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Comparing deliantra/server/server/main.C (file contents):
Revision 1.8 by root, Sun Aug 27 16:15:13 2006 UTC vs.
Revision 1.133 by root, Mon Sep 29 10:31:32 2008 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 1.8 2006/08/27 16:15:13 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your 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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
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 23
29#include <global.h> 24#include <global.h>
30#include <object.h> 25#include <object.h>
31#include <tod.h> 26#include <tod.h>
32 27
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> 28#include <sproto.h>
43#endif
44
45#ifdef HAVE_TIME_H
46#include <time.h> 29#include <time.h>
47#endif 30
31#include <glib.h>
48 32
49#include <../random_maps/random_map.h> 33#include <../random_maps/random_map.h>
50#include <../random_maps/rproto.h> 34#include <../random_maps/rproto.h>
51#include "path.h" 35#include "path.h"
52 36
53static char days[7][4] = { 37static char days[7][4] = {
54 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"}; 38 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
39};
55 40
41void
56void version(object *op) { 42version (object *op)
57 if(op!=NULL) 43{
58 clear_win_info(op);
59
60 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);
61 45
62/* If in a socket, don't print out the list of authors. It confuses the 46#if 0
63 * crossclient program.
64 */
65 if (op==NULL) return;
66 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:");
67 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>");
68 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>");
69 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>");
70 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>");
71 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>");
72 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>");
73 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>");
74 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>");
75 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>");
76 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>");
77 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>");
78 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>");
79 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>");
80 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>");
81 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>");
82 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>");
83 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>");
84 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>");
85 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>");
86 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>");
87 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>");
88 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>");
89 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>");
90 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>");
91 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>");
92 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>");
93 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>");
94 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>");
95 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>");
96 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>");
97 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>");
98 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>");
99 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>");
100 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>");
101 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>");
102 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>");
103 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>");
104 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>");
105 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>");
106 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, "");
107 new_draw_info(NDI_UNIQUE, 0,op,"Images and art:"); 94 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
108 new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner"); 95 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
109 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>");
110 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>");
111 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>");
112 new_draw_info(NDI_UNIQUE, 0,op,"Mårten Woxberg [maxmc@telia.com]"); 99 new_draw_info (NDI_UNIQUE, 0, op, "MÃ¥rten Woxberg <maxmc@telia.com>");
100 new_draw_info (NDI_UNIQUE, 0, op, "");
113 new_draw_info(NDI_UNIQUE, 0,op,"And many more!"); 101 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 102#endif
178}
179
180int check_password(char *typed,char *crypted) {
181 return !strcmp(crypt_string(typed,crypted),crypted);
182} 103}
183 104
184/* 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
185 * savebed. We do some error checking - its possible that the 106 * savebed. We do some error checking - its possible that the
186 * 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
187 * goes someplace. 108 * goes someplace.
188 */ 109 */
110void
189void enter_player_savebed(object *op) 111enter_player_savebed (object *op)
190{ 112{
191 mapstruct *oldmap = op->map; 113 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} 114}
237 115
238/* 116/*
239 * 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
240 * 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
241 * 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
242 * whatever reason. If default map coordinates are to be used, then 120 * whatever reason. If default map coordinates are to be used, then
243 * the function that calls this should figure them out. 121 * the function that calls this should figure them out.
244 */ 122 */
245static void enter_map(object *op, mapstruct *newmap, int x, int y) { 123void
246 mapstruct *oldmap = op->map; 124object::enter_map (maptile *newmap, int x, int y)
125{
126 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
127 return;
247 128
129 if (out_of_map (newmap, x, y))
130 {
131 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
132 x = newmap->enter_x;
133 y = newmap->enter_y;
248 if (out_of_map(newmap, x, y)) { 134 if (out_of_map (newmap, x, y))
249 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", 135 {
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", 136 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)); 137 &newmap->path, x, y, newmap->width, newmap->height);
256 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed"); 138 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
139 return;
140 }
141 }
142
143 if (contr && map != newmap && map)
144 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
257 return; 145 return;
258 } 146
259 } 147 // remove, so stupid ob_locked does not trigger a failure
148 remove ();
149
260 /* try to find a spot for the player */ 150 /* try to find a spot for the player */
261 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */ 151 if (blocked (newmap, x, y))
152 { /* First choice blocked */
262 /* 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.
263 * 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,
264 * 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
265 * if other spaces around are available. 156 * if other spaces around are available.
266 * 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
267 * 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.
268 */ 159 */
269 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);
270 if (i==-1) { 161
162 if (i == -1)
163 {
271 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1); 164 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
272 if (i==-1) 165 if (i == -1)
273 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE); 166 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
274 } 167 }
275 if (i != -1 ) { 168
169 if (i != -1)
170 {
276 x += freearr_x[i]; 171 x += freearr_x[i];
277 y += freearr_y[i]; 172 y += freearr_y[i];
278 } else { 173 }
174 else
279 /* not much we can do in this case. */ 175 /* 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", 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);
281 newmap->path, x , y); 177 }
282 }
283 } /* end if looking for free spot */
284
285 178
286 /* If it is a player login, he has yet to be inserted anyplace. 179 if (contr && map != newmap)
287 * otherwise, we need to deal with removing the playe here. 180 {
288 */ 181 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
289 if(!QUERY_FLAG(op, FLAG_REMOVED)) 182 return;
290 remove_ob(op);
291 183
292 if (op->map!=NULL) 184 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
185 return;
186 }
187
188 this->x = x;
189 this->y = y;
190 map = newmap;
191
192 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
193
194 enemy = 0;
195
196 if (contr)
197 {
198 contr->maplevel = newmap->path;
199 contr->count = 0;
200 }
201
202 /* Update any golems */
203 if (type == PLAYER)
204 if (object *golem = contr->golem)
293 { 205 {
294 INVOKE_PLAYER (LEAVE, op->contr, ARG_MAP (op->map)); 206 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
295 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)); 207
208 if (i < 0)
209 golem->drop_and_destroy ();
210 else
211 {
212 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
213 golem->direction = find_dir_2 (x - golem->x, y - golem->y);
214 }
296 } 215 }
297 216
298 /* remove_ob clears these so they must be reset after the remove_ob call */
299 op->x = x;
300 op->y = y;
301 op->map = newmap;
302 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON);
303
304 INVOKE_PLAYER (ENTER, op->contr, ARG_MAP (op->map));
305 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
306
307 if (!op->contr->hidden)
308 newmap->players++;
309
310 newmap->timeout=0;
311 op->enemy = NULL;
312
313 if (op->contr) {
314 strcpy(op->contr->maplevel, newmap->path);
315 op->contr->count=0;
316 }
317
318 /* Update any golems */
319 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
320 int i = find_free_spot(op->contr->ranges[range_golem],newmap,
321 x, y, 1, SIZEOFFREE);
322 remove_ob(op->contr->ranges[range_golem]);
323 if (i==-1) {
324 remove_friendly_object(op->contr->ranges[range_golem]);
325 free_object(op->contr->ranges[range_golem]);
326 op->contr->ranges[range_golem]=NULL;
327 op->contr->golem_count=0;
328 }
329 else {
330 object *tmp;
331 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) {
332 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x);
333 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y);
334 tmp->map = newmap;
335 }
336 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0);
337 op->contr->ranges[range_golem]->direction =
338 find_dir_2(op->x - op->contr->ranges[range_golem]->x,
339 op->y - op->contr->ranges[range_golem]->y);
340 }
341 }
342 op->direction=0;
343
344 /* 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
345 * about pending objects. 218 * about pending objects.
346 */ 219 */
347 remove_all_pets(newmap); 220 remove_all_pets (newmap);
348
349 /* If the player is changing maps, we need to do some special things
350 * Do this after the player is on the new map - otherwise the force swap of the
351 * old map does not work.
352 */
353 if (oldmap != newmap) {
354 if (oldmap) /* adjust old map */
355 {
356 oldmap->players--;
357
358 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
359 set_map_timeout(oldmap);
360 }
361 }
362 swap_below_max (newmap->path);
363} 221}
364
365void set_map_timeout(mapstruct *oldmap)
366{
367#if MAP_MAXTIMEOUT
368 oldmap->timeout = MAP_TIMEOUT(oldmap);
369 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
370 * lower than the min value.
371 */
372#if MAP_MINTIMEOUT
373 if (oldmap->timeout < MAP_MINTIMEOUT) {
374 oldmap->timeout = MAP_MINTIMEOUT;
375 }
376#endif
377 if (oldmap->timeout > MAP_MAXTIMEOUT) {
378 oldmap->timeout = MAP_MAXTIMEOUT;
379 }
380#else
381 /* save out the map */
382 swap_map(oldmap);
383#endif /* MAP_MAXTIMEOUT */
384}
385
386
387/* clean_path takes a path and replaces all / with _
388 * We do a strcpy so that we do not change the original string.
389 */
390char *clean_path(const char *file)
391{
392 static char newpath[MAX_BUF],*cp;
393
394 strncpy(newpath, file, MAX_BUF-1);
395 newpath[MAX_BUF-1]='\0';
396 for (cp=newpath; *cp!='\0'; cp++) {
397 if (*cp=='/') *cp='_';
398 }
399 return newpath;
400}
401
402
403/* unclean_path takes a path and replaces all _ with /
404 * This basically undoes clean path.
405 * We do a strcpy so that we do not change the original string.
406 * We are smart enough to start after the last / in case we
407 * are getting passed a string that points to a unique map
408 * path.
409 */
410char *unclean_path(const char *src)
411{
412 static char newpath[MAX_BUF],*cp;
413
414 cp=strrchr(src, '/');
415 if (cp)
416 strncpy(newpath, cp+1, MAX_BUF-1);
417 else
418 strncpy(newpath, src, MAX_BUF-1);
419 newpath[MAX_BUF-1]='\0';
420
421 for (cp=newpath; *cp!='\0'; cp++) {
422 if (*cp=='_') *cp='/';
423 }
424 return newpath;
425}
426
427
428/* The player is trying to enter a randomly generated map. In this case, generate the
429 * random map as needed.
430 */
431
432static void enter_random_map(object *pl, object *exit_ob)
433{
434 mapstruct *new_map;
435 char newmap_name[HUGE_BUF], *cp;
436 static int reference_number = 0;
437 RMParms rp;
438
439 memset(&rp, 0, sizeof(RMParms));
440 rp.Xsize=-1;
441 rp.Ysize=-1;
442 rp.region=get_region_by_map(exit_ob->map);
443 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
444 rp.origin_x = exit_ob->x;
445 rp.origin_y = exit_ob->y;
446 strcpy(rp.origin_map, pl->map->path);
447
448 /* If we have a final_map, use it as a base name to give some clue
449 * as where the player is. Otherwise, use the origin map.
450 * Take the last component (after the last slash) to give
451 * shorter names without bogus slashes.
452 */
453 if (rp.final_map[0]) {
454 cp = strrchr(rp.final_map, '/');
455 if (!cp) cp = rp.final_map;
456 } else {
457 char buf[HUGE_BUF];
458
459 cp = strrchr(rp.origin_map, '/');
460 if (!cp) cp = rp.origin_map;
461 /* Need to strip of any trailing digits, if it has them */
462 strcpy(buf, cp);
463 while (isdigit(buf[strlen(buf) - 1]))
464 buf[strlen(buf) - 1] = 0;
465 cp = buf;
466 }
467
468 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
469
470 /* now to generate the actual map. */
471 new_map=generate_random_map(newmap_name,&rp);
472
473 /* Update the exit_ob so it now points directly at the newly created
474 * random maps. Not that it is likely to happen, but it does mean that a
475 * exit in a unique map leading to a random map will not work properly.
476 * It also means that if the created random map gets reset before
477 * the exit leading to it, that the exit will no longer work.
478 */
479 if(new_map) {
480 int x, y;
481 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
482 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
483 EXIT_PATH(exit_ob) = add_string(newmap_name);
484 strcpy(new_map->path, newmap_name);
485 enter_map(pl, new_map, x, y);
486 }
487}
488
489/* The player is trying to enter a non-randomly generated template map. In this
490 * case, use a map file for a template
491 */
492
493static void enter_fixed_template_map(object *pl, object *exit_ob)
494{
495 mapstruct *new_map;
496 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
497 const char *new_map_name;
498
499 /* Split the exit path string into two parts, one
500 * for where to store the map, and one for were
501 * to generate the map from.
502 */
503 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
504 sourcemap = strchr(exitpath, '!');
505 if (!sourcemap) {
506 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
507 /* Should only occur when no source map is set.
508 */
509 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
510 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
511 return;
512 }
513 *sourcemap++ = '\0';
514
515 /* If we are not coming from a template map, we can use relative directories
516 * for the map to generate from.
517 */
518 if (!exit_ob->map->templatemap) {
519 sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap);
520 }
521
522 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
523 * of the exit, and the name of the map the exit is on, respectively.
524 */
525 sprintf(tmpnum ,"%d", exit_ob->x);
526 replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
527
528 sprintf(tmpnum ,"%d", exit_ob->y);
529 sprintf(tmpstring, "%s", resultname);
530 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
531
532 sprintf(tmpstring, "%s", resultname);
533 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
534
535 /* If we are coming from another template map, use reletive paths unless
536 * indicated otherwise.
537 */
538 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
539 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
540 } else {
541 new_map_name = create_template_pathname(resultname);
542 }
543
544 /* Attempt to load the map, if unable to, then
545 * create the map from the template.
546 */
547 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
548 if (!new_map) {
549 new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE);
550 if (new_map) fix_auto_apply(new_map);
551 }
552
553 if (new_map) {
554 /* set the path of the map to where it should be
555 * so we don't just save over the source map.
556 */
557 strcpy(new_map->path, new_map_name);
558 new_map->templatemap = 1;
559 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
560 } else {
561 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
562 /* Should only occur when an invalid source map is set.
563 */
564 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
565 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
566 }
567}
568
569
570/* The player is trying to enter a randomly generated template map. In this
571 * case, generate the map as needed.
572 */
573
574static void enter_random_template_map(object *pl, object *exit_ob)
575{
576 mapstruct *new_map;
577 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
578 const char *new_map_name;
579 RMParms rp;
580
581 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
582 * of the exit, and the name of the map the exit is on, respectively.
583 */
584 sprintf(tmpnum ,"%d", exit_ob->x);
585 replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
586
587 sprintf(tmpnum ,"%d", exit_ob->y);
588 sprintf(tmpstring, "%s", resultname);
589 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
590
591 sprintf(tmpstring, "%s", resultname);
592 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
593
594 /* If we are coming from another template map, use reletive paths unless
595 * indicated otherwise.
596 */
597 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
598 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
599 } else {
600 new_map_name = create_template_pathname(resultname);
601 }
602
603 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
604 if (!new_map) {
605 memset(&rp, 0, sizeof(RMParms));
606 rp.Xsize=-1;
607 rp.Ysize=-1;
608 rp.region=get_region_by_map(exit_ob->map);
609 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
610 rp.origin_x = exit_ob->x;
611 rp.origin_y = exit_ob->y;
612 strcpy(rp.origin_map, pl->map->path);
613
614 /* now to generate the actual map. */
615 new_map=generate_random_map(new_map_name,&rp);
616 }
617
618
619 /* Update the exit_ob so it now points directly at the newly created
620 * random maps. Not that it is likely to happen, but it does mean that a
621 * exit in a unique map leading to a random map will not work properly.
622 * It also means that if the created random map gets reset before
623 * the exit leading to it, that the exit will no longer work.
624 */
625 if(new_map) {
626 int x, y;
627 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
628 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
629 new_map->templatemap = 1;
630 enter_map(pl, new_map, x, y);
631 }
632}
633
634
635/* Code to enter/detect a character entering a unique map.
636 */
637static void enter_unique_map(object *op, object *exit_ob)
638{
639 char apartment[HUGE_BUF];
640 mapstruct *newmap;
641
642 if (EXIT_PATH(exit_ob)[0]=='/') {
643 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
644 settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob)));
645 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
646 if (!newmap) {
647 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
648 if (newmap) fix_auto_apply(newmap);
649 }
650 } else { /* relative directory */
651 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
652
653 if (exit_ob->map->unique) {
654
655 strcpy(reldir, unclean_path(exit_ob->map->path));
656
657 /* Need to copy this over, as clean_path only has one static return buffer */
658 strcpy(tmpc, clean_path(reldir));
659 /* Remove final component, if any */
660 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
661
662 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
663 settings.playerdir, op->name, tmpc,
664 clean_path(EXIT_PATH(exit_ob)));
665
666 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
667 if (!newmap) {
668 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
669 if (newmap) fix_auto_apply(newmap);
670 }
671 }
672 else {
673 /* The exit is unique, but the map we are coming from is not unique. So
674 * use the basic logic - don't need to demangle the path name
675 */
676 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
677 settings.playerdir, op->name,
678 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
679 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
680 if (!newmap) {
681 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
682 if (newmap) fix_auto_apply(newmap);
683 }
684 }
685 }
686
687 if (newmap) {
688 strcpy(newmap->path, apartment);
689 newmap->unique = 1;
690 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
691 } else {
692 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
693 /* Perhaps not critical, but I would think that the unique maps
694 * should be new enough this does not happen. This also creates
695 * a strange situation where some players could perhaps have visited
696 * such a map before it was removed, so they have the private
697 * map, but other players can't get it anymore.
698 */
699 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
700 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
701 }
702
703}
704
705
706/* Tries to move 'op' to exit_ob. op is the character or monster that is
707 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
708 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
709 * move the object to. This is used when loading the player.
710 *
711 * Largely redone by MSW 2001-01-21 - this function was overly complex
712 * and had some obscure bugs.
713 */
714
715void enter_exit(object *op, object *exit_ob) {
716 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
717 object *tmp;
718 /* It may be nice to support other creatures moving across
719 * exits, but right now a lot of the code looks at op->contr,
720 * so thta is an RFE.
721 */
722 if (op->type != PLAYER) return;
723
724 /* Need to remove player from transport */
725 if (op->contr->transport) apply_transport(op, op->contr->transport, AP_UNAPPLY);
726
727 /* First, lets figure out what map the player is going to go to */
728 if (exit_ob){
729
730 /* check to see if we make a template map */
731 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
732 if (EXIT_PATH(exit_ob)[2]=='!') {
733 /* generate a template map randomly */
734 enter_random_template_map(op, exit_ob);
735 } else {
736 /* generate a template map from a fixed template */
737 enter_fixed_template_map(op, exit_ob);
738 }
739 }
740 /* check to see if we make a randomly generated map */
741 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
742 enter_random_map(op, exit_ob);
743 }
744 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
745 enter_unique_map(op, exit_ob);
746 } else {
747 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
748 /* 'Normal' exits that do not do anything special
749 * Simple enough we don't need another routine for it.
750 */
751 mapstruct *newmap;
752 if (exit_ob->map) {
753 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
754 /* Random map was previously generated, but is no longer about. Lets generate a new
755 * map.
756 */
757 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
758 /* Maps that go down have a message set. However, maps that go
759 * up, don't. If the going home has reset, there isn't much
760 * point generating a random map, because it won't match the maps.
761 */
762 if (exit_ob->msg) {
763 enter_random_map(op, exit_ob);
764 } else {
765 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
766 return;
767 }
768
769 /* For exits that cause damages (like pits). Don't know if any
770 * random maps use this or not.
771 */
772 if(exit_ob->stats.dam && op->type==PLAYER)
773 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
774 return;
775 }
776 } else {
777 /* For word of recall and other force objects
778 * They contain the full pathname of the map to go back to,
779 * so we don't need to normalize it.
780 * But we do need to see if it is unique or not
781 */
782 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
783 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
784 else
785 newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
786 }
787 if (!newmap)
788 {
789 if (exit_ob->name)
790 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
791 /* don't cry to momma if name is not set - as in tmp objects
792 * used by the savebed code and character creation */
793 return;
794 }
795
796 /* This supports the old behaviour, but it really should not be used.
797 * I will note for example that with this method, it is impossible to
798 * set 0,0 destination coordinates. Really, if we want to support
799 * using the new maps default coordinates, the exit ob should use
800 * something like -1, -1 so it is clear to do that.
801 */
802 if (x==0 && y==0) {
803 x=MAP_ENTER_X(newmap);
804 y=MAP_ENTER_Y(newmap);
805 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
806 exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
807 exit_ob->map?exit_ob->map->path:"(none)");
808 }
809
810 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
811 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
812 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
813 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
814 if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;
815 }
816 if(tmp) {
817 remove_ob(tmp);
818 free_object(tmp);
819 }
820
821 strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));
822 op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
823 save_player(op, 1);
824 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
825 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
826 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
827 }
828
829 enter_map(op, newmap, x, y);
830 }
831 /* For exits that cause damages (like pits) */
832 if(exit_ob->stats.dam && op->type==PLAYER)
833 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
834 } else {
835 int flags = 0;
836 mapstruct *newmap;
837
838
839 /* Hypothetically, I guess its possible that a standard map matches
840 * the localdir, but that seems pretty unlikely - unlikely enough that
841 * I'm not going to attempt to try to deal with that possibility.
842 * We use the fact that when a player saves on a unique map, it prepends
843 * the localdir to that name. So its an easy way to see of the map is
844 * unique or not.
845 */
846 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
847 flags = MAP_PLAYER_UNIQUE;
848
849 /* newmap returns the map (if already loaded), or loads it for
850 * us.
851 */
852 newmap = ready_map_name(op->contr->maplevel, flags);
853 if (!newmap)
854 {
855 LOG(llevError,
856 "enter_exit: Pathname to map does not exist! (%s)\n",
857 op->contr->maplevel);
858 newmap = ready_map_name(settings.emergency_mapname, 0);
859 op->x = settings.emergency_x;
860 op->y = settings.emergency_y;
861 /* If we can't load the emergency map, something is probably really
862 * screwed up, so bail out now.
863 */
864 if (!newmap) {
865 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
866 abort();
867 }
868 }
869 enter_map(op, newmap, op->x, op->y);
870 }
871}
872
873/*
874 * process_active_maps(): Works like process_events(), but it only
875 * processes maps which a player is on.
876 *
877 */
878
879#if 0 // dead code, schmorp
880void process_active_maps ()
881{
882 for (mapstruct *map = first_map; map != NULL; map = map->next)
883 if (map->in_memory == MAP_IN_MEMORY)
884 if (players_on_map (map, TRUE))
885 process_events (map);
886}
887#endif
888 222
889/* process_players1 and process_players2 do all the player related stuff. 223/* process_players1 and process_players2 do all the player related stuff.
890 * 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
891 * 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
892 * by the various functions. process_players1() does the processing before 226 * by the various functions. process_players1() does the processing before
893 * objects have been updated, process_players2() does the processing that 227 * objects have been updated, process_players2() does the processing that
894 * is needed after the players have been updated. 228 * is needed after the players have been updated.
895 */ 229 */
896 230static void
897void process_players1(mapstruct *map) 231process_players1 ()
898{ 232{
899 int flag;
900 player *pl,*plnext;
901
902 /* 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. */
903 for(flag=1;flag!=0;) { 234 for (int flag = 1; flag != 0;)
904 flag=0; 235 {
905 for(pl=first_player;pl!=NULL;pl=plnext) { 236 flag = 0;
906 plnext=pl->next; /* In case a player exits the game in handle_player() */ 237 for_all_players (pl)
238 {
239 pl->refcnt_chk ();
907 240
908 if (pl->ob == NULL) continue; 241 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
242 continue;
909 243
910 if (map!=NULL && pl->ob->map!=map) continue;
911
912 if(pl->ob->speed_left>0) {
913 if (handle_newcs_player(pl->ob)) 244 if (handle_newcs_player (pl->ob))
914 flag=1; 245 flag = 1;
915 } /* end if player has speed left */ 246 }
916
917 /* If the player is not actively playing, don't make a
918 * backup save - nothing to save anyway. Plus, the
919 * map may not longer be valid. This can happen when the
920 * player quits - they exist for purposes of tracking on the map,
921 * but don't actually reside on any actual map.
922 */
923 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
924
925#ifdef AUTOSAVE
926 /* check for ST_PLAYING state so that we don't try to save off when
927 * the player is logging in.
928 */
929 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
930 /* Don't save the player on unholy ground. Instead, increase the
931 * tick time so it will be about 10 seconds before we try and save
932 * again.
933 */
934// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
935// pl->last_save_tick += 100;
936// } else {
937 save_player(pl->ob,1);
938 pl->last_save_tick = pticks;
939// }
940 } 247 }
941#endif 248
942 } /* end of for loop for all the players */ 249 for_all_players (pl)
943 } /* for flag */ 250 {
944 for(pl=first_player;pl!=NULL;pl=pl->next) { 251 object *ob = pl->ob;
945 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) 252
253 if (expect_false (!ob || !pl->ns || !ob->active))
946 continue; 254 continue;
947 if (settings.casting_time == TRUE) { 255
948 if (pl->ob->casting_time > 0){ 256 do_some_living (ob);
949 pl->ob->casting_time--;
950 pl->ob->start_holding = 1;
951 } 257 }
952 /* set spell_state so we can update the range in stats field */
953 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
954 pl->ob->start_holding = 0;
955 }
956 }
957 do_some_living(pl->ob);
958/* draw(pl->ob);*/ /* updated in socket code */
959 }
960} 258}
961 259
962void process_players2(mapstruct *map) 260static void
261process_players2 ()
963{ 262{
964 player *pl;
965
966 /* 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 */
967 for(pl=first_player;pl!=NULL;pl=pl->next) { 264 for_all_players (pl)
968 if (map!=NULL) {
969 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
970 continue;
971 else if(pl->loading != NULL) /* Player is blocked */
972 pl->ob->speed_left -= pl->ob->speed;
973 if (pl->ob->map!=map) continue;
974 }
975
976 /* The code that did weapon_sp handling here was out of place -
977 * this isn't called until after the player has finished there
978 * actions, and is thus out of place. All we do here is bounds
979 * checking.
980 */
981 if (pl->has_hit) {
982 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
983
984 /* This needs to be here - if the player is running, we need to
985 * clear this each tick, but new commands are not being received
986 * so execute_newserver_command() is never called
987 */
988 pl->has_hit=0;
989
990 } else if (pl->ob->speed_left>pl->ob->speed)
991 pl->ob->speed_left = pl->ob->speed;
992 } 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 }
993} 269}
994 270
995#define SPEED_DEBUG 271void
996 272process_events ()
997
998void process_events (mapstruct *map)
999{ 273{
1000 object *op;
1001 object marker;
1002 tag_t tag;
1003
1004 process_players1 (map); 274 process_players1 ();
1005 275
1006 memset(&marker, 0, sizeof(object)); 276 for_all_actives (op)
1007 /* Put marker object at beginning of active list */ 277 {
1008 marker.active_next = active_objects;
1009
1010 if (marker.active_next)
1011 marker.active_next->active_prev = &marker;
1012 marker.active_prev = NULL;
1013 active_objects = &marker;
1014
1015 while (marker.active_next) {
1016 op = marker.active_next;
1017 tag = op->count;
1018
1019 /* Move marker forward - swap op and marker */
1020 op->active_prev = marker.active_prev;
1021
1022 if (op->active_prev)
1023 op->active_prev->active_next = op;
1024 else
1025 active_objects = op;
1026
1027 marker.active_next = op->active_next;
1028
1029 if (marker.active_next)
1030 marker.active_next->active_prev = &marker;
1031 marker.active_prev = op;
1032 op->active_next = &marker;
1033
1034 /* Now process op */ 278 /* Now process op */
1035 if (QUERY_FLAG (op, FLAG_FREED)) { 279 if (expect_false (QUERY_FLAG (op, FLAG_FREED)))
280 {
1036 LOG (llevError, "BUG: process_events(): Free object on list\n"); 281 LOG (llevError, "BUG: process_events(): Free object on list\n");
1037 op->speed = 0; 282 op->set_speed (0);
1038 update_ob_speed (op);
1039 continue; 283 continue;
1040 } 284 }
1041 285
1042 /* I've seen occasional crashes due to this - the object is removed, 286 if (expect_false (!op->has_active_speed ()))
1043 * and thus the map it points to (last map it was on) may be bogus 287 {
1044 * The real bug is to try to find out the cause of this - someone
1045 * is probably calling remove_ob without either an insert_ob or
1046 * free_object afterwards, leaving an object dangling. But I'd
1047 * rather log this and continue on instead of crashing.
1048 * Don't remove players - when a player quits, the object is in
1049 * sort of a limbo, of removed, but something we want to keep
1050 * around.
1051 */
1052 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1053 op->map && op->map->in_memory != MAP_IN_MEMORY) {
1054 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1055 dump_object(op);
1056 LOG(llevError, errmsg);
1057 free_object(op);
1058 continue;
1059 }
1060
1061 if ( ! op->speed) {
1062 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 288 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1063 "but is on active list\n", op->arch->name); 289 "but is on active list\n", op->debug_desc (), op->speed);
1064 update_ob_speed (op); 290 op->set_speed (0);
1065 continue; 291 continue;
1066 } 292 }
1067 293
1068 if (op->map == NULL && op->env == NULL && op->name && 294 if (expect_false (op->flag [FLAG_REMOVED]))
1069 op->type != MAP && map == NULL) { 295 {
1070 LOG (llevError, "BUG: process_events(): Object without map or " 296 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
1071 "inventory is on active list: %s (%d)\n", 297 op->debug_desc ());
1072 op->name, op->count); 298 op->set_speed (0);
1073 op->speed = 0;
1074 update_ob_speed (op);
1075 continue; 299 continue;
1076 } 300 }
1077 301
1078 if (map != NULL && op->map != map)
1079 continue;
1080
1081 /* Animate the object. Bug of feature that andim_speed 302 /* Animate the object. Bug or feature that anim_speed
1082 * is based on ticks, and not the creatures speed? 303 * is based on ticks, and not the creatures speed?
1083 */ 304 */
1084 if (op->anim_speed && op->last_anim >= op->anim_speed) 305 if (op->anim_speed && op->last_anim >= op->anim_speed)
1085 { 306 {
1086 if ((op->type==PLAYER)||(op->type==MONSTER)) 307 animate_object (op, op->contr ? op->facing : op->direction);
1087 animate_object(op, op->facing);
1088 else
1089 animate_object (op, op->direction);
1090
1091 op->last_anim = 1; 308 op->last_anim = 1;
1092 } 309 }
1093 else 310 else
1094 op->last_anim++; 311 ++op->last_anim;
1095 312
1096 if (op->speed_left > 0) { 313 if (expect_false (op->speed_left > 0.f))
1097#if 0 314 {
1098 /* I've seen occasional crashes in move_symptom() with it 315 --op->speed_left;
1099 * crashing because op is removed - add some debugging to 316 process_object (op);
1100 * track if it is removed at this point. 317 }
1101 * This unfortunately is a bit too verbose it seems - not sure 318
1102 * why - I think what happens is a map is freed or something and 319 if (expect_true (!op->contr))
1103 * some objects get 'lost' - removed never to be reclaimed. 320 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
1104 * removed objects generally shouldn't exist.
1105 */
1106 if (QUERY_FLAG(op, FLAG_REMOVED)) {
1107 LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1108 op->name?op->name:"null");
1109 } 321 }
1110#endif
1111 --op->speed_left;
1112 process_object (op);
1113 if (was_destroyed (op, tag))
1114 continue;
1115 }
1116 if (settings.casting_time == TRUE && op->casting_time > 0)
1117 op->casting_time--;
1118 if (op->speed_left <= 0)
1119 op->speed_left += FABS (op->speed);
1120 }
1121 322
1122 /* Remove marker object from active list */
1123 if (marker.active_prev != NULL)
1124 marker.active_prev->active_next = NULL;
1125 else
1126 active_objects = NULL;
1127
1128 process_players2 (map); 323 process_players2 ();
1129}
1130
1131void clean_tmp_files(void) {
1132 mapstruct *m, *next;
1133
1134 LOG(llevInfo,"Cleaning up...\n");
1135
1136 /* We save the maps - it may not be intuitive why, but if there are unique
1137 * items, we need to save the map so they get saved off. Perhaps we should
1138 * just make a special function that only saves the unique items.
1139 */
1140 for(m=first_map;m!=NULL;m=next) {
1141 next=m->next;
1142 if (m->in_memory == MAP_IN_MEMORY) {
1143 /* If we want to reuse the temp maps, swap it out (note that will also
1144 * update the log file. Otherwise, save the map (mostly for unique item
1145 * stuff). Note that the clean_tmp_map is called after the end of
1146 * the for loop but is in the #else bracket. IF we are recycling the maps,
1147 * we certainly don't want the temp maps removed.
1148 */
1149
1150 /* XXX The above comment is dead wrong */
1151 if (settings.recycle_tmp_maps == TRUE)
1152 swap_map(m);
1153 else {
1154 new_save_map(m, 0); /* note we save here into a overlay map */
1155 clean_tmp_map(m);
1156 }
1157 }
1158 }
1159 write_todclock(); /* lets just write the clock here */
1160} 324}
1161 325
1162/* clean up everything before exiting */ 326/* clean up everything before exiting */
1163void cleanup(void) 327void
328emergency_save ()
1164{ 329{
1165 LOG(llevDebug,"Cleanup called. freeing data.\n"); 330 LOG (llevDebug, "emergency save begin.\n");
1166 clean_tmp_files(); 331
332 cfperl_emergency_save ();
333
334 LOG (llevDebug, "saving book archive.\n");
1167 write_book_archive(); 335 write_book_archive ();
1168#ifdef MEMORY_DEBUG
1169 free_all_maps();
1170 free_style_maps();
1171 free_all_object_data();
1172 free_all_archs();
1173 free_all_treasures();
1174 free_all_images();
1175 free_all_newserver();
1176 free_all_recipes();
1177 free_all_readable();
1178 free_all_god();
1179 free_all_anim();
1180 /* See what the string data that is out there that hasn't been freed. */
1181/* LOG(llevDebug, ss_dump_table(0xff));*/
1182#endif
1183 exit(0);
1184}
1185 336
1186void leave(player *pl, int draw_exit) { 337 LOG (llevDebug, "emergency save done.\n");
1187 if (pl != NULL) { 338}
1188 /* We do this so that the socket handling routine can do the final
1189 * cleanup. We also leave that loop to actually handle the freeing
1190 * of the data.
1191 */
1192 if (pl->ob->type != DEAD_OBJECT)
1193 {
1194 pl->socket.status = Ns_Dead;
1195 339
1196 /* If a hidden dm dropped connection do not create 340// send all clients some informational text
1197 * inconsistencies by showing that they have left the game 341static void
1198 */ 342cleanup_inform (const char *cause, bool make_core)
1199 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden) 343{
1200 && draw_exit 344 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
1201 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1202 {
1203 if (pl->ob->map)
1204 {
1205 INVOKE_PLAYER (LOGOUT, pl);
1206 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host);
1207 }
1208 345
1209 char buf[MAX_BUF]; 346 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
1210 sprintf (buf, "%s left the game.", pl->ob->name); 347 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
1211 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1212 }
1213 348
1214 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 349 if (make_core)
1215 leave_map (pl->ob); 350 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
351 else
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.");
1216 353
1217 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ 354 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
1218 } 355
356 client::flush_sockets ();
357}
358
359/* clean up everything before exiting */
360void
361cleanup (const char *cause, bool make_core)
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
371 LOG (llevDebug, "cleanup begin.\n");
372
373 if (init_done && !in_cleanup)
1219 } 374 {
1220} 375 in_cleanup = true;
376 emergency_save ();
377 }
378 else
379 in_cleanup = true;
1221 380
1222int forbid_play(void) 381 LOG (llevDebug, "running cleanup handlers.\n");
1223{ 382 INVOKE_GLOBAL (CLEANUP);
1224#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1225 char buf[MAX_BUF], day[MAX_BUF];
1226 FILE *fp;
1227 time_t clock;
1228 struct tm *tm;
1229 int i, start, stop, forbit=0, comp;
1230 383
1231 clock = time (NULL); 384 LOG (llevDebug, "cleanup done.\n");
1232 tm = (struct tm *) localtime (&clock);
1233 385
1234 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); 386 log_cleanup ();
1235 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1236 return 0;
1237 387
1238 while (fgets (buf, MAX_BUF, fp)) { 388 if (make_core)
1239 if (buf[0]=='#') continue; 389 cleanup_inform (cause, make_core);
1240 if (!strncmp (buf, "msg", 3)) { 390 else
1241 if (forbit)
1242 while (fgets (buf, MAX_BUF, fp)) /* print message */
1243 fputs (buf, logfile);
1244 break;
1245
1246 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1247 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1248 continue;
1249 }
1250
1251 for (i=0; i< 7; i++) {
1252 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1253 (tm->tm_hour >= start) && (tm->tm_hour < stop))
1254 forbit = 1;
1255 }
1256 } 391 {
392 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
393 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
394 client::flush_sockets ();
395 }
1257 396
1258 close_and_delete(fp, comp); 397 cfperl_cleanup (make_core);
1259 398 _exit (make_core);
1260 return forbit;
1261#else
1262 return 0;
1263#endif
1264} 399}
1265 400
1266/* 401/*
1267 * 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.
1268 * 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
1269 * 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.
1270 * 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
1271 * 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
1272 * 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
1274 * done on the same tick, but that will happen very infrequently 409 * done on the same tick, but that will happen very infrequently
1275 * 410 *
1276 * 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
1277 * doing the various things. 412 * doing the various things.
1278 */ 413 */
1279 414void
1280extern unsigned long todtick;
1281
1282void do_specials(void) { 415do_specials (void)
416{
417 shstr::gc ();
418 archetype::gc ();
1283 419
1284#ifdef WATCHDOG 420 if (expect_false (!(pticks % TICKS_PER_HOUR)))
1285 if (!(pticks % 503)) 421 adjust_daylight ();
1286 watchdog(); 422
423 if (expect_false (!(pticks % 2503)))
424 fix_weight (); /* Hack to fix weightproblems caused by bugs */
425
426 if (expect_false (!(pticks % 5003)))
427 write_book_archive ();
428
429 if (expect_false (!(pticks % 5009)))
430 clean_friendly_list ();
431
432 if (expect_false (!(pticks % 5011)))
433 obsolete_parties ();
434
435 if (expect_false (!(pticks % 12503)))
436 fix_luck ();
437}
438
439void
440server_tick ()
441{
442 // first do the user visible stuff
443 INVOKE_GLOBAL (CLOCK);
444 process_events (); // "do" something with objects with speed
445 client::clock (); // draw client maps etc.
446
447 // then do some bookkeeping, should not really be here
448 do_specials (); /* Routines called from time to time. */
449 attachable::check_mortals ();
450
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;
478}
479
480int
481main (int argc, char **argv)
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
1287#endif 581#endif
1288 582
1289 if (!(pticks % PTICKS_PER_CLOCK)) 583// normal main
1290 tick_the_clock(); 584int
1291
1292 if (!(pticks % 509))
1293 flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1294
1295 if (!(pticks % 2503))
1296 fix_weight(); /* Hack to fix weightproblems caused by bugs */
1297
1298 if (!(pticks % 2521))
1299 metaserver_update(); /* 2500 ticks is about 5 minutes */
1300
1301 if (!(pticks % 5003))
1302 write_book_archive();
1303
1304 if (!(pticks % 5009))
1305 clean_friendly_list();
1306
1307 if (!(pticks % 5011))
1308 obsolete_parties();
1309
1310 if (!(pticks % 12503))
1311 fix_luck();
1312}
1313
1314void server_tick ()
1315{
1316 nroferrors = 0;
1317
1318 doeric_server();
1319 process_events(NULL); /* "do" something with objects with speed */
1320 cftimer_process_timers();/* Process the crossfire Timers */
1321 /* Lauwenmark : Here we handle the CLOCK global event */
1322 execute_global_event(EVENT_CLOCK);
1323 flush_sockets();
1324 check_active_maps(); /* Removes unused maps after a certain timeout */
1325 do_specials(); /* Routines called from time to time. */
1326
1327 ++pticks;
1328}
1329
1330int main(int argc, char **argv) 585main (int argc, char **argv)
1331{ 586{
1332 settings.argc = argc; 587 settings.argc = argc;
1333 settings.argv = argv; 588 settings.argv = argv;
1334 589
590 g_thread_init (0); // for the slice allocator only
591
1335 init (argc, argv); 592 init (argc, argv);
1336
1337 initPlugins (); /* GROS - Init the Plugins */
1338 cfperl_init ();
1339 593
1340 for (;;) 594 for (;;)
1341 cfperl_main (); 595 cfperl_main ();
1342
1343 // unreached
1344 emergency_save (0);
1345 cleanup ();
1346
1347 return 0;
1348} 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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