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Comparing deliantra/server/server/main.C (file contents):
Revision 1.13 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.163 by root, Tue May 4 20:25:59 2010 UTC

1/* 1/*
2 * static char *rcsid_main_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: main.C,v 1.13 2006/08/29 07:34:00 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29#include <global.h> 25#include <global.h>
30#include <object.h> 26#include <object.h>
31#include <tod.h> 27#include <tod.h>
32 28
33#ifdef HAVE_DES_H
34#include <des.h>
35#else
36# ifdef HAVE_CRYPT_H
37# include <crypt.h>
38# endif
39#endif
40
41#ifndef __CEXTRACT__
42#include <sproto.h> 29#include <sproto.h>
43#endif
44
45#ifdef HAVE_TIME_H
46#include <time.h> 30#include <time.h>
47#endif 31
32#include <glib.h>
48 33
49#include <../random_maps/random_map.h> 34#include <../random_maps/random_map.h>
50#include <../random_maps/rproto.h> 35#include <../random_maps/rproto.h>
51#include "path.h" 36#include "path.h"
52 37
53static char days[7][4] = { 38void
54 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};
55
56void version(object *op) { 39version (object *op)
57 if(op!=NULL) 40{
58 clear_win_info(op);
59
60 new_draw_info_format(NDI_UNIQUE, 0, op, "This is Crossfire v%s",VERSION); 41 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION);
42}
61 43
62/* If in a socket, don't print out the list of authors. It confuses the 44/* This is a basic little function to put the player back to his
63 * crossclient program. 45 * savebed.
64 */ 46 */
65 if (op==NULL) return; 47void
66 new_draw_info(NDI_UNIQUE, 0,op,"Authors and contributors to this program:");
67 new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)");
68 new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)");
69 new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
70 new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
71 new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)");
72 new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
73 new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)");
74 new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)");
75 new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
76 new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
77 new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)");
78 new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)");
79 new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)");
80 new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
81 new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
82 new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)");
83 new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)");
84 new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)");
85 new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)");
86 new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)");
87 new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)");
88 new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)");
89 new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)");
90 new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)");
91 new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)");
92 new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)");
93 new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
94 new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)");
95 new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)");
96 new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)");
97 new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)");
98 new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)");
99 new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)");
100 new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)");
101 new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)");
102 new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
103 new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)");
104 new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)");
105 new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David [david.delbecq@mailandnews.com]");
106 new_draw_info(NDI_UNIQUE, 0,op,"Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
107 new_draw_info(NDI_UNIQUE, 0,op,"Images and art:");
108 new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner");
109 new_draw_info(NDI_UNIQUE, 0,op,"David Gervais [david_eg@mail.com]");
110 new_draw_info(NDI_UNIQUE, 0,op,"Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
111 new_draw_info(NDI_UNIQUE, 0,op,"Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
112 new_draw_info(NDI_UNIQUE, 0,op,"Mårten Woxberg [maxmc@telia.com]");
113 new_draw_info(NDI_UNIQUE, 0,op,"And many more!");
114}
115
116void info_keys(object *op) {
117 clear_win_info(op);
118 new_draw_info(NDI_UNIQUE, 0,op,"Push `hjklynub' to walk in a direction.");
119 new_draw_info(NDI_UNIQUE, 0,op,"Shift + dir = fire, Ctrl + dir = run");
120 new_draw_info(NDI_UNIQUE, 0,op,"(To fire at yourself, hit `.'");
121 new_draw_info(NDI_UNIQUE, 0,op,"To attack, walk into the monsters.");
122 new_draw_info(NDI_UNIQUE, 0,op,"\" = speak ' = extended command");
123 new_draw_info(NDI_UNIQUE, 0,op,"i = inventory , = get : = look");
124 new_draw_info(NDI_UNIQUE, 0,op,"<> = rotate d = drop ? = help");
125 new_draw_info(NDI_UNIQUE, 0,op,"a = apply A = apply below t = throw");
126 new_draw_info(NDI_UNIQUE, 0,op,"e = examine E = exa below @ = autopick");
127 new_draw_info(NDI_UNIQUE, 0,op,"C = configure s = brace v = version");
128 new_draw_info(NDI_UNIQUE, 0,op,"+- = change range <tab> = browse spells");
129 new_draw_info(NDI_UNIQUE, 0,op,"x = change inventory type");
130 new_draw_info(NDI_UNIQUE, 0,op,"Mouse: L = examine, M = apply, R = drop/get");
131 new_draw_info(NDI_UNIQUE, 0,op,"'help = info about extended commands.");
132 new_draw_info(NDI_UNIQUE, 0,op,"Ctrl-R = refresh Ctrl-C = clear");
133 new_draw_info(NDI_UNIQUE, 0,op,"You can type a number before most commands.");
134 new_draw_info(NDI_UNIQUE, 0,op,"(For instance 3d drops 3 items.)");
135}
136
137void start_info(object *op) {
138 char buf[MAX_BUF];
139
140 sprintf(buf,"Welcome to Crossfire, v%s!",VERSION);
141 new_draw_info(NDI_UNIQUE, 0,op,buf);
142 new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help");
143 new_draw_info(NDI_UNIQUE, 0,op," ");
144 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op,
145 "%s entered the game.",op->name);
146 if(!op->contr->name_changed) {
147 new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name");
148 new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list.");
149 new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)");
150 }
151}
152
153/* Really, there is no reason to crypt the passwords any system. But easier
154 * to just leave this enabled for backward compatibility. Put the
155 * simple case at top - no encryption - makes it easier to read.
156 */
157char *crypt_string(char *str, char *salt) {
158#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
159 return(str);
160#else
161 static char *c=
162 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
163 char s[2];
164
165 if(salt==NULL)
166 s[0]= c[RANDOM() % (int)strlen(c)],
167 s[1]= c[RANDOM() % (int)strlen(c)];
168 else
169 s[0]= salt[0],
170 s[1]= salt[1];
171
172# ifdef HAVE_LIBDES
173 return (char*)des_crypt(str,s);
174# endif
175 /* Default case - just use crypt */
176 return (char*)crypt(str,s);
177#endif
178}
179
180int check_password(char *typed,char *crypted) {
181 return !strcmp(crypt_string(typed,crypted),crypted);
182}
183
184/* This is a basic little function to put the player back to his
185 * savebed. We do some error checking - its possible that the
186 * savebed map may no longer exist, so we make sure the player
187 * goes someplace.
188 */
189void enter_player_savebed(object *op) 48enter_player_savebed (object *op)
190{ 49{
191 mapstruct *oldmap = op->map; 50 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
192 object *tmp;
193
194 tmp=get_object();
195
196 EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
197 EXIT_X(tmp) = op->contr->bed_x;
198 EXIT_Y(tmp) = op->contr->bed_y;
199 enter_exit(op,tmp);
200 /* If the player has not changed maps and the name does not match
201 * that of the savebed, his savebed map is gone. Lets go back
202 * to the emergency path. Update what the players savebed is
203 * while we're at it.
204 */
205 if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
206 LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n",
207 settings.emergency_mapname, op->name, op->contr->savebed_map);
208 strcpy(op->contr->savebed_map, settings.emergency_mapname);
209 op->contr->bed_x = settings.emergency_x;
210 op->contr->bed_y = settings.emergency_y;
211 free_string(op->contr->savebed_map);
212 EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
213 EXIT_X(tmp) = op->contr->bed_x;
214 EXIT_Y(tmp) = op->contr->bed_y;
215 enter_exit(op,tmp);
216 }
217 free_object(tmp);
218}
219
220/* All this really is is a glorified remove_object that also updates
221 * the counts on the map if needed.
222 */
223void leave_map(object *op)
224{
225 mapstruct *oldmap = op->map;
226
227 remove_ob(op);
228
229 if (oldmap) {
230 if (!op->contr->hidden)
231 oldmap->players--;
232 if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */
233 set_map_timeout(oldmap);
234 }
235 }
236} 51}
237 52
238/* 53/*
239 * enter_map(): Moves the player and pets from current map (if any) to 54 * enter_map(): Moves the player and pets from current map (if any) to
240 * new map. map, x, y must be set. map is the map we are moving the 55 * new map. map, x, y must be set. map is the map we are moving the
241 * player to - it could be the map he just came from if the load failed for 56 * player to - it could be the map he just came from if the load failed for
242 * whatever reason. If default map coordinates are to be used, then 57 * whatever reason. If default map coordinates are to be used, then
243 * the function that calls this should figure them out. 58 * the function that calls this should figure them out.
244 */ 59 */
245static void enter_map(object *op, mapstruct *newmap, int x, int y) { 60bool
246 mapstruct *oldmap = op->map; 61object::enter_map (maptile *newmap, int x, int y)
62{
63 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
64 return false;
247 65
66 if (out_of_map (newmap, x, y))
67 {
68 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
69 x = newmap->enter_x;
70 y = newmap->enter_y;
248 if (out_of_map(newmap, x, y)) { 71 if (out_of_map (newmap, x, y))
249 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", 72 {
250 newmap->path, x, y);
251 x=MAP_ENTER_X(newmap);
252 y=MAP_ENTER_Y(newmap);
253 if (out_of_map(newmap, x, y)) {
254 LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 73 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
255 newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap)); 74 &newmap->path, x, y, newmap->width, newmap->height);
256 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed"); 75 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
257 return; 76 return false;
258 } 77 }
259 } 78 }
79
80 if (contr && map != newmap && map)
81 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
82 return false;
83
84 // remove, so stupid blocked does not trigger a failure
85 remove ();
86
260 /* try to find a spot for the player */ 87 /* try to find a spot for the player */
261 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */ 88 if (blocked (newmap, x, y))
89 { /* First choice blocked */
262 /* We try to find a spot for the player, starting closest in. 90 /* We try to find a spot for the player, starting closest in.
263 * We could use find_first_free_spot, but that doesn't randomize it at all, 91 * We could use find_first_free_spot, but that doesn't randomize it at all,
264 * So for example, if the north space is free, you would always end up there even 92 * So for example, if the north space is free, you would always end up there even
265 * if other spaces around are available. 93 * if other spaces around are available.
266 * Note that for the second and third calls, we could start at a position other 94 * Note that for the second and third calls, we could start at a position other
267 * than one, but then we could end up on the other side of walls and so forth. 95 * than one, but then we could end up on the other side of walls and so forth.
268 */
269 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1);
270 if (i==-1) {
271 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1);
272 if (i==-1)
273 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
274 }
275 if (i != -1 ) {
276 x += freearr_x[i];
277 y += freearr_y[i];
278 } else {
279 /* not much we can do in this case. */
280 LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n",
281 newmap->path, x , y);
282 }
283 } /* end if looking for free spot */
284
285 if (op->map!=NULL)
286 {
287 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
288 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
289 }
290
291 /* If it is a player login, he has yet to be inserted anyplace.
292 * otherwise, we need to deal with removing the player here.
293 */
294 if(!QUERY_FLAG(op, FLAG_REMOVED))
295 remove_ob(op);
296
297 /* remove_ob clears these so they must be reset after the remove_ob call */
298 op->x = x;
299 op->y = y;
300 op->map = newmap;
301 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON);
302
303 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
304
305 if (!op->contr->hidden)
306 newmap->players++;
307
308 newmap->timeout=0;
309 op->enemy = NULL;
310
311 if (op->contr) {
312 strcpy(op->contr->maplevel, newmap->path);
313 op->contr->count=0;
314 }
315
316 /* Update any golems */
317 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
318 int i = find_free_spot(op->contr->ranges[range_golem],newmap,
319 x, y, 1, SIZEOFFREE);
320 remove_ob(op->contr->ranges[range_golem]);
321 if (i==-1) {
322 remove_friendly_object(op->contr->ranges[range_golem]);
323 free_object(op->contr->ranges[range_golem]);
324 op->contr->ranges[range_golem]=NULL;
325 op->contr->golem_count=0;
326 }
327 else {
328 object *tmp;
329 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) {
330 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x);
331 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y);
332 tmp->map = newmap;
333 }
334 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0);
335 op->contr->ranges[range_golem]->direction =
336 find_dir_2(op->x - op->contr->ranges[range_golem]->x,
337 op->y - op->contr->ranges[range_golem]->y);
338 }
339 }
340 op->direction=0;
341
342 /* since the players map is already loaded, we don't need to worry
343 * about pending objects.
344 */
345 remove_all_pets(newmap);
346
347 /* If the player is changing maps, we need to do some special things
348 * Do this after the player is on the new map - otherwise the force swap of the
349 * old map does not work.
350 */
351 if (oldmap != newmap) {
352 if (oldmap) /* adjust old map */
353 {
354 oldmap->players--;
355
356 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
357 set_map_timeout(oldmap);
358 }
359 }
360 swap_below_max (newmap->path);
361}
362
363void set_map_timeout(mapstruct *oldmap)
364{
365#if MAP_MAXTIMEOUT
366 oldmap->timeout = MAP_TIMEOUT(oldmap);
367 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
368 * lower than the min value.
369 */
370#if MAP_MINTIMEOUT
371 if (oldmap->timeout < MAP_MINTIMEOUT) {
372 oldmap->timeout = MAP_MINTIMEOUT;
373 }
374#endif
375 if (oldmap->timeout > MAP_MAXTIMEOUT) {
376 oldmap->timeout = MAP_MAXTIMEOUT;
377 }
378#else
379 /* save out the map */
380 swap_map(oldmap);
381#endif /* MAP_MAXTIMEOUT */
382}
383
384
385/* clean_path takes a path and replaces all / with _
386 * We do a strcpy so that we do not change the original string.
387 */
388char *clean_path(const char *file)
389{
390 static char newpath[MAX_BUF],*cp;
391
392 strncpy(newpath, file, MAX_BUF-1);
393 newpath[MAX_BUF-1]='\0';
394 for (cp=newpath; *cp!='\0'; cp++) {
395 if (*cp=='/') *cp='_';
396 }
397 return newpath;
398}
399
400
401/* unclean_path takes a path and replaces all _ with /
402 * This basically undoes clean path.
403 * We do a strcpy so that we do not change the original string.
404 * We are smart enough to start after the last / in case we
405 * are getting passed a string that points to a unique map
406 * path.
407 */
408char *unclean_path(const char *src)
409{
410 static char newpath[MAX_BUF],*cp;
411
412 cp=strrchr(src, '/');
413 if (cp)
414 strncpy(newpath, cp+1, MAX_BUF-1);
415 else
416 strncpy(newpath, src, MAX_BUF-1);
417 newpath[MAX_BUF-1]='\0';
418
419 for (cp=newpath; *cp!='\0'; cp++) {
420 if (*cp=='_') *cp='/';
421 }
422 return newpath;
423}
424
425
426/* The player is trying to enter a randomly generated map. In this case, generate the
427 * random map as needed.
428 */
429
430static void enter_random_map(object *pl, object *exit_ob)
431{
432 mapstruct *new_map;
433 char newmap_name[HUGE_BUF], *cp;
434 static int reference_number = 0;
435 RMParms rp;
436
437 memset(&rp, 0, sizeof(RMParms));
438 rp.Xsize=-1;
439 rp.Ysize=-1;
440 rp.region=get_region_by_map(exit_ob->map);
441 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
442 rp.origin_x = exit_ob->x;
443 rp.origin_y = exit_ob->y;
444 strcpy(rp.origin_map, pl->map->path);
445
446 /* If we have a final_map, use it as a base name to give some clue
447 * as where the player is. Otherwise, use the origin map.
448 * Take the last component (after the last slash) to give
449 * shorter names without bogus slashes.
450 */
451 if (rp.final_map[0]) {
452 cp = strrchr(rp.final_map, '/');
453 if (!cp) cp = rp.final_map;
454 } else {
455 char buf[HUGE_BUF];
456
457 cp = strrchr(rp.origin_map, '/');
458 if (!cp) cp = rp.origin_map;
459 /* Need to strip of any trailing digits, if it has them */
460 strcpy(buf, cp);
461 while (isdigit(buf[strlen(buf) - 1]))
462 buf[strlen(buf) - 1] = 0;
463 cp = buf;
464 }
465
466 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
467
468 /* now to generate the actual map. */
469 new_map=generate_random_map(newmap_name,&rp);
470
471 /* Update the exit_ob so it now points directly at the newly created
472 * random maps. Not that it is likely to happen, but it does mean that a
473 * exit in a unique map leading to a random map will not work properly.
474 * It also means that if the created random map gets reset before
475 * the exit leading to it, that the exit will no longer work.
476 */
477 if(new_map) {
478 int x, y;
479 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
480 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
481 EXIT_PATH(exit_ob) = add_string(newmap_name);
482 strcpy(new_map->path, newmap_name);
483 enter_map(pl, new_map, x, y);
484 }
485}
486
487/* The player is trying to enter a non-randomly generated template map. In this
488 * case, use a map file for a template
489 */
490
491static void enter_fixed_template_map(object *pl, object *exit_ob)
492{
493 mapstruct *new_map;
494 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
495 const char *new_map_name;
496
497 /* Split the exit path string into two parts, one
498 * for where to store the map, and one for were
499 * to generate the map from.
500 */
501 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
502 sourcemap = strchr(exitpath, '!');
503 if (!sourcemap) {
504 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
505 /* Should only occur when no source map is set.
506 */
507 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
508 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
509 return;
510 }
511 *sourcemap++ = '\0';
512
513 /* If we are not coming from a template map, we can use relative directories
514 * for the map to generate from.
515 */
516 if (!exit_ob->map->templatemap) {
517 sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap);
518 }
519
520 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
521 * of the exit, and the name of the map the exit is on, respectively.
522 */
523 sprintf(tmpnum ,"%d", exit_ob->x);
524 replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
525
526 sprintf(tmpnum ,"%d", exit_ob->y);
527 sprintf(tmpstring, "%s", resultname);
528 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
529
530 sprintf(tmpstring, "%s", resultname);
531 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
532
533 /* If we are coming from another template map, use reletive paths unless
534 * indicated otherwise.
535 */
536 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
537 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
538 } else {
539 new_map_name = create_template_pathname(resultname);
540 }
541
542 /* Attempt to load the map, if unable to, then
543 * create the map from the template.
544 */
545 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
546 if (!new_map) {
547 new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE);
548 if (new_map) fix_auto_apply(new_map);
549 }
550
551 if (new_map) {
552 /* set the path of the map to where it should be
553 * so we don't just save over the source map.
554 */ 96 */
555 strcpy(new_map->path, new_map_name); 97 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
556 new_map->templatemap = 1;
557 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
558 } else {
559 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
560 /* Should only occur when an invalid source map is set.
561 */
562 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
563 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
564 }
565}
566 98
99 if (i < 0)
100 {
101 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
102 if (i < 0)
103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
104 }
567 105
568/* The player is trying to enter a randomly generated template map. In this 106 if (i >= 0)
569 * case, generate the map as needed. 107 {
570 */ 108 sint16 nx = x + freearr_x[i];
109 sint16 ny = y + freearr_y[i];
571 110
572static void enter_random_template_map(object *pl, object *exit_ob) 111 if (xy_normalise (newmap, nx, ny))
573{
574 mapstruct *new_map;
575 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
576 const char *new_map_name;
577 RMParms rp;
578
579 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
580 * of the exit, and the name of the map the exit is on, respectively.
581 */
582 sprintf(tmpnum ,"%d", exit_ob->x);
583 replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
584
585 sprintf(tmpnum ,"%d", exit_ob->y);
586 sprintf(tmpstring, "%s", resultname);
587 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
588
589 sprintf(tmpstring, "%s", resultname);
590 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
591
592 /* If we are coming from another template map, use reletive paths unless
593 * indicated otherwise.
594 */
595 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
596 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
597 } else {
598 new_map_name = create_template_pathname(resultname);
599 }
600
601 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
602 if (!new_map) {
603 memset(&rp, 0, sizeof(RMParms));
604 rp.Xsize=-1;
605 rp.Ysize=-1;
606 rp.region=get_region_by_map(exit_ob->map);
607 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
608 rp.origin_x = exit_ob->x;
609 rp.origin_y = exit_ob->y;
610 strcpy(rp.origin_map, pl->map->path);
611
612 /* now to generate the actual map. */
613 new_map=generate_random_map(new_map_name,&rp);
614 }
615
616
617 /* Update the exit_ob so it now points directly at the newly created
618 * random maps. Not that it is likely to happen, but it does mean that a
619 * exit in a unique map leading to a random map will not work properly.
620 * It also means that if the created random map gets reset before
621 * the exit leading to it, that the exit will no longer work.
622 */
623 if(new_map) {
624 int x, y;
625 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
626 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
627 new_map->templatemap = 1;
628 enter_map(pl, new_map, x, y);
629 }
630}
631
632
633/* Code to enter/detect a character entering a unique map.
634 */
635static void enter_unique_map(object *op, object *exit_ob)
636{
637 char apartment[HUGE_BUF];
638 mapstruct *newmap;
639
640 if (EXIT_PATH(exit_ob)[0]=='/') {
641 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
642 settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob)));
643 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
644 if (!newmap) {
645 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
646 if (newmap) fix_auto_apply(newmap);
647 }
648 } else { /* relative directory */
649 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
650
651 if (exit_ob->map->unique) {
652
653 strcpy(reldir, unclean_path(exit_ob->map->path));
654
655 /* Need to copy this over, as clean_path only has one static return buffer */
656 strcpy(tmpc, clean_path(reldir));
657 /* Remove final component, if any */
658 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
659
660 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
661 settings.playerdir, op->name, tmpc,
662 clean_path(EXIT_PATH(exit_ob)));
663
664 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
665 if (!newmap) {
666 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
667 if (newmap) fix_auto_apply(newmap);
668 }
669 }
670 else {
671 /* The exit is unique, but the map we are coming from is not unique. So
672 * use the basic logic - don't need to demangle the path name
673 */
674 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
675 settings.playerdir, op->name,
676 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
677 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
678 if (!newmap) {
679 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
680 if (newmap) fix_auto_apply(newmap);
681 }
682 }
683 }
684
685 if (newmap) {
686 strcpy(newmap->path, apartment);
687 newmap->unique = 1;
688 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
689 } else {
690 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
691 /* Perhaps not critical, but I would think that the unique maps
692 * should be new enough this does not happen. This also creates
693 * a strange situation where some players could perhaps have visited
694 * such a map before it was removed, so they have the private
695 * map, but other players can't get it anymore.
696 */
697 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
698 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
699 }
700
701}
702
703
704/* Tries to move 'op' to exit_ob. op is the character or monster that is
705 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
706 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
707 * move the object to. This is used when loading the player.
708 *
709 * Largely redone by MSW 2001-01-21 - this function was overly complex
710 * and had some obscure bugs.
711 */
712
713void enter_exit(object *op, object *exit_ob) {
714 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
715 object *tmp;
716 /* It may be nice to support other creatures moving across
717 * exits, but right now a lot of the code looks at op->contr,
718 * so thta is an RFE.
719 */
720 if (op->type != PLAYER) return;
721
722 /* First, lets figure out what map the player is going to go to */
723 if (exit_ob){
724
725 /* check to see if we make a template map */
726 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
727 if (EXIT_PATH(exit_ob)[2]=='!') {
728 /* generate a template map randomly */
729 enter_random_template_map(op, exit_ob);
730 } else { 112 {
731 /* generate a template map from a fixed template */ 113 x = nx;
732 enter_fixed_template_map(op, exit_ob); 114 y = ny;
733 } 115 }
734 } 116 }
735 /* check to see if we make a randomly generated map */ 117 else
736 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') { 118 /* not much we can do in this case. */
737 enter_random_map(op, exit_ob); 119 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);
738 }
739 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
740 enter_unique_map(op, exit_ob);
741 } else {
742 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
743 /* 'Normal' exits that do not do anything special
744 * Simple enough we don't need another routine for it.
745 */
746 mapstruct *newmap;
747 if (exit_ob->map) {
748 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
749 /* Random map was previously generated, but is no longer about. Lets generate a new
750 * map.
751 */
752 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
753 /* Maps that go down have a message set. However, maps that go
754 * up, don't. If the going home has reset, there isn't much
755 * point generating a random map, because it won't match the maps.
756 */
757 if (exit_ob->msg) {
758 enter_random_map(op, exit_ob);
759 } else {
760 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
761 return;
762 }
763
764 /* For exits that cause damages (like pits). Don't know if any
765 * random maps use this or not.
766 */
767 if(exit_ob->stats.dam && op->type==PLAYER)
768 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
769 return;
770 }
771 } else {
772 /* For word of recall and other force objects
773 * They contain the full pathname of the map to go back to,
774 * so we don't need to normalize it.
775 * But we do need to see if it is unique or not
776 */
777 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
778 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
779 else
780 newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
781 } 120 }
782 if (!newmap) 121
122 if (contr && map != newmap)
123 {
124 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
125 return false;
126
127 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
128 return false;
129 }
130
131 enemy = 0;
132
133 //newmap->insert (this, x, y);
134 newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT);
135
136 if (map == newmap) // see if we actually arrived there - insert might trigger a teleport
137 {
138 if (contr)
139 {
140 contr->maplevel = newmap->path;
141 contr->count = 0;
142
143 /* Update any golems */
144 if (object *golem = contr->golem)
783 { 145 {
784 if (exit_ob->name) 146 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
785 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
786 /* don't cry to momma if name is not set - as in tmp objects
787 * used by the savebed code and character creation */
788 return;
789 }
790 147
791 /* This supports the old behaviour, but it really should not be used. 148 if (i < 0)
792 * I will note for example that with this method, it is impossible to 149 golem->drop_and_destroy ();
793 * set 0,0 destination coordinates. Really, if we want to support 150 else
794 * using the new maps default coordinates, the exit ob should use 151 {
795 * something like -1, -1 so it is clear to do that. 152 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
796 */ 153 golem->direction = find_dir_2 (golem->x - x, golem->y - y);
797 if (x==0 && y==0) {
798 x=MAP_ENTER_X(newmap);
799 y=MAP_ENTER_Y(newmap);
800 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
801 exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
802 exit_ob->map?exit_ob->map->path:"(none)");
803 }
804
805 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
806 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
807 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
808 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
809 if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;
810 } 154 }
811 if(tmp) {
812 remove_ob(tmp);
813 free_object(tmp);
814 }
815
816 strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));
817 op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
818 save_player(op, 1);
819 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
820 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
821 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
822 } 155 }
823
824 enter_map(op, newmap, x, y);
825 }
826 /* For exits that cause damages (like pits) */
827 if(exit_ob->stats.dam && op->type==PLAYER)
828 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
829 } else {
830 int flags = 0;
831 mapstruct *newmap;
832
833
834 /* Hypothetically, I guess its possible that a standard map matches
835 * the localdir, but that seems pretty unlikely - unlikely enough that
836 * I'm not going to attempt to try to deal with that possibility.
837 * We use the fact that when a player saves on a unique map, it prepends
838 * the localdir to that name. So its an easy way to see of the map is
839 * unique or not.
840 */
841 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
842 flags = MAP_PLAYER_UNIQUE;
843
844 /* newmap returns the map (if already loaded), or loads it for
845 * us.
846 */
847 newmap = ready_map_name(op->contr->maplevel, flags);
848 if (!newmap)
849 { 156 }
850 LOG(llevError, 157
851 "enter_exit: Pathname to map does not exist! (%s)\n", 158 /* since the players map is already loaded, we don't need to worry
852 op->contr->maplevel); 159 * about pending objects.
853 newmap = ready_map_name(settings.emergency_mapname, 0);
854 op->x = settings.emergency_x;
855 op->y = settings.emergency_y;
856 /* If we can't load the emergency map, something is probably really
857 * screwed up, so bail out now.
858 */ 160 */
859 if (!newmap) { 161 move_all_pets ();
860 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n"); 162
861 abort(); 163 return true;
862 } 164 }
863 }
864 enter_map(op, newmap, op->x, op->y);
865 }
866}
867 165
868/* 166 return false;
869 * process_active_maps(): Works like process_events(), but it only
870 * processes maps which a player is on.
871 *
872 */
873
874#if 0 // dead code, schmorp
875void process_active_maps ()
876{
877 for (mapstruct *map = first_map; map != NULL; map = map->next)
878 if (map->in_memory == MAP_IN_MEMORY)
879 if (players_on_map (map, TRUE))
880 process_events (map);
881} 167}
882#endif
883 168
884/* process_players1 and process_players2 do all the player related stuff. 169/* process_players1 and process_players2 do all the player related stuff.
885 * I moved it out of process events and process_map. This was to some 170 * I moved it out of process events and process_map. This was to some
886 * extent for debugging as well as to get a better idea of the time used 171 * extent for debugging as well as to get a better idea of the time used
887 * by the various functions. process_players1() does the processing before 172 * by the various functions. process_players1() does the processing before
888 * objects have been updated, process_players2() does the processing that 173 * objects have been updated, process_players2() does the processing that
889 * is needed after the players have been updated. 174 * is needed after the players have been updated.
890 */ 175 */
891 176static void
892void process_players1(mapstruct *map) 177process_players1 ()
893{ 178{
894 int flag;
895 player *pl,*plnext;
896
897 /* Basically, we keep looping until all the players have done their actions. */ 179 /* Basically, we keep looping until all the players have done their actions. */
898 for(flag=1;flag!=0;) { 180 for (int flag = 1; flag != 0;)
899 flag=0; 181 {
900 for(pl=first_player;pl!=NULL;pl=plnext) { 182 flag = 0;
901 plnext=pl->next; /* In case a player exits the game in handle_player() */ 183 for_all_players (pl)
184 {
185 pl->refcnt_chk ();
902 186
903 if (pl->ob == NULL) continue; 187 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
188 continue;
904 189
905 if (map!=NULL && pl->ob->map!=map) continue;
906
907 if(pl->ob->speed_left>0) {
908 if (handle_newcs_player(pl->ob)) 190 if (handle_newcs_player (pl->ob))
909 flag=1; 191 flag = 1;
910 } /* end if player has speed left */ 192 }
911
912 /* If the player is not actively playing, don't make a
913 * backup save - nothing to save anyway. Plus, the
914 * map may not longer be valid. This can happen when the
915 * player quits - they exist for purposes of tracking on the map,
916 * but don't actually reside on any actual map.
917 */
918 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
919
920#ifdef AUTOSAVE
921 /* check for ST_PLAYING state so that we don't try to save off when
922 * the player is logging in.
923 */
924 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
925 /* Don't save the player on unholy ground. Instead, increase the
926 * tick time so it will be about 10 seconds before we try and save
927 * again.
928 */
929// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
930// pl->last_save_tick += 100;
931// } else {
932 save_player(pl->ob,1);
933 pl->last_save_tick = pticks;
934// }
935 } 193 }
936#endif 194
937 } /* end of for loop for all the players */ 195 for_all_players (pl)
938 } /* for flag */ 196 {
939 for(pl=first_player;pl!=NULL;pl=pl->next) { 197 object *ob = pl->ob;
940 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) 198
199 // process_objects destroys the speed_left value
200 pl->speed_left_save = ob->speed_left;
201
202 if (expect_false (!ob || !pl->ns || !ob->active))
941 continue; 203 continue;
942 if (settings.casting_time == TRUE) { 204
943 if (pl->ob->casting_time > 0){ 205 do_some_living (ob);
944 pl->ob->casting_time--;
945 pl->ob->start_holding = 1;
946 } 206 }
947 /* set spell_state so we can update the range in stats field */
948 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
949 pl->ob->start_holding = 0;
950 }
951 }
952 do_some_living(pl->ob);
953/* draw(pl->ob);*/ /* updated in socket code */
954 }
955} 207}
956 208
957void process_players2(mapstruct *map) 209static void
210process_players2 ()
958{ 211{
959 player *pl;
960
961 /* Then check if any players should use weapon-speed instead of speed */ 212 /* Then check if any players should use weapon-speed instead of speed */
962 for(pl=first_player;pl!=NULL;pl=pl->next) { 213 for_all_players (pl)
963 if (map!=NULL) { 214 {
964 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED)) 215 // restore speed_left value saved by process_players1
965 continue;
966 else if(pl->loading != NULL) /* Player is blocked */
967 pl->ob->speed_left -= pl->ob->speed;
968 if (pl->ob->map!=map) continue;
969 }
970
971 /* The code that did weapon_sp handling here was out of place -
972 * this isn't called until after the player has finished there
973 * actions, and is thus out of place. All we do here is bounds
974 * checking.
975 */
976 if (pl->has_hit) {
977 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
978
979 /* This needs to be here - if the player is running, we need to
980 * clear this each tick, but new commands are not being received
981 * so execute_newserver_command() is never called
982 */
983 pl->has_hit=0;
984
985 } else if (pl->ob->speed_left>pl->ob->speed)
986 pl->ob->speed_left = pl->ob->speed; 216 pl->ob->speed_left = pl->speed_left_save;
987 }
988}
989 217
990#define SPEED_DEBUG 218 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
219 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
220 }
221}
991 222
992 223static void
993void process_events (mapstruct *map) 224process_events ()
994{ 225{
995 object *op;
996 object marker;
997 tag_t tag;
998
999 process_players1 (map); 226 process_players1 ();
1000 227
1001 memset(&marker, 0, sizeof(object)); 228 for_all_actives (op)
1002 /* Put marker object at beginning of active list */ 229 {
1003 marker.active_next = active_objects; 230 // try to prefetch some stuff we expect to need
231 // obviously, it should be grouped into the same cacheline.
232 // preliminary results indicate that this gives halves the speed
233 // used for the inner loop
234 if (_i < actives.size ()) // HACK, rely on _i :/
235 {
236 object *next = actives [_i + 1];
1004 237
1005 if (marker.active_next) 238 prefetch (&next->flag , 0, 1);
1006 marker.active_next->active_prev = &marker; 239 prefetch (&next->speed , 0, 1);
1007 marker.active_prev = NULL; 240 prefetch (&next->anim_speed, 0, 1);
1008 active_objects = &marker; 241 prefetch (&next->contr , 0, 1);
1009 242 }
1010 while (marker.active_next) {
1011 op = marker.active_next;
1012 tag = op->count;
1013 243
1014 /* Move marker forward - swap op and marker */
1015 op->active_prev = marker.active_prev;
1016
1017 if (op->active_prev)
1018 op->active_prev->active_next = op;
1019 else
1020 active_objects = op;
1021
1022 marker.active_next = op->active_next;
1023
1024 if (marker.active_next)
1025 marker.active_next->active_prev = &marker;
1026 marker.active_prev = op;
1027 op->active_next = &marker;
1028
1029 /* Now process op */ 244 /* Now process op */
1030 if (QUERY_FLAG (op, FLAG_FREED)) { 245 if (expect_false (op->flag [FLAG_FREED]))
246 {
1031 LOG (llevError, "BUG: process_events(): Free object on list\n"); 247 LOG (llevError, "BUG: process_events(): Free object on list (%s)\n", op->debug_desc ());
1032 op->speed = 0; 248 op->set_speed (0);
1033 update_ob_speed (op);
1034 continue; 249 continue;
1035 } 250 }
1036 251
1037 /* I've seen occasional crashes due to this - the object is removed, 252 if (expect_false (!op->has_active_speed ()))
1038 * and thus the map it points to (last map it was on) may be bogus 253 {
1039 * The real bug is to try to find out the cause of this - someone
1040 * is probably calling remove_ob without either an insert_ob or
1041 * free_object afterwards, leaving an object dangling. But I'd
1042 * rather log this and continue on instead of crashing.
1043 * Don't remove players - when a player quits, the object is in
1044 * sort of a limbo, of removed, but something we want to keep
1045 * around.
1046 */
1047 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1048 op->map && op->map->in_memory != MAP_IN_MEMORY) {
1049 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1050 dump_object(op);
1051 LOG(llevError, errmsg);
1052 free_object(op);
1053 continue;
1054 }
1055
1056 if ( ! op->speed) {
1057 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 254 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1058 "but is on active list\n", op->arch->name); 255 "but is on active list\n", op->debug_desc (), op->speed);
1059 update_ob_speed (op); 256 op->set_speed (0);
1060 continue; 257 continue;
1061 } 258 }
1062 259
1063 if (op->map == NULL && op->env == NULL && op->name && 260 if (expect_false (op->flag [FLAG_REMOVED]))
1064 op->type != MAP && map == NULL) { 261 {
1065 LOG (llevError, "BUG: process_events(): Object without map or " 262 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
1066 "inventory is on active list: %s (%d)\n", 263 op->debug_desc ());
1067 op->name, op->count); 264 op->set_speed (0);
1068 op->speed = 0;
1069 update_ob_speed (op);
1070 continue; 265 continue;
1071 } 266 }
1072 267
1073 if (map != NULL && op->map != map)
1074 continue;
1075
1076 /* Animate the object. Bug of feature that andim_speed 268 /* Animate the object. Bug or feature that anim_speed
1077 * is based on ticks, and not the creatures speed? 269 * is based on ticks, and not the creatures speed?
1078 */ 270 */
1079 if (op->anim_speed && op->last_anim >= op->anim_speed) 271 if (op->anim_speed && op->last_anim >= op->anim_speed)
1080 { 272 {
1081 if ((op->type==PLAYER)||(op->type==MONSTER)) 273 animate_object (op, op->contr ? op->facing : op->direction);
1082 animate_object(op, op->facing);
1083 else
1084 animate_object (op, op->direction);
1085
1086 op->last_anim = 1; 274 op->last_anim = 1;
1087 } 275 }
1088 else 276 else
1089 op->last_anim++; 277 ++op->last_anim;
1090 278
1091 if (op->speed_left > 0) { 279 if (expect_false (op->speed_left > 0.f))
1092#if 0 280 {
1093 /* I've seen occasional crashes in move_symptom() with it 281 --op->speed_left;
1094 * crashing because op is removed - add some debugging to 282 process_object (op);
1095 * track if it is removed at this point. 283 }
1096 * This unfortunately is a bit too verbose it seems - not sure 284
1097 * why - I think what happens is a map is freed or something and 285 // this will destroy the speed_left value for players, but
1098 * some objects get 'lost' - removed never to be reclaimed. 286 // process_players1 and ..2 save/restore the real value,
1099 * removed objects generally shouldn't exist. 287 // so we can avoid a costly test here.
1100 */ 288 op->speed_left = min (op->speed, op->speed_left + op->speed);
1101 if (QUERY_FLAG(op, FLAG_REMOVED)) {
1102 LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1103 op->name?op->name:"null");
1104 } 289 }
1105#endif
1106 --op->speed_left;
1107 process_object (op);
1108 if (was_destroyed (op, tag))
1109 continue;
1110 }
1111 if (settings.casting_time == TRUE && op->casting_time > 0)
1112 op->casting_time--;
1113 if (op->speed_left <= 0)
1114 op->speed_left += FABS (op->speed);
1115 }
1116 290
1117 /* Remove marker object from active list */
1118 if (marker.active_prev != NULL)
1119 marker.active_prev->active_next = NULL;
1120 else
1121 active_objects = NULL;
1122
1123 process_players2 (map); 291 process_players2 ();
1124}
1125
1126void clean_tmp_files(void) {
1127 mapstruct *m, *next;
1128
1129 LOG(llevInfo,"Cleaning up...\n");
1130
1131 /* We save the maps - it may not be intuitive why, but if there are unique
1132 * items, we need to save the map so they get saved off. Perhaps we should
1133 * just make a special function that only saves the unique items.
1134 */
1135 for(m=first_map;m!=NULL;m=next) {
1136 next=m->next;
1137 if (m->in_memory == MAP_IN_MEMORY) {
1138 /* If we want to reuse the temp maps, swap it out (note that will also
1139 * update the log file. Otherwise, save the map (mostly for unique item
1140 * stuff). Note that the clean_tmp_map is called after the end of
1141 * the for loop but is in the #else bracket. IF we are recycling the maps,
1142 * we certainly don't want the temp maps removed.
1143 */
1144
1145 /* XXX The above comment is dead wrong */
1146 if (settings.recycle_tmp_maps == TRUE)
1147 swap_map(m);
1148 else {
1149 new_save_map(m, 0); /* note we save here into a overlay map */
1150 clean_tmp_map(m);
1151 }
1152 }
1153 }
1154 write_todclock(); /* lets just write the clock here */
1155} 292}
1156 293
1157/* clean up everything before exiting */ 294/* clean up everything before exiting */
1158void cleanup(void) 295void
296emergency_save ()
1159{ 297{
1160 LOG(llevDebug,"Cleanup called. freeing data.\n"); 298 LOG (llevInfo, "emergency_save: enter\n");
1161 clean_tmp_files(); 299
300 LOG (llevInfo, "emergency_save: saving book archive\n");
1162 write_book_archive(); 301 write_book_archive ();
1163#ifdef MEMORY_DEBUG
1164 free_all_maps();
1165 free_style_maps();
1166 free_all_object_data();
1167 free_all_archs();
1168 free_all_treasures();
1169 free_all_images();
1170 free_all_newserver();
1171 free_all_recipes();
1172 free_all_readable();
1173 free_all_god();
1174 free_all_anim();
1175 /* See what the string data that is out there that hasn't been freed. */
1176/* LOG(llevDebug, ss_dump_table(0xff));*/
1177#endif
1178 exit(0);
1179}
1180 302
1181void leave(player *pl, int draw_exit) { 303 cfperl_emergency_save ();
1182 if (pl != NULL) {
1183 /* We do this so that the socket handling routine can do the final
1184 * cleanup. We also leave that loop to actually handle the freeing
1185 * of the data.
1186 */
1187 if (pl->ob->type != DEAD_OBJECT)
1188 {
1189 pl->socket.status = Ns_Dead;
1190 304
1191 /* If a hidden dm dropped connection do not create 305 LOG (llevInfo, "emergency_save: leave\n");
1192 * inconsistencies by showing that they have left the game 306}
1193 */
1194 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden)
1195 && draw_exit
1196 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1197 {
1198 if (pl->ob->map)
1199 {
1200 INVOKE_PLAYER (LOGOUT, pl);
1201 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host);
1202 }
1203 307
1204 char buf[MAX_BUF]; 308// send all clients some informational text
1205 sprintf (buf, "%s left the game.", pl->ob->name); 309static void
1206 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf); 310cleanup_inform (const char *cause, bool make_core)
1207 } 311{
312 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
1208 313
1209 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 314 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
1210 leave_map (pl->ob); 315 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
1211 316
1212 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ 317 if (make_core)
1213 } 318 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
319 else
320 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
321
322 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
323
324 client::flush_sockets ();
325}
326
327/* clean up everything before exiting */
328void
329cleanup (const char *cause, bool make_core)
330{
331 if (make_core)
332 fork_abort (cause);
333
334 LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause);
335
336 if (!make_core)
337 cleanup_inform (cause, make_core);
338
339 LOG (llevDebug, "cleanup begin.\n");
340
341 if (init_done && !in_cleanup)
1214 } 342 {
1215} 343 in_cleanup = true;
344 emergency_save ();
345 }
346 else
347 in_cleanup = true;
1216 348
1217int forbid_play(void) 349 LOG (llevDebug, "running cleanup handlers.\n");
1218{ 350 INVOKE_GLOBAL (CLEANUP);
1219#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1220 char buf[MAX_BUF], day[MAX_BUF];
1221 FILE *fp;
1222 time_t clock;
1223 struct tm *tm;
1224 int i, start, stop, forbit=0, comp;
1225 351
1226 clock = time (NULL); 352 LOG (llevDebug, "cleanup done.\n");
1227 tm = (struct tm *) localtime (&clock);
1228 353
1229 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); 354 log_cleanup ();
1230 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1231 return 0;
1232 355
1233 while (fgets (buf, MAX_BUF, fp)) { 356 if (make_core)
1234 if (buf[0]=='#') continue; 357 cleanup_inform (cause, make_core);
1235 if (!strncmp (buf, "msg", 3)) { 358 else
1236 if (forbit)
1237 while (fgets (buf, MAX_BUF, fp)) /* print message */
1238 fputs (buf, logfile);
1239 break;
1240
1241 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1242 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1243 continue;
1244 }
1245
1246 for (i=0; i< 7; i++) {
1247 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1248 (tm->tm_hour >= start) && (tm->tm_hour < stop))
1249 forbit = 1;
1250 }
1251 } 359 {
360 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
361 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
362 client::flush_sockets ();
363 }
1252 364
1253 close_and_delete(fp, comp); 365 cfperl_cleanup (make_core);
1254 366 _exit (make_core);
1255 return forbit;
1256#else
1257 return 0;
1258#endif
1259} 367}
1260 368
1261/* 369/*
1262 * do_specials() is a collection of functions to call from time to time. 370 * do_specials() is a collection of functions to call from time to time.
1263 * Modified 2000-1-14 MSW to use the global pticks count to determine how 371 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1264 * often to do things. This will allow us to spred them out more often. 372 * often to do things. This will allow us to spred them out more often.
1265 * I use prime numbers for the factor count - in that way, it is less likely 373 * I use prime numbers for the factor count - in that way, it is less likely
1266 * these actions will fall on the same tick (compared to say using 500/2500/15000 374 * these actions will fall on the same tick (compared to say using 500/2500/15000
1267 * which would mean on that 15,000 tick count a whole bunch of stuff gets 375 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1269 * done on the same tick, but that will happen very infrequently 377 * done on the same tick, but that will happen very infrequently
1270 * 378 *
1271 * I also think this code makes it easier to see how often we really are 379 * I also think this code makes it easier to see how often we really are
1272 * doing the various things. 380 * doing the various things.
1273 */ 381 */
382static void
383do_specials ()
384{
385 shstr::gc ();
386 archetype::gc ();
1274 387
1275extern unsigned long todtick; 388 if (expect_false (!(pticks % TICKS_PER_HOUR)))
389 maptile::adjust_daylight ();
1276 390
1277void do_specials(void) { 391 if (expect_false (!(pticks % 2503)))
1278
1279#ifdef WATCHDOG
1280 if (!(pticks % 503))
1281 watchdog();
1282#endif
1283
1284 if (!(pticks % PTICKS_PER_CLOCK))
1285 tick_the_clock();
1286
1287 if (!(pticks % 509))
1288 flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1289
1290 if (!(pticks % 2503))
1291 fix_weight(); /* Hack to fix weightproblems caused by bugs */ 392 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1292 393
1293 if (!(pticks % 2521)) 394 if (expect_false (!(pticks % 5003)))
1294 metaserver_update(); /* 2500 ticks is about 5 minutes */
1295
1296 if (!(pticks % 5003))
1297 write_book_archive(); 395 write_book_archive ();
1298 396
1299 if (!(pticks % 5009)) 397 if (expect_false (!(pticks % 5009)))
1300 clean_friendly_list(); 398 clean_friendly_list ();
1301 399
1302 if (!(pticks % 5011)) 400 if (expect_false (!(pticks % 5011)))
1303 obsolete_parties(); 401 obsolete_parties ();
1304 402
1305 if (!(pticks % 12503)) 403 if (expect_false (!(pticks % 12503)))
1306 fix_luck(); 404 fix_luck ();
1307} 405}
1308 406
407void
1309void server_tick () 408server_tick ()
1310{ 409{
1311 nroferrors = 0; 410 // first do the user visible stuff
1312
1313 doeric_server();
1314 INVOKE_GLOBAL (CLOCK); 411 INVOKE_GLOBAL (CLOCK);
1315 process_events(NULL); /* "do" something with objects with speed */ 412 process_events (); // "do" something with objects with speed
1316 flush_sockets(); 413 client::clock (); // draw client maps etc.
1317 check_active_maps(); /* Removes unused maps after a certain timeout */ 414
415 // then do some bookkeeping, should not really be here
1318 do_specials(); /* Routines called from time to time. */ 416 do_specials (); /* Routines called from time to time. */
417 attachable::check_mortals ();
1319 418
1320 ++pticks; 419 ++pticks;
1321}
1322 420
421 if (object::object_count >= RESTART_COUNT)
422 cleanup ("running out of protocol ID values - need full restart");
423}
424
425// normal main
426int
1323int main(int argc, char **argv) 427main (int argc, char **argv)
1324{ 428{
1325 settings.argc = argc; 429 settings.argc = argc;
1326 settings.argv = argv; 430 settings.argv = argv;
431
432 rndm.seed (time (0));
433 g_thread_init (0); // for the slice allocator only
1327 434
1328 init (argc, argv); 435 init (argc, argv);
1329
1330 cfperl_init ();
1331 initPlugins ();
1332 436
1333 for (;;) 437 for (;;)
1334 cfperl_main (); 438 cfperl_main ();
1335
1336 // unreached
1337 emergency_save (0);
1338 cleanup ();
1339
1340 return 0;
1341} 439}
440

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