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Comparing deliantra/server/server/main.C (file contents):
Revision 1.43 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.133 by root, Mon Sep 29 10:31:32 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <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#ifndef __CEXTRACT__
37# include <sproto.h> 28#include <sproto.h>
38#endif
39
40#ifdef HAVE_TIME_H
41# include <time.h> 29#include <time.h>
42#endif 30
31#include <glib.h>
43 32
44#include <../random_maps/random_map.h> 33#include <../random_maps/random_map.h>
45#include <../random_maps/rproto.h> 34#include <../random_maps/rproto.h>
46#include "path.h" 35#include "path.h"
47 36
50}; 39};
51 40
52void 41void
53version (object *op) 42version (object *op)
54{ 43{
55 if (op != NULL)
56 clear_win_info (op);
57
58 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION); 44 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION);
59 45
60/* If in a socket, don't print out the list of authors. It confuses the 46#if 0
61 * crossclient program.
62 */
63 if (op == NULL)
64 return;
65 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:"); 47 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
48 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>");
49 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
50 new_draw_info (NDI_UNIQUE, 0, op, "Pippijn van Steenhoven <pip88nl@gmail.com>");
51 new_draw_info (NDI_UNIQUE, 0, op, "");
52 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to the original Crossfire:");
66 new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)"); 53 new_draw_info (NDI_UNIQUE, 0, op, "Mark Wedel <mwedel@sonic.net>");
67 new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)"); 54 new_draw_info (NDI_UNIQUE, 0, op, "Frank Tore Johansen <frankj@ifi.uio.no>");
68 new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)"); 55 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Torgrim Homme <kjetilho@ifi.uio.no>");
69 new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)"); 56 new_draw_info (NDI_UNIQUE, 0, op, "Tyler Van Gorder <tvangod@ecst.csuchico.edu>");
70 new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)"); 57 new_draw_info (NDI_UNIQUE, 0, op, "Tony Elmroth <elmroth@cd.chalmers.se>");
71 new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)"); 58 new_draw_info (NDI_UNIQUE, 0, op, "Dougal Scott <dougal.scott@fcit.monasu.edu.au>");
72 new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)"); 59 new_draw_info (NDI_UNIQUE, 0, op, "William <wchuang@athena.mit.edu>");
73 new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)"); 60 new_draw_info (NDI_UNIQUE, 0, op, "Geoff Bailey <ftww@cs.su.oz.au>");
74 new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)"); 61 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Wiekhorst Jørgensen <jorgens@flipper.pvv.unit.no>");
75 new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)"); 62 new_draw_info (NDI_UNIQUE, 0, op, "Cameron Blackwood <c.blackwood@rdt.monash.edu.au>");
76 new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)"); 63 new_draw_info (NDI_UNIQUE, 0, op, "Joseph L. Traub <jtraub+@cmu.edu>");
77 new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)"); 64 new_draw_info (NDI_UNIQUE, 0, op, "Rupert G. Goldie <rgg@aaii.oz.au>");
78 new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)"); 65 new_draw_info (NDI_UNIQUE, 0, op, "Eric A. Anderson <eanders+@cmu.edu>");
79 new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)"); 66 new_draw_info (NDI_UNIQUE, 0, op, "Rickard Eneqvist <eneq@Prag.DoCS.UU.SE>");
80 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)"); 67 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko Sonninen <Jarkko.Sonninen@lut.fi>");
81 new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)"); 68 new_draw_info (NDI_UNIQUE, 0, op, "Karl Holland <kholland@sunlab.cit.cornell.du>");
82 new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)"); 69 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Lundgren <vick@bern.docs.uu.se>");
83 new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)"); 70 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Olsson <mol@meryl.csd.uu.se>");
84 new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)"); 71 new_draw_info (NDI_UNIQUE, 0, op, "Tero Haatanen <Tero.Haatanen@lut.fi>");
85 new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)"); 72 new_draw_info (NDI_UNIQUE, 0, op, "Lasse Ylitalo <ylitalo@student.docs.uu.se>");
86 new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)"); 73 new_draw_info (NDI_UNIQUE, 0, op, "Niilo Neuvo <anipa@guru.magic.fi>");
87 new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)"); 74 new_draw_info (NDI_UNIQUE, 0, op, "Markku J{rvinen <mta@modeemi.cs.tut.fi>");
88 new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)"); 75 new_draw_info (NDI_UNIQUE, 0, op, "Sylvain Meunier <meunier@inf.enst.fr>");
89 new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)"); 76 new_draw_info (NDI_UNIQUE, 0, op, "Jason Fosback <jfosback@darmok.uoregon.edu>");
90 new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)"); 77 new_draw_info (NDI_UNIQUE, 0, op, "Carl Edman <cedman@capitalist.princeton.edu>");
91 new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)"); 78 new_draw_info (NDI_UNIQUE, 0, op, "Charles Henrich <henrich@crh.cl.msu.edu>");
92 new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)"); 79 new_draw_info (NDI_UNIQUE, 0, op, "Gregor Schmid <schmid@fb3-s7.math.tu-berlin.de>");
93 new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)"); 80 new_draw_info (NDI_UNIQUE, 0, op, "Raphael Quinet <quinet@montefiore.ulg.ac.be>");
94 new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)"); 81 new_draw_info (NDI_UNIQUE, 0, op, "Jari Vanhala <jam@modeemi.cs.tut.fi>");
95 new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)"); 82 new_draw_info (NDI_UNIQUE, 0, op, "Tero Kivinen <kivinen@joker.cs.hut.fi>");
96 new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)"); 83 new_draw_info (NDI_UNIQUE, 0, op, "Peter Mardahl <peterm@soda.berkeley.edu>");
97 new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)"); 84 new_draw_info (NDI_UNIQUE, 0, op, "Matthew Zeher <matt@cs.odu.edu>");
98 new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)"); 85 new_draw_info (NDI_UNIQUE, 0, op, "Scott R. Turner <srt@sun-dimas.aero.org>");
99 new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)"); 86 new_draw_info (NDI_UNIQUE, 0, op, "Ben Fennema <huma@netcom.com>");
100 new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)"); 87 new_draw_info (NDI_UNIQUE, 0, op, "Nick Williams <njw@cs.city.ac.uk>");
101 new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)"); 88 new_draw_info (NDI_UNIQUE, 0, op, "Laurent Wacrenier <Wacren@Gin.ObsPM.Fr>");
102 new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)"); 89 new_draw_info (NDI_UNIQUE, 0, op, "Brian Thomas <thomas@astro.psu.edu>");
103 new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)"); 90 new_draw_info (NDI_UNIQUE, 0, op, "John Steven Moerk <jsm@axon.ksc.nasa.gov>");
104 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]"); 91 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David <david.delbecq@mailandnews.com>");
105 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n"); 92 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann <yann.chachkoff@mailandnews.com>\n");
93 new_draw_info (NDI_UNIQUE, 0, op, "");
106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:"); 94 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner"); 95 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
108 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]"); 96 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais <david_eg@mail.com>");
109 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]"); 97 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura <ita@gold.koma.jaeri.go.jp>");
110 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]"); 98 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner <hansjoerg.malthaner@danet.de>");
111 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]"); 99 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg <maxmc@telia.com>");
100 new_draw_info (NDI_UNIQUE, 0, op, "");
112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!"); 101 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
113}
114
115void
116info_keys (object *op)
117{
118 clear_win_info (op);
119 new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
120 new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
121 new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
122 new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
123 new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
124 new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
125 new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
126 new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
127 new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
128 new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
129 new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
130 new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
131 new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
132 new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
133 new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
134 new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
135 new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
136}
137
138void
139start_info (object *op)
140{
141 char buf[MAX_BUF];
142
143 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
144 new_draw_info (NDI_UNIQUE, 0, op, buf);
145 new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
146 new_draw_info (NDI_UNIQUE, 0, op, " ");
147 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
148 if (!op->contr->name_changed)
149 {
150 new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
151 new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
152 new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
153 }
154}
155
156/* Really, there is no reason to crypt the passwords any system. But easier
157 * to just leave this enabled for backward compatibility. Put the
158 * simple case at top - no encryption - makes it easier to read.
159 */
160char *
161crypt_string (char *str, char *salt)
162{
163#if (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
164 return (str);
165#else
166 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
167 char s[2];
168
169 if (salt == NULL)
170 s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
171 else
172 s[0] = salt[0], s[1] = salt[1];
173
174# ifdef HAVE_LIBDES
175 return (char *) des_crypt (str, s);
176# endif
177 /* Default case - just use crypt */
178 return (char *) crypt (str, s);
179#endif 102#endif
180}
181
182int
183check_password (char *typed, char *crypted)
184{
185 return !strcmp (crypt_string (typed, crypted), crypted);
186} 103}
187 104
188/* This is a basic little function to put the player back to his 105/* This is a basic little function to put the player back to his
189 * savebed. We do some error checking - its possible that the 106 * savebed. We do some error checking - its possible that the
190 * savebed map may no longer exist, so we make sure the player 107 * savebed map may no longer exist, so we make sure the player
191 * goes someplace. 108 * goes someplace.
192 */ 109 */
193void 110void
194enter_player_savebed (object *op) 111enter_player_savebed (object *op)
195{ 112{
196 maptile *oldmap = op->map; 113 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
197 object *tmp;
198
199 tmp = object::create ();
200
201 EXIT_PATH (tmp) = op->contr->savebed_map;
202 EXIT_X (tmp) = op->contr->bed_x;
203 EXIT_Y (tmp) = op->contr->bed_y;
204 enter_exit (op, tmp);
205 /* If the player has not changed maps and the name does not match
206 * that of the savebed, his savebed map is gone. Lets go back
207 * to the emergency path. Update what the players savebed is
208 * while we're at it.
209 */
210 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
211 {
212 LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
213 settings.emergency_mapname, &op->name, op->contr->savebed_map);
214 strcpy (op->contr->savebed_map, settings.emergency_mapname);
215 op->contr->bed_x = settings.emergency_x;
216 op->contr->bed_y = settings.emergency_y;
217 EXIT_PATH (tmp) = op->contr->savebed_map;
218 EXIT_X (tmp) = op->contr->bed_x;
219 EXIT_Y (tmp) = op->contr->bed_y;
220 enter_exit (op, tmp);
221 }
222
223 tmp->destroy ();
224}
225
226/* All this really is is a glorified remove_object that also updates
227 * the counts on the map if needed.
228 */
229void
230leave_map (object *op)
231{
232 maptile *oldmap = op->map;
233
234 op->remove ();
235
236 if (oldmap)
237 {
238 if (!op->contr->hidden)
239 oldmap->players--;
240
241 if (oldmap->players <= 0)
242 /* can be less than zero due to errors in tracking this */
243 set_map_timeout (oldmap);
244 }
245} 114}
246 115
247/* 116/*
248 * enter_map(): Moves the player and pets from current map (if any) to 117 * enter_map(): Moves the player and pets from current map (if any) to
249 * new map. map, x, y must be set. map is the map we are moving the 118 * new map. map, x, y must be set. map is the map we are moving the
250 * player to - it could be the map he just came from if the load failed for 119 * player to - it could be the map he just came from if the load failed for
251 * whatever reason. If default map coordinates are to be used, then 120 * whatever reason. If default map coordinates are to be used, then
252 * the function that calls this should figure them out. 121 * the function that calls this should figure them out.
253 */ 122 */
254static void 123void
255enter_map (object *op, maptile *newmap, int x, int y) 124object::enter_map (maptile *newmap, int x, int y)
256{ 125{
257 maptile *oldmap = op->map; 126 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
127 return;
258 128
259 if (out_of_map (newmap, x, y)) 129 if (out_of_map (newmap, x, y))
260 { 130 {
261 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); 131 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
262 x = MAP_ENTER_X (newmap); 132 x = newmap->enter_x;
263 y = MAP_ENTER_Y (newmap); 133 y = newmap->enter_y;
264 if (out_of_map (newmap, x, y)) 134 if (out_of_map (newmap, x, y))
265 { 135 {
266 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 136 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
267 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); 137 &newmap->path, x, y, newmap->width, newmap->height);
268 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 138 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
269 return; 139 return;
270 } 140 }
271 } 141 }
272 142
143 if (contr && map != newmap && map)
144 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
145 return;
146
147 // remove, so stupid ob_locked does not trigger a failure
148 remove ();
149
273 /* try to find a spot for the player */ 150 /* try to find a spot for the player */
274 if (ob_blocked (op, newmap, x, y)) 151 if (blocked (newmap, x, y))
275 { /* First choice blocked */ 152 { /* First choice blocked */
276 /* We try to find a spot for the player, starting closest in. 153 /* We try to find a spot for the player, starting closest in.
277 * We could use find_first_free_spot, but that doesn't randomize it at all, 154 * We could use find_first_free_spot, but that doesn't randomize it at all,
278 * So for example, if the north space is free, you would always end up there even 155 * So for example, if the north space is free, you would always end up there even
279 * if other spaces around are available. 156 * if other spaces around are available.
280 * Note that for the second and third calls, we could start at a position other 157 * Note that for the second and third calls, we could start at a position other
281 * than one, but then we could end up on the other side of walls and so forth. 158 * than one, but then we could end up on the other side of walls and so forth.
282 */ 159 */
283 int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1); 160 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
284 161
285 if (i == -1) 162 if (i == -1)
286 { 163 {
287 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 164 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
288 if (i == -1) 165 if (i == -1)
289 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 166 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
290 } 167 }
291 168
292 if (i != -1) 169 if (i != -1)
293 { 170 {
294 x += freearr_x[i]; 171 x += freearr_x[i];
295 y += freearr_y[i]; 172 y += freearr_y[i];
296 } 173 }
297 else 174 else
298 {
299 /* not much we can do in this case. */ 175 /* not much we can do in this case. */
300 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); 176 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);
301 } 177 }
302 } /* end if looking for free spot */
303 178
304 if (op->map) 179 if (contr && map != newmap)
305 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 180 {
306 return;
307
308 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 181 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
309 return; 182 return;
310 183
311 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y))) 184 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
312 return; 185 return;
186 }
313 187
314 /* If it is a player login, he has yet to be inserted anyplace.
315 * otherwise, we need to deal with removing the player here.
316 */
317 op->remove ();
318
319 /* remove_ob clears these so they must be reset after the remove_ob call */
320 op->x = x; 188 this->x = x;
321 op->y = y; 189 this->y = y;
322 op->map = newmap; 190 map = newmap;
323 191
324 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 192 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
325 193
326 if (!op->contr->hidden) 194 enemy = 0;
327 newmap->players++;
328 195
329 newmap->timeout = 0;
330 op->enemy = NULL;
331
332 if (op->contr) 196 if (contr)
333 { 197 {
334 strcpy (op->contr->maplevel, newmap->path); 198 contr->maplevel = newmap->path;
335 op->contr->count = 0; 199 contr->count = 0;
336 } 200 }
337 201
338 /* Update any golems */ 202 /* Update any golems */
339 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 203 if (type == PLAYER)
340 { 204 if (object *golem = contr->golem)
341 int i = find_free_spot (op->contr->ranges[range_golem], newmap,
342 x, y, 1, SIZEOFFREE);
343
344 op->contr->ranges[range_golem]->remove ();
345
346 if (i == -1)
347 { 205 {
348 remove_friendly_object (op->contr->ranges[range_golem]); 206 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
349 op->contr->ranges[range_golem]->destroy (); 207
350 op->contr->ranges[range_golem] = 0; 208 if (i < 0)
351 } 209 golem->drop_and_destroy ();
352 else 210 else
353 {
354 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
355 { 211 {
356 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); 212 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
357 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); 213 golem->direction = find_dir_2 (x - golem->x, y - golem->y);
358 tmp->map = newmap;
359 } 214 }
360
361 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
362 op->contr->ranges[range_golem]->direction =
363 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
364 } 215 }
365 }
366
367 op->direction = 0;
368 216
369 /* since the players map is already loaded, we don't need to worry 217 /* since the players map is already loaded, we don't need to worry
370 * about pending objects. 218 * about pending objects.
371 */ 219 */
372 remove_all_pets (newmap); 220 remove_all_pets (newmap);
373
374 /* If the player is changing maps, we need to do some special things
375 * Do this after the player is on the new map - otherwise the force swap of the
376 * old map does not work.
377 */
378 if (oldmap != newmap)
379 {
380 if (oldmap) /* adjust old map */
381 {
382 oldmap->players--;
383
384 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
385 set_map_timeout (oldmap);
386 }
387 }
388} 221}
389
390void
391set_map_timeout (maptile *oldmap)
392{
393#if MAP_MAXTIMEOUT
394 oldmap->timeout = MAP_TIMEOUT (oldmap);
395 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
396 * lower than the min value.
397 */
398# if MAP_MINTIMEOUT
399 if (oldmap->timeout < MAP_MINTIMEOUT)
400 oldmap->timeout = MAP_MINTIMEOUT;
401# endif
402
403 if (oldmap->timeout > MAP_MAXTIMEOUT)
404 oldmap->timeout = MAP_MAXTIMEOUT;
405
406#else
407 /* save out the map */
408 swap_map (oldmap);
409#endif /* MAP_MAXTIMEOUT */
410}
411
412
413/* clean_path takes a path and replaces all / with _
414 * We do a strcpy so that we do not change the original string.
415 */
416char *
417clean_path (const char *file)
418{
419 static char newpath[MAX_BUF], *cp;
420 assign (newpath, file);
421
422 for (cp = newpath; *cp != '\0'; cp++)
423 if (*cp == '/')
424 *cp = '_';
425
426 return newpath;
427}
428
429
430/* unclean_path takes a path and replaces all _ with /
431 * This basically undoes clean path.
432 * We do a strcpy so that we do not change the original string.
433 * We are smart enough to start after the last / in case we
434 * are getting passed a string that points to a unique map
435 * path.
436 */
437char *
438unclean_path (const char *src)
439{
440 static char newpath[MAX_BUF], *cp;
441
442 cp = strrchr (src, '/');
443 assign (newpath, cp ? cp + 1 : src);
444
445 for (cp = newpath; *cp != '\0'; cp++)
446 if (*cp == '_')
447 *cp = '/';
448
449 return newpath;
450}
451
452
453/* The player is trying to enter a randomly generated map. In this case, generate the
454 * random map as needed.
455 */
456
457static void
458enter_random_map (object *pl, object *exit_ob)
459{
460 maptile *new_map;
461 char newmap_name[HUGE_BUF], *cp;
462 static int reference_number = 0;
463 RMParms rp;
464
465 memset (&rp, 0, sizeof (RMParms));
466 rp.Xsize = -1;
467 rp.Ysize = -1;
468 rp.region = get_region_by_map (exit_ob->map);
469 if (exit_ob->msg)
470 set_random_map_variable (&rp, exit_ob->msg);
471 rp.origin_x = exit_ob->x;
472 rp.origin_y = exit_ob->y;
473 strcpy (rp.origin_map, pl->map->path);
474
475 /* If we have a final_map, use it as a base name to give some clue
476 * as where the player is. Otherwise, use the origin map.
477 * Take the last component (after the last slash) to give
478 * shorter names without bogus slashes.
479 */
480 if (rp.final_map[0])
481 {
482 cp = strrchr (rp.final_map, '/');
483 if (!cp)
484 cp = rp.final_map;
485 }
486 else
487 {
488 char buf[HUGE_BUF];
489
490 cp = strrchr (rp.origin_map, '/');
491 if (!cp)
492 cp = rp.origin_map;
493 /* Need to strip of any trailing digits, if it has them */
494 strcpy (buf, cp);
495 while (isdigit (buf[strlen (buf) - 1]))
496 buf[strlen (buf) - 1] = 0;
497 cp = buf;
498 }
499
500 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
501
502 /* now to generate the actual map. */
503 new_map = generate_random_map (newmap_name, &rp);
504
505 /* Update the exit_ob so it now points directly at the newly created
506 * random maps. Not that it is likely to happen, but it does mean that a
507 * exit in a unique map leading to a random map will not work properly.
508 * It also means that if the created random map gets reset before
509 * the exit leading to it, that the exit will no longer work.
510 */
511 if (new_map)
512 {
513 int x, y;
514
515 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
516 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
517 EXIT_PATH (exit_ob) = newmap_name;
518 strcpy (new_map->path, newmap_name);
519 enter_map (pl, new_map, x, y);
520 }
521}
522
523/* The player is trying to enter a non-randomly generated template map. In this
524 * case, use a map file for a template
525 */
526
527static void
528enter_fixed_template_map (object *pl, object *exit_ob)
529{
530 maptile *new_map;
531 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
532 const char *new_map_name;
533
534 /* Split the exit path string into two parts, one
535 * for where to store the map, and one for were
536 * to generate the map from.
537 */
538 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
539 sourcemap = strchr (exitpath, '!');
540 if (!sourcemap)
541 {
542 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
543 /* Should only occur when no source map is set.
544 */
545 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
546 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
547 return;
548 }
549
550 *sourcemap++ = '\0';
551
552 /* If we are not coming from a template map, we can use relative directories
553 * for the map to generate from.
554 */
555 if (!exit_ob->map->templatemap)
556 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
557
558 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
559 * of the exit, and the name of the map the exit is on, respectively.
560 */
561 sprintf (tmpnum, "%d", exit_ob->x);
562 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
563
564 sprintf (tmpnum, "%d", exit_ob->y);
565 sprintf (tmpstring, "%s", resultname);
566 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
567
568 sprintf (tmpstring, "%s", resultname);
569 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
570
571 /* If we are coming from another template map, use reletive paths unless
572 * indicated otherwise.
573 */
574 if (exit_ob->map->templatemap && (resultname[0] != '/'))
575 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
576 else
577 new_map_name = create_template_pathname (resultname);
578
579 /* Attempt to load the map, if unable to, then
580 * create the map from the template.
581 */
582 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
583 if (!new_map)
584 {
585 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
586 if (new_map)
587 fix_auto_apply (new_map);
588 }
589
590 if (new_map)
591 {
592 /* set the path of the map to where it should be
593 * so we don't just save over the source map.
594 */
595 strcpy (new_map->path, new_map_name);
596 new_map->templatemap = 1;
597 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
598 }
599 else
600 {
601 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
602 /* Should only occur when an invalid source map is set.
603 */
604 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
605 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
606 }
607}
608
609/* The player is trying to enter a randomly generated template map. In this
610 * case, generate the map as needed.
611 */
612
613static void
614enter_random_template_map (object *pl, object *exit_ob)
615{
616 maptile *new_map;
617 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
618 const char *new_map_name;
619 RMParms rp;
620
621 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
622 * of the exit, and the name of the map the exit is on, respectively.
623 */
624 sprintf (tmpnum, "%d", exit_ob->x);
625 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
626
627 sprintf (tmpnum, "%d", exit_ob->y);
628 sprintf (tmpstring, "%s", resultname);
629 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
630
631 sprintf (tmpstring, "%s", resultname);
632 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
633
634 /* If we are coming from another template map, use reletive paths unless
635 * indicated otherwise.
636 */
637 if (exit_ob->map->templatemap && (resultname[0] != '/'))
638 {
639 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
640 }
641 else
642 {
643 new_map_name = create_template_pathname (resultname);
644 }
645
646 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
647 if (!new_map)
648 {
649 memset (&rp, 0, sizeof (RMParms));
650 rp.Xsize = -1;
651 rp.Ysize = -1;
652 rp.region = get_region_by_map (exit_ob->map);
653 if (exit_ob->msg)
654 set_random_map_variable (&rp, exit_ob->msg);
655 rp.origin_x = exit_ob->x;
656 rp.origin_y = exit_ob->y;
657 strcpy (rp.origin_map, pl->map->path);
658
659 /* now to generate the actual map. */
660 new_map = generate_random_map (new_map_name, &rp);
661 }
662
663
664 /* Update the exit_ob so it now points directly at the newly created
665 * random maps. Not that it is likely to happen, but it does mean that a
666 * exit in a unique map leading to a random map will not work properly.
667 * It also means that if the created random map gets reset before
668 * the exit leading to it, that the exit will no longer work.
669 */
670 if (new_map)
671 {
672 int x, y;
673
674 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
675 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
676 new_map->templatemap = 1;
677 enter_map (pl, new_map, x, y);
678 }
679}
680
681
682/* Code to enter/detect a character entering a unique map.
683 */
684static void
685enter_unique_map (object *op, object *exit_ob)
686{
687 char apartment[HUGE_BUF];
688 maptile *newmap;
689
690 if (EXIT_PATH (exit_ob)[0] == '/')
691 {
692 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
693 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
694 if (!newmap)
695 {
696 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
697 if (newmap)
698 fix_auto_apply (newmap);
699 }
700 }
701 else
702 { /* relative directory */
703 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
704
705 if (exit_ob->map->unique)
706 {
707
708 strcpy (reldir, unclean_path (exit_ob->map->path));
709
710 /* Need to copy this over, as clean_path only has one static return buffer */
711 strcpy (tmpc, clean_path (reldir));
712 /* Remove final component, if any */
713 if ((cp = strrchr (tmpc, '_')) != NULL)
714 *cp = 0;
715
716 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
717
718 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
719 if (!newmap)
720 {
721 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
722 if (newmap)
723 fix_auto_apply (newmap);
724 }
725 }
726 else
727 {
728 /* The exit is unique, but the map we are coming from is not unique. So
729 * use the basic logic - don't need to demangle the path name
730 */
731 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
732 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
733 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
734 if (!newmap)
735 {
736 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
737 if (newmap)
738 fix_auto_apply (newmap);
739 }
740 }
741 }
742
743 if (newmap)
744 {
745 strcpy (newmap->path, apartment);
746 newmap->unique = 1;
747 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
748 }
749 else
750 {
751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
752 /* Perhaps not critical, but I would think that the unique maps
753 * should be new enough this does not happen. This also creates
754 * a strange situation where some players could perhaps have visited
755 * such a map before it was removed, so they have the private
756 * map, but other players can't get it anymore.
757 */
758 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
759 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
760 }
761
762}
763
764
765/* Tries to move 'op' to exit_ob. op is the character or monster that is
766 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
767 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
768 * move the object to. This is used when loading the player.
769 *
770 * Largely redone by MSW 2001-01-21 - this function was overly complex
771 * and had some obscure bugs.
772 */
773
774void
775enter_exit (object *op, object *exit_ob)
776{
777#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
778 object *tmp;
779
780 /* It may be nice to support other creatures moving across
781 * exits, but right now a lot of the code looks at op->contr,
782 * so that is an RFE.
783 */
784 if (op->type != PLAYER)
785 return;
786
787 /* First, lets figure out what map the player is going to go to */
788 if (exit_ob)
789 {
790 /* check to see if we make a template map */
791 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
792 {
793 if (EXIT_PATH (exit_ob)[2] == '!')
794 {
795 /* generate a template map randomly */
796 enter_random_template_map (op, exit_ob);
797 }
798 else
799 {
800 /* generate a template map from a fixed template */
801 enter_fixed_template_map (op, exit_ob);
802 }
803 }
804 /* check to see if we make a randomly generated map */
805 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
806 {
807 enter_random_map (op, exit_ob);
808 }
809 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
810 {
811 enter_unique_map (op, exit_ob);
812 }
813 else
814 {
815 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
816
817 /* 'Normal' exits that do not do anything special
818 * Simple enough we don't need another routine for it.
819 */
820 maptile *newmap;
821
822 if (exit_ob->map)
823 {
824 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
825 /* Random map was previously generated, but is no longer about. Lets generate a new
826 * map.
827 */
828 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
829 {
830 /* Maps that go down have a message set. However, maps that go
831 * up, don't. If the going home has reset, there isn't much
832 * point generating a random map, because it won't match the maps.
833 */
834 if (exit_ob->msg)
835 {
836 enter_random_map (op, exit_ob);
837 }
838 else
839 {
840 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
841 return;
842 }
843
844 /* For exits that cause damages (like pits). Don't know if any
845 * random maps use this or not.
846 */
847 if (exit_ob->stats.dam && op->type == PLAYER)
848 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
849 return;
850 }
851 }
852 else
853 {
854 /* For word of recall and other force objects
855 * They contain the full pathname of the map to go back to,
856 * so we don't need to normalize it.
857 * But we do need to see if it is unique or not
858 */
859 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
860 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
861 else
862 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
863 }
864 if (!newmap)
865 {
866 if (exit_ob->name)
867 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
868 /* don't cry to momma if name is not set - as in tmp objects
869 * used by the savebed code and character creation */
870 return;
871 }
872
873 /* This supports the old behaviour, but it really should not be used.
874 * I will note for example that with this method, it is impossible to
875 * set 0,0 destination coordinates. Really, if we want to support
876 * using the new maps default coordinates, the exit ob should use
877 * something like -1, -1 so it is clear to do that.
878 */
879 if (x == 0 && y == 0)
880 {
881 x = MAP_ENTER_X (newmap);
882 y = MAP_ENTER_Y (newmap);
883 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
884 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
885 }
886
887 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
888 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
889 {
890 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
892 {
893 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
894 break;
895 }
896 if (tmp)
897 {
898 tmp->remove ();
899 tmp->destroy ();
900 }
901
902 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
903 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
904 save_player (op, 1);
905 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
906 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
907 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
908 }
909
910 enter_map (op, newmap, x, y);
911 }
912 /* For exits that cause damages (like pits) */
913 if (exit_ob->stats.dam && op->type == PLAYER)
914 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
915 }
916 else
917 {
918 int flags = 0;
919 maptile *newmap;
920
921 /* Hypothetically, I guess its possible that a standard map matches
922 * the localdir, but that seems pretty unlikely - unlikely enough that
923 * I'm not going to attempt to try to deal with that possibility.
924 * We use the fact that when a player saves on a unique map, it prepends
925 * the localdir to that name. So its an easy way to see of the map is
926 * unique or not.
927 */
928 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
929 flags = MAP_PLAYER_UNIQUE;
930
931 /* newmap returns the map (if already loaded), or loads it for
932 * us.
933 */
934 newmap = ready_map_name (op->contr->maplevel, flags);
935 if (!newmap)
936 {
937 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
938 newmap = ready_map_name (settings.emergency_mapname, 0);
939 op->x = settings.emergency_x;
940 op->y = settings.emergency_y;
941 /* If we can't load the emergency map, something is probably really
942 * screwed up, so bail out now.
943 */
944 if (!newmap)
945 {
946 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
947 abort ();
948 }
949 }
950
951 enter_map (op, newmap, op->x, op->y);
952 }
953}
954
955/*
956 * process_active_maps(): Works like process_events(), but it only
957 * processes maps which a player is on.
958 *
959 */
960
961#if 0 // dead code, schmorp
962void
963process_active_maps ()
964{
965 for (maptile *map = first_map; map != NULL; map = map->next)
966 if (map->in_memory == MAP_IN_MEMORY)
967 if (players_on_map (map, TRUE))
968 process_events (map);
969}
970#endif
971 222
972/* process_players1 and process_players2 do all the player related stuff. 223/* process_players1 and process_players2 do all the player related stuff.
973 * I moved it out of process events and process_map. This was to some 224 * I moved it out of process events and process_map. This was to some
974 * extent for debugging as well as to get a better idea of the time used 225 * extent for debugging as well as to get a better idea of the time used
975 * by the various functions. process_players1() does the processing before 226 * by the various functions. process_players1() does the processing before
976 * objects have been updated, process_players2() does the processing that 227 * objects have been updated, process_players2() does the processing that
977 * is needed after the players have been updated. 228 * is needed after the players have been updated.
978 */ 229 */
979 230static void
980void
981process_players1 (maptile *map) 231process_players1 ()
982{ 232{
983 int flag;
984 player *pl, *plnext;
985
986 /* Basically, we keep looping until all the players have done their actions. */ 233 /* Basically, we keep looping until all the players have done their actions. */
987 for (flag = 1; flag != 0;) 234 for (int flag = 1; flag != 0;)
988 { 235 {
989 flag = 0; 236 flag = 0;
990 for (pl = first_player; pl != NULL; pl = plnext) 237 for_all_players (pl)
991 { 238 {
992 plnext = pl->next; /* In case a player exits the game in handle_player() */ 239 pl->refcnt_chk ();
993 240
994 if (pl->ob == NULL) 241 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
995 continue; 242 continue;
996 243
997 if (map != NULL && pl->ob->map != map)
998 continue;
999
1000 if (pl->ob->speed_left > 0)
1001 {
1002 if (handle_newcs_player (pl->ob)) 244 if (handle_newcs_player (pl->ob))
1003 flag = 1; 245 flag = 1;
1004 } /* end if player has speed left */
1005
1006 /* If the player is not actively playing, don't make a
1007 * backup save - nothing to save anyway. Plus, the
1008 * map may not longer be valid. This can happen when the
1009 * player quits - they exist for purposes of tracking on the map,
1010 * but don't actually reside on any actual map.
1011 */
1012 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
1013 continue;
1014
1015#ifdef AUTOSAVE
1016 /* check for ST_PLAYING state so that we don't try to save off when
1017 * the player is logging in.
1018 */
1019 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
1020 {
1021 /* Don't save the player on unholy ground. Instead, increase the
1022 * tick time so it will be about 10 seconds before we try and save
1023 * again.
1024 */
1025// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1026// pl->last_save_tick += 100;
1027// } else {
1028 save_player (pl->ob, 1);
1029 pl->last_save_tick = pticks;
1030// }
1031 } 246 }
1032#endif
1033 } /* end of for loop for all the players */
1034 } /* for flag */
1035 for (pl = first_player; pl != NULL; pl = pl->next)
1036 { 247 }
1037 if (map != NULL && (pl->ob == NULL || pl->ob->map != map)) 248
249 for_all_players (pl)
250 {
251 object *ob = pl->ob;
252
253 if (expect_false (!ob || !pl->ns || !ob->active))
1038 continue; 254 continue;
1039 if (settings.casting_time == TRUE) 255
1040 {
1041 if (pl->ob->casting_time > 0)
1042 {
1043 pl->ob->casting_time--;
1044 pl->ob->start_holding = 1;
1045 }
1046 /* set spell_state so we can update the range in stats field */
1047 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1048 {
1049 pl->ob->start_holding = 0;
1050 }
1051 }
1052 do_some_living (pl->ob); 256 do_some_living (ob);
1053 /* draw(pl->ob); *//* updated in socket code */
1054 } 257 }
1055} 258}
1056 259
1057void 260static void
1058process_players2 (maptile *map) 261process_players2 ()
1059{ 262{
1060 player *pl;
1061
1062 /* Then check if any players should use weapon-speed instead of speed */ 263 /* Then check if any players should use weapon-speed instead of speed */
1063 for (pl = first_player; pl != NULL; pl = pl->next) 264 for_all_players (pl)
1064 {
1065 if (map != NULL)
1066 {
1067 if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1068 continue;
1069 else if (pl->loading != NULL) /* Player is blocked */
1070 pl->ob->speed_left -= pl->ob->speed;
1071 if (pl->ob->map != map)
1072 continue;
1073 }
1074
1075 /* The code that did weapon_sp handling here was out of place -
1076 * this isn't called until after the player has finished there
1077 * actions, and is thus out of place. All we do here is bounds
1078 * checking.
1079 */
1080 if (pl->has_hit)
1081 {
1082 if (pl->ob->speed_left > pl->weapon_sp)
1083 pl->ob->speed_left = pl->weapon_sp;
1084
1085 /* This needs to be here - if the player is running, we need to
1086 * clear this each tick, but new commands are not being received
1087 * so execute_newserver_command() is never called
1088 */
1089 pl->has_hit = 0;
1090
1091 }
1092 else if (pl->ob->speed_left > pl->ob->speed)
1093 pl->ob->speed_left = pl->ob->speed;
1094 } 265 {
266 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
267 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
268 }
1095} 269}
1096 270
1097void 271void
1098process_events (maptile *map) 272process_events ()
1099{ 273{
1100 object *op;
1101
1102 static object *marker;
1103
1104 if (!marker)
1105 marker = object::create ();
1106
1107 process_players1 (map); 274 process_players1 ();
1108 275
1109 marker->active_next = active_objects; 276 for_all_actives (op)
1110
1111 if (marker->active_next)
1112 marker->active_next->active_prev = marker;
1113
1114 marker->active_prev = NULL;
1115 active_objects = marker;
1116
1117 while (marker->active_next)
1118 { 277 {
1119 op = marker->active_next;
1120
1121 /* Move marker forward - swap op and marker */
1122 op->active_prev = marker->active_prev;
1123
1124 if (op->active_prev)
1125 op->active_prev->active_next = op;
1126 else
1127 active_objects = op;
1128
1129 marker->active_next = op->active_next;
1130
1131 if (marker->active_next)
1132 marker->active_next->active_prev = marker;
1133
1134 marker->active_prev = op;
1135 op->active_next = marker;
1136
1137 /* Now process op */ 278 /* Now process op */
1138 if (QUERY_FLAG (op, FLAG_FREED)) 279 if (expect_false (QUERY_FLAG (op, FLAG_FREED)))
1139 { 280 {
1140 LOG (llevError, "BUG: process_events(): Free object on list\n"); 281 LOG (llevError, "BUG: process_events(): Free object on list\n");
1141 op->speed = 0; 282 op->set_speed (0);
1142 update_ob_speed (op);
1143 continue; 283 continue;
1144 } 284 }
1145 285
1146 /* I've seen occasional crashes due to this - the object is removed, 286 if (expect_false (!op->has_active_speed ()))
1147 * and thus the map it points to (last map it was on) may be bogus
1148 * The real bug is to try to find out the cause of this - someone
1149 * is probably calling remove_ob without either an insert_ob or
1150 * free_object afterwards, leaving an object dangling. But I'd
1151 * rather log this and continue on instead of crashing.
1152 * Don't remove players - when a player quits, the object is in
1153 * sort of a limbo, of removed, but something we want to keep
1154 * around.
1155 */ 287 {
1156 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1157 {
1158 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 288 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1159 char *dump = dump_object (op); 289 "but is on active list\n", op->debug_desc (), op->speed);
1160 LOG (llevError, dump); 290 op->set_speed (0);
1161 free (dump);
1162 op->destroy ();
1163 continue; 291 continue;
1164 } 292 }
1165 293
1166 if (!op->speed) 294 if (expect_false (op->flag [FLAG_REMOVED]))
1167 { 295 {
1168 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); 296 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
1169 update_ob_speed (op); 297 op->debug_desc ());
298 op->set_speed (0);
1170 continue; 299 continue;
1171 } 300 }
1172 301
1173 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL)
1174 {
1175 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count);
1176 op->speed = 0;
1177 update_ob_speed (op);
1178 continue;
1179 }
1180
1181 if (map != NULL && op->map != map)
1182 continue;
1183
1184 /* Animate the object. Bug of feature that andim_speed 302 /* Animate the object. Bug or feature that anim_speed
1185 * is based on ticks, and not the creatures speed? 303 * is based on ticks, and not the creatures speed?
1186 */ 304 */
1187 if (op->anim_speed && op->last_anim >= op->anim_speed) 305 if (op->anim_speed && op->last_anim >= op->anim_speed)
1188 { 306 {
1189 if ((op->type == PLAYER) || (op->type == MONSTER))
1190 animate_object (op, op->facing);
1191 else
1192 animate_object (op, op->direction); 307 animate_object (op, op->contr ? op->facing : op->direction);
1193
1194 op->last_anim = 1; 308 op->last_anim = 1;
1195 } 309 }
1196 else 310 else
1197 op->last_anim++; 311 ++op->last_anim;
1198 312
1199 if (op->speed_left > 0) 313 if (expect_false (op->speed_left > 0.f))
1200 {
1201#if 0
1202 /* I've seen occasional crashes in move_symptom() with it
1203 * crashing because op is removed - add some debugging to
1204 * track if it is removed at this point.
1205 * This unfortunately is a bit too verbose it seems - not sure
1206 * why - I think what happens is a map is freed or something and
1207 * some objects get 'lost' - removed never to be reclaimed.
1208 * removed objects generally shouldn't exist.
1209 */
1210 if (QUERY_FLAG (op, FLAG_REMOVED))
1211 { 314 {
1212 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1213 }
1214#endif
1215 --op->speed_left; 315 --op->speed_left;
1216 process_object (op); 316 process_object (op);
1217
1218 if (op->destroyed ())
1219 continue;
1220 } 317 }
1221 318
1222 if (settings.casting_time == TRUE && op->casting_time > 0) 319 if (expect_true (!op->contr))
1223 op->casting_time--; 320 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
1224
1225 if (op->speed_left <= 0)
1226 op->speed_left += FABS (op->speed);
1227 } 321 }
1228 322
1229 /* Remove marker object from active list */ 323 process_players2 ();
1230 if (marker->active_prev != NULL) 324}
1231 marker->active_prev->active_next = NULL; 325
326/* clean up everything before exiting */
327void
328emergency_save ()
329{
330 LOG (llevDebug, "emergency save begin.\n");
331
332 cfperl_emergency_save ();
333
334 LOG (llevDebug, "saving book archive.\n");
335 write_book_archive ();
336
337 LOG (llevDebug, "emergency save done.\n");
338}
339
340// send all clients some informational text
341static void
342cleanup_inform (const char *cause, bool make_core)
343{
344 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
345
346 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
347 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
348
349 if (make_core)
350 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
1232 else 351 else
1233 active_objects = NULL; 352 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
1234 353
1235 process_players2 (map); 354 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
1236}
1237 355
1238void 356 client::flush_sockets ();
1239clean_tmp_files (void)
1240{
1241 maptile *m, *next;
1242
1243 LOG (llevInfo, "Cleaning up...\n");
1244
1245 /* We save the maps - it may not be intuitive why, but if there are unique
1246 * items, we need to save the map so they get saved off. Perhaps we should
1247 * just make a special function that only saves the unique items.
1248 */
1249 for (m = first_map; m != NULL; m = next)
1250 {
1251 next = m->next;
1252 if (m->in_memory == MAP_IN_MEMORY)
1253 {
1254 /* If we want to reuse the temp maps, swap it out (note that will also
1255 * update the log file. Otherwise, save the map (mostly for unique item
1256 * stuff). Note that the clean_tmp_map is called after the end of
1257 * the for loop but is in the #else bracket. IF we are recycling the maps,
1258 * we certainly don't want the temp maps removed.
1259 */
1260
1261 /* XXX The above comment is dead wrong */
1262 if (settings.recycle_tmp_maps == TRUE)
1263 swap_map (m);
1264 else
1265 {
1266 new_save_map (m, 0); /* note we save here into a overlay map */
1267 clean_tmp_map (m);
1268 }
1269 }
1270 }
1271 write_todclock (); /* lets just write the clock here */
1272} 357}
1273 358
1274/* clean up everything before exiting */ 359/* clean up everything before exiting */
1275void 360void
1276cleanup (void) 361cleanup (const char *cause, bool make_core)
1277{ 362{
363 if (make_core)
364 fork_abort (cause);
365
366 LOG (llevError, "cleanup cause: %s\n", cause);
367
368 if (!make_core)
369 cleanup_inform (cause, make_core);
370
1278 LOG (llevDebug, "Cleanup called.\n"); 371 LOG (llevDebug, "cleanup begin.\n");
1279 372
1280 for (player *pl = first_player; pl != NULL; pl = pl->next) 373 if (init_done && !in_cleanup)
1281 save_player (pl->ob, 0); 374 {
375 in_cleanup = true;
376 emergency_save ();
377 }
378 else
379 in_cleanup = true;
1282 380
1283 for (player *pl = first_player; pl != NULL; pl = pl->next) 381 LOG (llevDebug, "running cleanup handlers.\n");
1284 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1285 leave_map (pl->ob);
1286
1287 clean_tmp_files ();
1288 write_book_archive ();
1289
1290 INVOKE_GLOBAL (CLEANUP); 382 INVOKE_GLOBAL (CLEANUP);
1291 383
1292 _exit (0); 384 LOG (llevDebug, "cleanup done.\n");
1293}
1294 385
1295void 386 log_cleanup ();
1296leave (player *pl, int draw_exit)
1297{
1298 if (pl != NULL)
1299 {
1300 /* We do this so that the socket handling routine can do the final
1301 * cleanup. We also leave that loop to actually handle the freeing
1302 * of the data.
1303 */
1304 if (pl->ob->type != DEAD_OBJECT)
1305 {
1306 pl->socket->status = Ns_Dead;
1307 387
1308 /* If a hidden dm dropped connection do not create 388 if (make_core)
1309 * inconsistencies by showing that they have left the game 389 cleanup_inform (cause, make_core);
1310 */ 390 else
1311 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1312 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1313 {
1314 if (pl->ob->map)
1315 {
1316 INVOKE_PLAYER (LOGOUT, pl);
1317 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket->host);
1318 }
1319
1320 char buf[MAX_BUF];
1321
1322 sprintf (buf, "%s left the game.", &pl->ob->name);
1323 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1324 }
1325
1326 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1327 leave_map (pl->ob);
1328
1329 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1330 }
1331 } 391 {
1332} 392 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
1333 393 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
1334int 394 client::flush_sockets ();
1335forbid_play (void)
1336{
1337#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1338 char buf[MAX_BUF], day[MAX_BUF];
1339 FILE *fp;
1340 time_t clock;
1341 struct tm *tm;
1342 int i, start, stop, forbit = 0, comp;
1343
1344 clock = time (NULL);
1345 tm = (struct tm *) localtime (&clock);
1346
1347 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1348 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1349 return 0;
1350
1351 while (fgets (buf, MAX_BUF, fp))
1352 { 395 }
1353 if (buf[0] == '#')
1354 continue;
1355 if (!strncmp (buf, "msg", 3))
1356 {
1357 if (forbit)
1358 while (fgets (buf, MAX_BUF, fp)) /* print message */
1359 fputs (buf, logfile);
1360 break;
1361 396
1362 } 397 cfperl_cleanup (make_core);
1363 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) 398 _exit (make_core);
1364 {
1365 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1366 continue;
1367 }
1368
1369 for (i = 0; i < 7; i++)
1370 {
1371 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1372 forbit = 1;
1373 }
1374 }
1375
1376 close_and_delete (fp, comp);
1377
1378 return forbit;
1379#else
1380 return 0;
1381#endif
1382} 399}
1383 400
1384/* 401/*
1385 * do_specials() is a collection of functions to call from time to time. 402 * do_specials() is a collection of functions to call from time to time.
1386 * Modified 2000-1-14 MSW to use the global pticks count to determine how 403 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1387 * often to do things. This will allow us to spred them out more often. 404 * often to do things. This will allow us to spred them out more often.
1388 * I use prime numbers for the factor count - in that way, it is less likely 405 * I use prime numbers for the factor count - in that way, it is less likely
1389 * these actions will fall on the same tick (compared to say using 500/2500/15000 406 * these actions will fall on the same tick (compared to say using 500/2500/15000
1390 * which would mean on that 15,000 tick count a whole bunch of stuff gets 407 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1392 * done on the same tick, but that will happen very infrequently 409 * done on the same tick, but that will happen very infrequently
1393 * 410 *
1394 * I also think this code makes it easier to see how often we really are 411 * I also think this code makes it easier to see how often we really are
1395 * doing the various things. 412 * doing the various things.
1396 */ 413 */
1397
1398extern unsigned long todtick;
1399
1400void 414void
1401do_specials (void) 415do_specials (void)
1402{ 416{
1403
1404#ifdef WATCHDOG
1405 if (!(pticks % 503))
1406 watchdog ();
1407#endif
1408
1409 if (!(pticks % PTICKS_PER_CLOCK))
1410 tick_the_clock ();
1411
1412 if (!(pticks % 7))
1413 shstr::gc (); 417 shstr::gc ();
418 archetype::gc ();
1414 419
1415 if (!(pticks % 79)) 420 if (expect_false (!(pticks % TICKS_PER_HOUR)))
1416 flush_old_maps (); /* Clears the tmp-files of maps which have reset */ 421 adjust_daylight ();
1417 422
1418 if (!(pticks % 2503)) 423 if (expect_false (!(pticks % 2503)))
1419 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 424 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1420 425
1421 if (!(pticks % 5003)) 426 if (expect_false (!(pticks % 5003)))
1422 write_book_archive (); 427 write_book_archive ();
1423 428
1424 if (!(pticks % 5009)) 429 if (expect_false (!(pticks % 5009)))
1425 clean_friendly_list (); 430 clean_friendly_list ();
1426 431
1427 if (!(pticks % 5011)) 432 if (expect_false (!(pticks % 5011)))
1428 obsolete_parties (); 433 obsolete_parties ();
1429 434
1430 if (!(pticks % 12503)) 435 if (expect_false (!(pticks % 12503)))
1431 fix_luck (); 436 fix_luck ();
1432} 437}
1433 438
1434void 439void
1435server_tick () 440server_tick ()
1436{ 441{
1437 nroferrors = 0; 442 // first do the user visible stuff
1438
1439 doeric_server ();
1440 INVOKE_GLOBAL (CLOCK); 443 INVOKE_GLOBAL (CLOCK);
1441 process_events (NULL); /* "do" something with objects with speed */ 444 process_events (); // "do" something with objects with speed
1442 flush_sockets (); 445 client::clock (); // draw client maps etc.
1443 check_active_maps (); /* Removes unused maps after a certain timeout */ 446
447 // then do some bookkeeping, should not really be here
1444 do_specials (); /* Routines called from time to time. */ 448 do_specials (); /* Routines called from time to time. */
1445 object::free_mortals (); 449 attachable::check_mortals ();
1446 450
1447 ++pticks; 451 ++pticks;
452}
453
454#if 0
455// used fro benchmarking (x86/amd64-specific)
456typedef unsigned long tval;
457typedef unsigned long long stamp64;
458
459extern inline tval
460stamp (void)
461{
462 tval tsc;
463 asm volatile ("rdtsc":"=a" (tsc)::"edx");
464
465 return tsc;
466}
467
468extern inline tval
469measure (tval t)
470{
471 tval tsc;
472 asm volatile ("rdtsc":"=a" (tsc)::"edx");
473
474 if (tsc > t)
475 return tsc - t;
476 else
477 return t - tsc;
1448} 478}
1449 479
1450int 480int
1451main (int argc, char **argv) 481main (int argc, char **argv)
1452{ 482{
483 rand_gen rg(0);
484 tval fastest = 0x7fffffff;
485 for (int loop = 10000; loop--; )
486 {
487 tval s = stamp ();
488 volatile int i = rg.get_int(25);
489 fastest = min (fastest, measure (s));
490 }
491
492 //printf ("fastest %d\n", fastest);
493 for (int i = 0; i < 1024*1024*3; ++i)
494 {
495 char c = rg.get_int (256);
496 write (2, &c, 1);
497 }
498}
499
500#else
501
502#if 0 // just goofing around, look elsewhere
503
504#include <malloc.h>
505#include <execinfo.h>
506
507static void tr_on ();
508static void tr_off ();
509
510static SMUTEX(tr_mutex);
511
512#define ltr_off() SMUTEX_LOCK (tr_mutex); tr_off ()
513#define ltr_on() tr_on (); SMUTEX_UNLOCK (tr_mutex);
514
515static void *
516tr_malloc (size_t size, const void *caller)
517{
518 ltr_off ();
519
520 void *bt [8];
521 backtrace (bt, 8);
522
523 void *ptr = malloc (size);
524
525 ltr_on ();
526 return (char *)ptr;
527}
528
529static void
530tr_free (void *ptr, const void *caller)
531{
532 ltr_off ();
533
534 free (ptr);
535
536 ltr_on ();
537}
538
539void static *
540tr_realloc (void *ptr, size_t size, const void *caller)
541{
542 ltr_off ();
543
544 void *nptr = realloc (ptr, size);
545
546 ltr_on ();
547 return nptr;
548}
549
550static void *
551tr_memalign (size_t size, size_t alignment, const void *caller)
552{
553 ltr_off ();
554
555 void *ptr = memalign (size, alignment < 16 ? 16 : alignment);
556
557 ltr_on ();
558 return ptr;
559}
560
561static void
562tr_on ()
563{
564 __malloc_hook = tr_malloc;
565 __realloc_hook = tr_realloc;
566 __free_hook = tr_free;
567 __memalign_hook = tr_memalign;
568}
569
570static void
571tr_off ()
572{
573 __malloc_hook = 0;
574 __realloc_hook = 0;
575 __free_hook = 0;
576 __memalign_hook = 0;
577}
578
579void (*__malloc_initialize_hook)(void) = tr_on;
580
581#endif
582
583// normal main
584int
585main (int argc, char **argv)
586{
1453 settings.argc = argc; 587 settings.argc = argc;
1454 settings.argv = argv; 588 settings.argv = argv;
1455 589
590 g_thread_init (0); // for the slice allocator only
591
1456 init (argc, argv); 592 init (argc, argv);
1457
1458 initPlugins ();
1459 593
1460 for (;;) 594 for (;;)
1461 cfperl_main (); 595 cfperl_main ();
1462
1463 // unreached
1464 emergency_save (0);
1465 cleanup ();
1466
1467 return 0;
1468} 596}
597#endif
598
599#if 0
600int xyzzy ()
601{
602 return rndm(8);
603}
604
605void xyzzy (object_ptr &a, object_ptr &o)
606{
607 asm volatile ("int3");
608 a = o;
609 asm volatile ("int3");
610}
611#endif
612

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