */
1136void 364void
1137cleanup (bool make_core) 365cleanup (const char *cause, bool make_core)
1138{ 366{
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) 367 if (make_core)
1157 abort (); 368 fork_abort (cause);
369
370 LOG (llevError, "cleanup cause: %s\n", cause);
371
372 if (!make_core)
373 cleanup_inform (cause, make_core);
374
375 LOG (llevDebug, "cleanup begin.\n");
376
377 if (init_done && !in_cleanup)
378 {
379 in_cleanup = true;
380 emergency_save ();
381 }
1158 else 382 else
383 in_cleanup = true;
384
385 LOG (llevDebug, "running cleanup handlers.\n");
386 INVOKE_GLOBAL (CLEANUP);
387
388 LOG (llevDebug, "cleanup done.\n");
389
390 if (make_core)
391 {
392 cleanup_inform (cause, make_core);
393 cfperl_cleanup (make_core);
394 _exit (1);
395 }
396 else
397 {
398 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
399 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
400 client::flush_sockets ();
401 cfperl_cleanup (make_core);
1159 _exit (0); 402 _exit (0);
1160}
1161
1162void
1163leave (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 } 403 }
1201} 404}
1202 405
1203int 406int
1204forbid_play (void) 407forbid_play (void)
1219 422
1220 while (fgets (buf, MAX_BUF, fp)) 423 while (fgets (buf, MAX_BUF, fp))
1221 { 424 {
1222 if (buf[0] == '#') 425 if (buf[0] == '#')
1223 continue; 426 continue;
427
1224 if (!strncmp (buf, "msg", 3)) 428 if (!strncmp (buf, "msg", 3))
1225 { 429 {
1226 if (forbit) 430 if (forbit)
1227 while (fgets (buf, MAX_BUF, fp)) /* print message */ 431 while (fgets (buf, MAX_BUF, fp)) /* print message */
1228 fputs (buf, logfile); 432 fputs (buf, logfile);
1229 break; 433 break;
1230
1231 } 434 }
1232 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) 435 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1233 { 436 {
1234 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n"); 437 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1235 continue; 438 continue;
1249 return 0; 452 return 0;
1250#endif 453#endif
1251} 454}
1252 455
1253/* 456/*
1254 * do_specials() is a collection of functions to call from time to time. 457 * 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 458 * 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. 459 * 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 460 * 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 461 * 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 462 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1261 * done on the same tick, but that will happen very infrequently 464 * done on the same tick, but that will happen very infrequently
1262 * 465 *
1263 * I also think this code makes it easier to see how often we really are 466 * I also think this code makes it easier to see how often we really are
1264 * doing the various things. 467 * doing the various things.
1265 */ 468 */
1266
1267extern unsigned long todtick;
1268
1269void 469void
1270do_specials (void) 470do_specials (void)
1271{ 471{
1272 if (!(pticks % PTICKS_PER_CLOCK)) 472 if (expect_false (!(pticks % TICKS_PER_HOUR)))
1273 tick_the_clock (); 473 adjust_daylight ();
1274 474
1275 if (!(pticks % 7)) 475 if (expect_false (!(pticks % 7)))
1276 shstr::gc (); 476 shstr::gc ();
1277 477
1278 if (!(pticks % 79))
1279 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1280
1281 if (!(pticks % 2503)) 478 if (expect_false (!(pticks % 2503)))
1282 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 479 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1283 480
1284 if (!(pticks % 5003)) 481 if (expect_false (!(pticks % 5003)))
1285 write_book_archive (); 482 write_book_archive ();
1286 483
1287 if (!(pticks % 5009)) 484 if (expect_false (!(pticks % 5009)))
1288 clean_friendly_list (); 485 clean_friendly_list ();
1289 486
1290 if (!(pticks % 5011)) 487 if (expect_false (!(pticks % 5011)))
1291 obsolete_parties (); 488 obsolete_parties ();
1292 489
1293 if (!(pticks % 12503)) 490 if (expect_false (!(pticks % 12503)))
1294 fix_luck (); 491 fix_luck ();
1295} 492}
1296 493
1297void 494void
1298server_tick () 495server_tick ()
1299{ 496{
1300 nroferrors = 0;
1301
1302 // first do the user visible stuff 497 // first do the user visible stuff
1303 doeric_server ();
1304 INVOKE_GLOBAL (CLOCK); 498 INVOKE_GLOBAL (CLOCK);
1305 process_events (); /* "do" something with objects with speed */ 499 process_events (); // "do" something with objects with speed
1306 flush_sockets (); 500 client::clock (); // draw client maps etc.
1307 501
1308 // then do some bookkeeping, should not really be here 502 // 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. */ 503 do_specials (); /* Routines called from time to time. */
1311 attachable::check_mortals (); 504 attachable::check_mortals ();
1312 505
1313 ++pticks; 506 ++pticks;
1314} 507}
1315 508
509#if 0
510// used fro benchmarking (x86/amd64-specific)
511typedef unsigned long tval;
512typedef unsigned long long stamp64;
513
514extern inline tval
515stamp (void)
516{
517 tval tsc;
518 asm volatile ("rdtsc":"=a" (tsc)::"edx");
519
520 return tsc;
521}
522
523extern inline tval
524measure (tval t)
525{
526 tval tsc;
527 asm volatile ("rdtsc":"=a" (tsc)::"edx");
528
529 if (tsc > t)
530 return tsc - t;
531 else
532 return t - tsc;
533}
534
1316int 535int
1317main (int argc, char **argv) 536main (int argc, char **argv)
1318{ 537{
538 rand_gen rg(0);
539 tval fastest = 0x7fffffff;
540 for (int loop = 10000; loop--; )
541 {
542 tval s = stamp ();
543 volatile int i = rg.get_int(25);
544 fastest = min (fastest, measure (s));
545 }
546
547 //printf ("fastest %d\n", fastest);
548 for (int i = 0; i < 1024*1024*3; ++i)
549 {
550 char c = rg.get_int (256);
551 write (2, &c, 1);
552 }
553}
554
555#else
556
557// normal main
558int
559main (int argc, char **argv)
560{
1319 settings.argc = argc; 561 settings.argc = argc;
1320 settings.argv = argv; 562 settings.argv = argv;
1321 563
1322 init (argc, argv); 564 init (argc, argv);
1323 565
1324 initPlugins (); 566 initPlugins ();
1325 567
1326 for (;;) 568 for (;;)
1327 cfperl_main (); 569 cfperl_main ();
1328
1329 // unreached
1330 emergency_save (0);
1331 cleanup ();
1332
1333 return 0;
1334} 570}
571#endif
572

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