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Comparing deliantra/server/server/main.C (file contents):
Revision 1.53 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.144 by root, Thu Nov 19 04:30:46 2009 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <tod.h> 27#include <tod.h>
27 28
28#ifdef HAVE_DES_H
29# include <des.h>
30#else
31# ifdef HAVE_CRYPT_H
32# include <crypt.h>
33# endif
34#endif
35
36#include <sproto.h> 29#include <sproto.h>
37#include <time.h> 30#include <time.h>
31
32#include <glib.h>
38 33
39#include <../random_maps/random_map.h> 34#include <../random_maps/random_map.h>
40#include <../random_maps/rproto.h> 35#include <../random_maps/rproto.h>
41#include "path.h" 36#include "path.h"
42 37
43static char days[7][4] = {
44 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
45};
46
47void 38void
48version (object *op) 39version (object *op)
49{ 40{
50 if (op != NULL)
51 clear_win_info (op);
52
53 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION); 41 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION);
54
55/* If in a socket, don't print out the list of authors. It confuses the
56 * crossclient program.
57 */
58 if (op == NULL)
59 return;
60 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
61 new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)");
62 new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)");
63 new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
64 new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
65 new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)");
66 new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
67 new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)");
68 new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)");
69 new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
70 new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
71 new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)");
72 new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)");
73 new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)");
74 new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
75 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
76 new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)");
77 new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)");
78 new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)");
79 new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)");
80 new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)");
81 new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)");
82 new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)");
83 new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)");
84 new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)");
85 new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)");
86 new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)");
87 new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
88 new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)");
89 new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)");
90 new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)");
91 new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)");
92 new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)");
93 new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)");
94 new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)");
95 new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)");
96 new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
97 new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)");
98 new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)");
99 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]");
100 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
101 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
102 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
103 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]");
104 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
105 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
106 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]");
107 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
108}
109
110void
111info_keys (object *op)
112{
113 clear_win_info (op);
114 new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
115 new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
116 new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
117 new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
118 new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
119 new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
120 new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
121 new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
122 new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
123 new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
124 new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
125 new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
126 new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
127 new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
128 new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
129 new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
130 new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
131}
132
133void
134start_info (object *op)
135{
136 char buf[MAX_BUF];
137
138 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
139 new_draw_info (NDI_UNIQUE, 0, op, buf);
140 new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
141 new_draw_info (NDI_UNIQUE, 0, op, " ");
142 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
143 if (!op->contr->name_changed)
144 {
145 new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
146 new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
147 new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
148 }
149}
150
151/* Really, there is no reason to crypt the passwords any system. But easier
152 * to just leave this enabled for backward compatibility. Put the
153 * simple case at top - no encryption - makes it easier to read.
154 */
155char *
156crypt_string (char *str, char *salt)
157{
158#if (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
159 return (str);
160#else
161 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
162 char s[2];
163
164 if (salt == NULL)
165 s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
166 else
167 s[0] = salt[0], s[1] = salt[1];
168
169# ifdef HAVE_LIBDES
170 return (char *) des_crypt (str, s);
171# endif
172 /* Default case - just use crypt */
173 return (char *) crypt (str, s);
174#endif
175}
176
177int
178check_password (char *typed, char *crypted)
179{
180 return !strcmp (crypt_string (typed, crypted), crypted);
181} 42}
182 43
183/* This is a basic little function to put the player back to his 44/* This is a basic little function to put the player back to his
184 * savebed. We do some error checking - its possible that the 45 * savebed. We do some error checking - its possible that the
185 * savebed map may no longer exist, so we make sure the player 46 * savebed map may no longer exist, so we make sure the player
186 * goes someplace. 47 * goes someplace.
187 */ 48 */
188void 49void
189enter_player_savebed (object *op) 50enter_player_savebed (object *op)
190{ 51{
191 maptile *oldmap = op->map; 52 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
192 object *tmp;
193
194 tmp = object::create ();
195
196 EXIT_PATH (tmp) = 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 {
207 LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
208 settings.emergency_mapname, &op->name, op->contr->savebed_map);
209 strcpy (op->contr->savebed_map, settings.emergency_mapname);
210 op->contr->bed_x = settings.emergency_x;
211 op->contr->bed_y = settings.emergency_y;
212 EXIT_PATH (tmp) = 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
218 tmp->destroy ();
219}
220
221/* All this really is is a glorified remove_object that also updates
222 * the counts on the map if needed.
223 */
224void
225leave_map (object *op)
226{
227 maptile *oldmap = op->map;
228
229 op->remove ();
230
231 if (oldmap)
232 {
233 if (!op->contr->hidden)
234 oldmap->players--;
235
236 if (oldmap->players <= 0)
237 /* can be less than zero due to errors in tracking this */
238 set_map_timeout (oldmap);
239 }
240} 53}
241 54
242/* 55/*
243 * enter_map(): Moves the player and pets from current map (if any) to 56 * enter_map(): Moves the player and pets from current map (if any) to
244 * new map. map, x, y must be set. map is the map we are moving the 57 * new map. map, x, y must be set. map is the map we are moving the
245 * player to - it could be the map he just came from if the load failed for 58 * player to - it could be the map he just came from if the load failed for
246 * whatever reason. If default map coordinates are to be used, then 59 * whatever reason. If default map coordinates are to be used, then
247 * the function that calls this should figure them out. 60 * the function that calls this should figure them out.
248 */ 61 */
249static void 62void
250enter_map (object *op, maptile *newmap, int x, int y) 63object::enter_map (maptile *newmap, int x, int y)
251{ 64{
252 maptile *oldmap = op->map; 65 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
66 return;
253 67
254 if (out_of_map (newmap, x, y)) 68 if (out_of_map (newmap, x, y))
255 { 69 {
256 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); 70 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
257 x = MAP_ENTER_X (newmap); 71 x = newmap->enter_x;
258 y = MAP_ENTER_Y (newmap); 72 y = newmap->enter_y;
259 if (out_of_map (newmap, x, y)) 73 if (out_of_map (newmap, x, y))
260 { 74 {
261 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 75 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
262 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); 76 &newmap->path, x, y, newmap->width, newmap->height);
263 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 77 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
264 return; 78 return;
265 } 79 }
266 } 80 }
267 81
82 if (contr && map != newmap && map)
83 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
84 return;
85
86 // remove, so stupid ob_locked does not trigger a failure
87 remove ();
88
268 /* try to find a spot for the player */ 89 /* try to find a spot for the player */
269 if (ob_blocked (op, newmap, x, y)) 90 if (blocked (newmap, x, y))
270 { /* First choice blocked */ 91 { /* First choice blocked */
271 /* We try to find a spot for the player, starting closest in. 92 /* We try to find a spot for the player, starting closest in.
272 * We could use find_first_free_spot, but that doesn't randomize it at all, 93 * We could use find_first_free_spot, but that doesn't randomize it at all,
273 * So for example, if the north space is free, you would always end up there even 94 * So for example, if the north space is free, you would always end up there even
274 * if other spaces around are available. 95 * if other spaces around are available.
275 * Note that for the second and third calls, we could start at a position other 96 * Note that for the second and third calls, we could start at a position other
276 * than one, but then we could end up on the other side of walls and so forth. 97 * than one, but then we could end up on the other side of walls and so forth.
277 */ 98 */
278 int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1); 99 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
279 100
280 if (i == -1) 101 if (i == -1)
281 { 102 {
282 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
283 if (i == -1) 104 if (i == -1)
284 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 105 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
285 } 106 }
286 107
287 if (i != -1) 108 if (i != -1)
288 { 109 {
289 x += freearr_x[i]; 110 x += freearr_x[i];
290 y += freearr_y[i]; 111 y += freearr_y[i];
291 } 112 }
292 else 113 else
293 {
294 /* not much we can do in this case. */ 114 /* not much we can do in this case. */
295 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); 115 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);
296 } 116 }
297 } /* end if looking for free spot */
298 117
299 if (op->map) 118 if (contr && map != newmap)
300 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 119 {
301 return;
302
303 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 120 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
304 return; 121 return;
305 122
306 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y))) 123 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
307 return; 124 return;
125 }
308 126
309 /* If it is a player login, he has yet to be inserted anyplace.
310 * otherwise, we need to deal with removing the player here.
311 */
312 op->remove ();
313
314 /* remove_ob clears these so they must be reset after the remove_ob call */
315 op->x = x; 127 this->x = x;
316 op->y = y; 128 this->y = y;
317 op->map = newmap; 129 map = newmap;
318 130
319 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 131 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
320 132
321 if (!op->contr->hidden) 133 enemy = 0;
322 newmap->players++;
323 134
324 newmap->timeout = 0;
325 op->enemy = NULL;
326
327 if (op->contr) 135 if (contr)
328 { 136 {
329 strcpy (op->contr->maplevel, newmap->path); 137 contr->maplevel = newmap->path;
330 op->contr->count = 0; 138 contr->count = 0;
331 } 139 }
332 140
333 /* Update any golems */ 141 /* Update any golems */
334 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 142 if (type == PLAYER)
335 { 143 if (object *golem = contr->golem)
336 int i = find_free_spot (op->contr->ranges[range_golem], newmap,
337 x, y, 1, SIZEOFFREE);
338
339 op->contr->ranges[range_golem]->remove ();
340
341 if (i == -1)
342 { 144 {
343 remove_friendly_object (op->contr->ranges[range_golem]); 145 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
344 op->contr->ranges[range_golem]->destroy (); 146
345 op->contr->ranges[range_golem] = 0; 147 if (i < 0)
346 } 148 golem->drop_and_destroy ();
347 else 149 else
348 {
349 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
350 { 150 {
351 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); 151 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
352 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); 152 golem->direction = find_dir_2 (x - golem->x, y - golem->y);
353 tmp->map = newmap;
354 } 153 }
355
356 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
357 op->contr->ranges[range_golem]->direction =
358 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
359 } 154 }
360 }
361
362 op->direction = 0;
363 155
364 /* since the players map is already loaded, we don't need to worry 156 /* since the players map is already loaded, we don't need to worry
365 * about pending objects. 157 * about pending objects.
366 */ 158 */
367 remove_all_pets (newmap); 159 remove_all_pets (newmap);
368
369 /* If the player is changing maps, we need to do some special things
370 * Do this after the player is on the new map - otherwise the force swap of the
371 * old map does not work.
372 */
373 if (oldmap != newmap)
374 {
375 if (oldmap) /* adjust old map */
376 {
377 oldmap->players--;
378
379 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
380 set_map_timeout (oldmap);
381 }
382 }
383}
384
385void
386set_map_timeout (maptile *oldmap)
387{
388#if MAP_MAXTIMEOUT
389 oldmap->timeout = MAP_TIMEOUT (oldmap);
390 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
391 * lower than the min value.
392 */
393# if MAP_MINTIMEOUT
394 if (oldmap->timeout < MAP_MINTIMEOUT)
395 oldmap->timeout = MAP_MINTIMEOUT;
396# endif
397
398 if (oldmap->timeout > MAP_MAXTIMEOUT)
399 oldmap->timeout = MAP_MAXTIMEOUT;
400
401#else
402 /* save out the map */
403 swap_map (oldmap);
404#endif /* MAP_MAXTIMEOUT */
405}
406
407
408/* clean_path takes a path and replaces all / with _
409 * We do a strcpy so that we do not change the original string.
410 */
411char *
412clean_path (const char *file)
413{
414 static char newpath[MAX_BUF], *cp;
415 assign (newpath, file);
416
417 for (cp = newpath; *cp != '\0'; cp++)
418 if (*cp == '/')
419 *cp = '_';
420
421 return newpath;
422}
423
424
425/* unclean_path takes a path and replaces all _ with /
426 * This basically undoes clean path.
427 * We do a strcpy so that we do not change the original string.
428 * We are smart enough to start after the last / in case we
429 * are getting passed a string that points to a unique map
430 * path.
431 */
432char *
433unclean_path (const char *src)
434{
435 static char newpath[MAX_BUF], *cp;
436
437 cp = strrchr (src, '/');
438 assign (newpath, cp ? cp + 1 : src);
439
440 for (cp = newpath; *cp != '\0'; cp++)
441 if (*cp == '_')
442 *cp = '/';
443
444 return newpath;
445}
446
447
448/* The player is trying to enter a randomly generated map. In this case, generate the
449 * random map as needed.
450 */
451
452static void
453enter_random_map (object *pl, object *exit_ob)
454{
455 maptile *new_map;
456 char newmap_name[HUGE_BUF], *cp;
457 static int reference_number = 0;
458 RMParms rp;
459
460 memset (&rp, 0, sizeof (RMParms));
461 rp.Xsize = -1;
462 rp.Ysize = -1;
463 rp.region = get_region_by_map (exit_ob->map);
464 if (exit_ob->msg)
465 set_random_map_variable (&rp, exit_ob->msg);
466 rp.origin_x = exit_ob->x;
467 rp.origin_y = exit_ob->y;
468 strcpy (rp.origin_map, pl->map->path);
469
470 /* If we have a final_map, use it as a base name to give some clue
471 * as where the player is. Otherwise, use the origin map.
472 */
473 sprintf (newmap_name, "/random%s+%04d",
474 *rp.final_map ? rp.final_map : rp.origin_map,
475 reference_number++);
476
477 /* now to generate the actual map. */
478 new_map = generate_random_map (newmap_name, &rp);
479
480 /* Update the exit_ob so it now points directly at the newly created
481 * random maps. Not that it is likely to happen, but it does mean that a
482 * exit in a unique map leading to a random map will not work properly.
483 * It also means that if the created random map gets reset before
484 * the exit leading to it, that the exit will no longer work.
485 */
486 if (new_map)
487 {
488 int x, y;
489
490 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
491 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
492 EXIT_PATH (exit_ob) = newmap_name;
493 strcpy (new_map->path, newmap_name);
494 enter_map (pl, new_map, x, y);
495 }
496}
497
498/* The player is trying to enter a non-randomly generated template map. In this
499 * case, use a map file for a template
500 */
501
502static void
503enter_fixed_template_map (object *pl, object *exit_ob)
504{
505 maptile *new_map;
506 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
507 const char *new_map_name;
508
509 /* Split the exit path string into two parts, one
510 * for where to store the map, and one for were
511 * to generate the map from.
512 */
513 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
514 sourcemap = strchr (exitpath, '!');
515 if (!sourcemap)
516 {
517 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
518 /* Should only occur when no source map is set.
519 */
520 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
521 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
522 return;
523 }
524
525 *sourcemap++ = '\0';
526
527 /* If we are not coming from a template map, we can use relative directories
528 * for the map to generate from.
529 */
530 if (!exit_ob->map->templatemap)
531 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
532
533 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
534 * of the exit, and the name of the map the exit is on, respectively.
535 */
536 sprintf (tmpnum, "%d", exit_ob->x);
537 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
538
539 sprintf (tmpnum, "%d", exit_ob->y);
540 sprintf (tmpstring, "%s", resultname);
541 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
542
543 sprintf (tmpstring, "%s", resultname);
544 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
545
546 /* If we are coming from another template map, use reletive paths unless
547 * indicated otherwise.
548 */
549 if (exit_ob->map->templatemap && (resultname[0] != '/'))
550 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
551 else
552 new_map_name = create_template_pathname (resultname);
553
554 /* Attempt to load the map, if unable to, then
555 * create the map from the template.
556 */
557 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
558 if (!new_map)
559 {
560 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
561 if (new_map)
562 fix_auto_apply (new_map);
563 }
564
565 if (new_map)
566 {
567 /* set the path of the map to where it should be
568 * so we don't just save over the source map.
569 */
570 strcpy (new_map->path, new_map_name);
571 new_map->templatemap = 1;
572 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
573 }
574 else
575 {
576 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
577 /* Should only occur when an invalid source map is set.
578 */
579 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
580 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
581 }
582}
583
584/* The player is trying to enter a randomly generated template map. In this
585 * case, generate the map as needed.
586 */
587
588static void
589enter_random_template_map (object *pl, object *exit_ob)
590{
591 maptile *new_map;
592 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
593 const char *new_map_name;
594 RMParms rp;
595
596 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
597 * of the exit, and the name of the map the exit is on, respectively.
598 */
599 sprintf (tmpnum, "%d", exit_ob->x);
600 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
601
602 sprintf (tmpnum, "%d", exit_ob->y);
603 sprintf (tmpstring, "%s", resultname);
604 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
605
606 sprintf (tmpstring, "%s", resultname);
607 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
608
609 /* If we are coming from another template map, use reletive paths unless
610 * indicated otherwise.
611 */
612 if (exit_ob->map->templatemap && (resultname[0] != '/'))
613 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
614 else
615 new_map_name = create_template_pathname (resultname);
616
617 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
618 if (!new_map)
619 {
620 memset (&rp, 0, sizeof (RMParms));
621 rp.Xsize = -1;
622 rp.Ysize = -1;
623 rp.region = get_region_by_map (exit_ob->map);
624 if (exit_ob->msg)
625 set_random_map_variable (&rp, exit_ob->msg);
626 rp.origin_x = exit_ob->x;
627 rp.origin_y = exit_ob->y;
628 strcpy (rp.origin_map, pl->map->path);
629
630 /* now to generate the actual map. */
631 new_map = generate_random_map (new_map_name, &rp);
632 }
633
634
635 /* Update the exit_ob so it now points directly at the newly created
636 * random maps. Not that it is likely to happen, but it does mean that a
637 * exit in a unique map leading to a random map will not work properly.
638 * It also means that if the created random map gets reset before
639 * the exit leading to it, that the exit will no longer work.
640 */
641 if (new_map)
642 {
643 int x, y;
644
645 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
646 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
647 new_map->templatemap = 1;
648 enter_map (pl, new_map, x, y);
649 }
650}
651
652
653/* Code to enter/detect a character entering a unique map.
654 */
655static void
656enter_unique_map (object *op, object *exit_ob)
657{
658 char apartment[HUGE_BUF];
659 maptile *newmap;
660
661 if (EXIT_PATH (exit_ob)[0] == '/')
662 {
663 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
664 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
665 if (!newmap)
666 {
667 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
668 if (newmap)
669 fix_auto_apply (newmap);
670 }
671 }
672 else
673 { /* relative directory */
674 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
675
676 if (exit_ob->map->unique)
677 {
678
679 strcpy (reldir, unclean_path (exit_ob->map->path));
680
681 /* Need to copy this over, as clean_path only has one static return buffer */
682 strcpy (tmpc, clean_path (reldir));
683 /* Remove final component, if any */
684 if ((cp = strrchr (tmpc, '_')) != NULL)
685 *cp = 0;
686
687 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
688
689 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
690 if (!newmap)
691 {
692 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
693 if (newmap)
694 fix_auto_apply (newmap);
695 }
696 }
697 else
698 {
699 /* The exit is unique, but the map we are coming from is not unique. So
700 * use the basic logic - don't need to demangle the path name
701 */
702 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
703 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
704 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
705 if (!newmap)
706 {
707 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
708 if (newmap)
709 fix_auto_apply (newmap);
710 }
711 }
712 }
713
714 if (newmap)
715 {
716 strcpy (newmap->path, apartment);
717 newmap->unique = 1;
718 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
719 }
720 else
721 {
722 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
723 /* Perhaps not critical, but I would think that the unique maps
724 * should be new enough this does not happen. This also creates
725 * a strange situation where some players could perhaps have visited
726 * such a map before it was removed, so they have the private
727 * map, but other players can't get it anymore.
728 */
729 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
730 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
731 }
732
733}
734
735
736/* Tries to move 'op' to exit_ob. op is the character or monster that is
737 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
738 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
739 * move the object to. This is used when loading the player.
740 *
741 * Largely redone by MSW 2001-01-21 - this function was overly complex
742 * and had some obscure bugs.
743 */
744
745void
746enter_exit (object *op, object *exit_ob)
747{
748#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
749 object *tmp;
750
751 /* It may be nice to support other creatures moving across
752 * exits, but right now a lot of the code looks at op->contr,
753 * so that is an RFE.
754 */
755 if (op->type != PLAYER)
756 return;
757
758 /* First, lets figure out what map the player is going to go to */
759 if (exit_ob)
760 {
761 /* check to see if we make a template map */
762 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
763 {
764 if (EXIT_PATH (exit_ob)[2] == '!')
765 {
766 /* generate a template map randomly */
767 enter_random_template_map (op, exit_ob);
768 }
769 else
770 {
771 /* generate a template map from a fixed template */
772 enter_fixed_template_map (op, exit_ob);
773 }
774 }
775 /* check to see if we make a randomly generated map */
776 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
777 {
778 enter_random_map (op, exit_ob);
779 }
780 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
781 {
782 enter_unique_map (op, exit_ob);
783 }
784 else
785 {
786 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
787
788 /* 'Normal' exits that do not do anything special
789 * Simple enough we don't need another routine for it.
790 */
791 maptile *newmap;
792
793 if (exit_ob->map)
794 {
795 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
796 /* Random map was previously generated, but is no longer about. Lets generate a new
797 * map.
798 */
799 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
800 {
801 /* Maps that go down have a message set. However, maps that go
802 * up, don't. If the going home has reset, there isn't much
803 * point generating a random map, because it won't match the maps.
804 */
805 if (exit_ob->msg)
806 {
807 enter_random_map (op, exit_ob);
808 }
809 else
810 {
811 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
812 return;
813 }
814
815 /* For exits that cause damages (like pits). Don't know if any
816 * random maps use this or not.
817 */
818 if (exit_ob->stats.dam && op->type == PLAYER)
819 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
820 return;
821 }
822 }
823 else
824 {
825 /* For word of recall and other force objects
826 * They contain the full pathname of the map to go back to,
827 * so we don't need to normalize it.
828 * But we do need to see if it is unique or not
829 */
830 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
831 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
832 else
833 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
834 }
835 if (!newmap)
836 {
837 if (exit_ob->name)
838 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
839 /* don't cry to momma if name is not set - as in tmp objects
840 * used by the savebed code and character creation */
841 return;
842 }
843
844 /* This supports the old behaviour, but it really should not be used.
845 * I will note for example that with this method, it is impossible to
846 * set 0,0 destination coordinates. Really, if we want to support
847 * using the new maps default coordinates, the exit ob should use
848 * something like -1, -1 so it is clear to do that.
849 */
850 if (x == 0 && y == 0)
851 {
852 x = MAP_ENTER_X (newmap);
853 y = MAP_ENTER_Y (newmap);
854 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
855 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
856 }
857
858 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
859 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
860 {
861 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
862 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
863 {
864 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
865 break;
866 }
867 if (tmp)
868 {
869 tmp->remove ();
870 tmp->destroy ();
871 }
872
873 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
874 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
875 op->contr->save ();
876 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
877 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
878 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
879 }
880
881 enter_map (op, newmap, x, y);
882 }
883 /* For exits that cause damages (like pits) */
884 if (exit_ob->stats.dam && op->type == PLAYER)
885 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
886 }
887 else
888 {
889 int flags = 0;
890 maptile *newmap;
891
892 /* Hypothetically, I guess its possible that a standard map matches
893 * the localdir, but that seems pretty unlikely - unlikely enough that
894 * I'm not going to attempt to try to deal with that possibility.
895 * We use the fact that when a player saves on a unique map, it prepends
896 * the localdir to that name. So its an easy way to see of the map is
897 * unique or not.
898 */
899 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
900 flags = MAP_PLAYER_UNIQUE;
901
902 /* newmap returns the map (if already loaded), or loads it for
903 * us.
904 */
905 newmap = ready_map_name (op->contr->maplevel, flags);
906 if (!newmap)
907 {
908 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
909 newmap = ready_map_name (settings.emergency_mapname, 0);
910 op->x = settings.emergency_x;
911 op->y = settings.emergency_y;
912 /* If we can't load the emergency map, something is probably really
913 * screwed up, so bail out now.
914 */
915 if (!newmap)
916 {
917 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
918 abort ();
919 }
920 }
921
922 enter_map (op, newmap, op->x, op->y);
923 }
924} 160}
925 161
926/* process_players1 and process_players2 do all the player related stuff. 162/* process_players1 and process_players2 do all the player related stuff.
927 * I moved it out of process events and process_map. This was to some 163 * I moved it out of process events and process_map. This was to some
928 * extent for debugging as well as to get a better idea of the time used 164 * extent for debugging as well as to get a better idea of the time used
931 * is needed after the players have been updated. 167 * is needed after the players have been updated.
932 */ 168 */
933static void 169static void
934process_players1 () 170process_players1 ()
935{ 171{
936 int flag;
937 /* Basically, we keep looping until all the players have done their actions. */ 172 /* Basically, we keep looping until all the players have done their actions. */
938 for (flag = 1; flag != 0;) 173 for (int flag = 1; flag != 0;)
939 { 174 {
940 flag = 0; 175 flag = 0;
941 for (player *plnext, *pl = first_player; pl; pl = plnext) 176 for_all_players (pl)
942 { 177 {
943 plnext = pl->next; /* In case a player exits the game in handle_player() */ 178 pl->refcnt_chk ();
944 179
945 if (!pl->ob) 180 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
946 continue; 181 continue;
947 182
948 if (pl->ob->speed_left > 0)
949 {
950 if (handle_newcs_player (pl->ob)) 183 if (handle_newcs_player (pl->ob))
951 flag = 1; 184 flag = 1;
952 } /* end if player has speed left */ 185 }
186 }
953 187
954 /* If the player is not actively playing, don't make a 188 for_all_players (pl)
955 * backup save - nothing to save anyway. Plus, the 189 {
956 * map may not longer be valid. This can happen when the 190 object *ob = pl->ob;
957 * player quits - they exist for purposes of tracking on the map, 191
958 * but don't actually reside on any actual map. 192 // process_objects destroys the speed_left value
959 */ 193 pl->speed_left_save = ob->speed_left;
960 if (QUERY_FLAG (pl->ob, FLAG_REMOVED)) 194
195 if (expect_false (!ob || !pl->ns || !ob->active))
961 continue; 196 continue;
962 197
963#ifdef AUTOSAVE
964 /* check for ST_PLAYING state so that we don't try to save off when
965 * the player is logging in.
966 */
967 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
968 {
969 pl->ob->contr->save ();
970 pl->last_save_tick = pticks;
971 }
972#endif
973 } /* end of for loop for all the players */
974 } /* for flag */
975
976 for (player *pl = first_player; pl; pl = pl->next)
977 {
978 if (settings.casting_time)
979 {
980 if (pl->ob->casting_time > 0)
981 {
982 pl->ob->casting_time--;
983 pl->ob->start_holding = 1;
984 }
985
986 /* set spell_state so we can update the range in stats field */
987 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
988 pl->ob->start_holding = 0;
989 }
990
991 do_some_living (pl->ob); 198 do_some_living (ob);
992 } 199 }
993} 200}
994 201
995static void 202static void
996process_players2 () 203process_players2 ()
997{ 204{
998 /* Then check if any players should use weapon-speed instead of speed */ 205 /* Then check if any players should use weapon-speed instead of speed */
999 for (player *pl = first_player; pl; pl = pl->next) 206 for_all_players (pl)
1000 { 207 {
1001 /* The code that did weapon_sp handling here was out of place - 208 // restore speed_left value saved by process_players1
1002 * this isn't called until after the player has finished there
1003 * actions, and is thus out of place. All we do here is bounds
1004 * checking.
1005 */
1006 if (pl->has_hit)
1007 {
1008 if (pl->ob->speed_left > pl->weapon_sp)
1009 pl->ob->speed_left = pl->weapon_sp;
1010
1011 /* This needs to be here - if the player is running, we need to
1012 * clear this each tick, but new commands are not being received
1013 * so execute_newserver_command() is never called
1014 */
1015 pl->has_hit = 0;
1016 }
1017 else if (pl->ob->speed_left > pl->ob->speed)
1018 pl->ob->speed_left = pl->ob->speed; 209 pl->ob->speed_left = pl->speed_left_save;
1019 }
1020}
1021 210
1022void 211 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
212 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
213 }
214}
215
216static void
1023process_events () 217process_events ()
1024{ 218{
1025 object *op;
1026
1027 static object *marker;
1028
1029 if (!marker)
1030 marker = object::create ();
1031
1032 process_players1 (); 219 process_players1 ();
1033 220
1034 marker->active_next = active_objects; 221 for_all_actives (op)
1035
1036 if (marker->active_next)
1037 marker->active_next->active_prev = marker;
1038
1039 marker->active_prev = NULL;
1040 active_objects = marker;
1041
1042 while (marker->active_next)
1043 { 222 {
1044 op = marker->active_next; 223 // try to prefetch some stuff we expect to need
224 // obviously, it should be grouped into the same cacheline.
225 // preliminary results indicate that this gives halves the speed
226 // used for the inner loop
227 if (_i < actives.size ()) // HACK, rely on _i :/
228 {
229 object *next = actives [_i + 1];
1045 230
1046 /* Move marker forward - swap op and marker */ 231 prefetch (&next->flag , 0, 1);
1047 op->active_prev = marker->active_prev; 232 prefetch (&next->speed , 0, 1);
1048 233 prefetch (&next->anim_speed, 0, 1);
1049 if (op->active_prev) 234 prefetch (&next->contr , 0, 1);
1050 op->active_prev->active_next = op; 235 }
1051 else
1052 active_objects = op;
1053
1054 marker->active_next = op->active_next;
1055
1056 if (marker->active_next)
1057 marker->active_next->active_prev = marker;
1058
1059 marker->active_prev = op;
1060 op->active_next = marker;
1061 236
1062 /* Now process op */ 237 /* Now process op */
1063 if (QUERY_FLAG (op, FLAG_FREED)) 238 if (expect_false (QUERY_FLAG (op, FLAG_FREED)))
1064 { 239 {
1065 LOG (llevError, "BUG: process_events(): Free object on list\n"); 240 LOG (llevError, "BUG: process_events(): Free object on list\n");
1066 op->speed = 0; 241 op->set_speed (0);
1067 update_ob_speed (op);
1068 continue; 242 continue;
1069 } 243 }
1070 244
1071 /* I've seen occasional crashes due to this - the object is removed, 245 if (expect_false (!op->has_active_speed ()))
1072 * and thus the map it points to (last map it was on) may be bogus
1073 * The real bug is to try to find out the cause of this - someone
1074 * is probably calling remove_ob without either an insert_ob or
1075 * free_object afterwards, leaving an object dangling. But I'd
1076 * rather log this and continue on instead of crashing.
1077 * Don't remove players - when a player quits, the object is in
1078 * sort of a limbo, of removed, but something we want to keep
1079 * around.
1080 */ 246 {
1081 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1082 {
1083 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 247 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1084 char *dump = dump_object (op); 248 "but is on active list\n", op->debug_desc (), op->speed);
1085 LOG (llevError, dump); 249 op->set_speed (0);
1086 free (dump);
1087 op->destroy ();
1088 continue; 250 continue;
1089 } 251 }
1090 252
1091 if (!op->speed) 253 if (expect_false (op->flag [FLAG_REMOVED]))
1092 {
1093 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1094 "but is on active list\n", &op->arch->name);
1095 update_ob_speed (op);
1096 continue;
1097 } 254 {
1098 255 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
1099 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 256 op->debug_desc ());
1100 {
1101 LOG (llevError, "BUG: process_events(): Object without map or "
1102 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1103 op->speed = 0; 257 op->set_speed (0);
1104 update_ob_speed (op);
1105 continue; 258 continue;
1106 } 259 }
1107 260
1108 /* Animate the object. Bug or feature that anim_speed 261 /* Animate the object. Bug or feature that anim_speed
1109 * is based on ticks, and not the creatures speed? 262 * is based on ticks, and not the creatures speed?
1110 */ 263 */
1111 if (op->anim_speed && op->last_anim >= op->anim_speed) 264 if (op->anim_speed && op->last_anim >= op->anim_speed)
1112 { 265 {
1113 if ((op->type == PLAYER))
1114 animate_object (op, op->facing);
1115 else
1116 animate_object (op, op->direction); 266 animate_object (op, op->contr ? op->facing : op->direction);
1117
1118 op->last_anim = 1; 267 op->last_anim = 1;
1119 } 268 }
1120 else 269 else
1121 op->last_anim++; 270 ++op->last_anim;
1122 271
1123 if (op->speed_left > 0) 272 if (expect_false (op->speed_left > 0.f))
1124 {
1125#if 0
1126 /* I've seen occasional crashes in move_symptom() with it
1127 * crashing because op is removed - add some debugging to
1128 * track if it is removed at this point.
1129 * This unfortunately is a bit too verbose it seems - not sure
1130 * why - I think what happens is a map is freed or something and
1131 * some objects get 'lost' - removed never to be reclaimed.
1132 * removed objects generally shouldn't exist.
1133 */
1134 if (QUERY_FLAG (op, FLAG_REMOVED))
1135 { 273 {
1136 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1137 }
1138#endif
1139 --op->speed_left; 274 --op->speed_left;
1140 process_object (op); 275 process_object (op);
1141
1142 if (op->destroyed ())
1143 continue;
1144 } 276 }
1145 277
1146 if (settings.casting_time == TRUE && op->casting_time > 0) 278 // this will destroy the speed_left value for players, but
1147 op->casting_time--; 279 // process_players1 and ..2 save/restore the real value,
1148 280 // so we can avoid a costly test here.
1149 if (op->speed_left <= 0) 281 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
1150 op->speed_left += FABS (op->speed);
1151 } 282 }
1152 283
1153 /* Remove marker object from active list */ 284 process_players2 ();
1154 if (marker->active_prev != NULL) 285}
1155 marker->active_prev->active_next = NULL; 286
287/* clean up everything before exiting */
288void
289emergency_save ()
290{
291 LOG (llevDebug, "emergency save begin.\n");
292
293 cfperl_emergency_save ();
294
295 LOG (llevDebug, "saving book archive.\n");
296 write_book_archive ();
297
298 LOG (llevDebug, "emergency save done.\n");
299}
300
301// send all clients some informational text
302static void
303cleanup_inform (const char *cause, bool make_core)
304{
305 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
306
307 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
308 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
309
310 if (make_core)
311 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
1156 else 312 else
1157 active_objects = NULL; 313 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
1158 314
1159 process_players2 (); 315 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
1160}
1161 316
1162void 317 client::flush_sockets ();
1163clean_tmp_files (void)
1164{
1165 maptile *m, *next;
1166
1167 LOG (llevInfo, "Cleaning up...\n");
1168
1169 /* We save the maps - it may not be intuitive why, but if there are unique
1170 * items, we need to save the map so they get saved off. Perhaps we should
1171 * just make a special function that only saves the unique items.
1172 */
1173 for (m = first_map; m; m = next)
1174 {
1175 next = m->next;
1176
1177 if (m->in_memory == MAP_IN_MEMORY)
1178 {
1179 /* If we want to reuse the temp maps, swap it out (note that will also
1180 * update the log file.
1181 */
1182
1183 swap_map (m);
1184 }
1185 }
1186
1187 write_todclock (); /* lets just write the clock here */
1188} 318}
1189 319
1190/* clean up everything before exiting */ 320/* clean up everything before exiting */
1191void 321void
1192cleanup (bool make_core) 322cleanup (const char *cause, bool make_core)
1193{ 323{
1194 LOG (llevDebug, "Cleanup called.\n");
1195
1196 if (init_done)
1197 {
1198 for (player *pl = first_player; pl; pl = pl->next)
1199 pl->save (1);
1200
1201 for (player *pl = first_player; pl; pl = pl->next)
1202 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1203 leave_map (pl->ob);
1204
1205 clean_tmp_files ();
1206 write_book_archive ();
1207
1208 INVOKE_GLOBAL (CLEANUP);
1209 }
1210
1211 if (make_core) 324 if (make_core)
1212 abort (); 325 fork_abort (cause);
326
327 LOG (llevError, "cleanup cause: %s\n", cause);
328
329 if (!make_core)
330 cleanup_inform (cause, make_core);
331
332 LOG (llevDebug, "cleanup begin.\n");
333
334 if (init_done && !in_cleanup)
335 {
336 in_cleanup = true;
337 emergency_save ();
338 }
1213 else 339 else
1214 _exit (0); 340 in_cleanup = true;
1215}
1216 341
1217void 342 LOG (llevDebug, "running cleanup handlers.\n");
1218leave (player *pl, int draw_exit) 343 INVOKE_GLOBAL (CLEANUP);
1219{
1220 if (pl)
1221 {
1222 if (pl->ob->type != DEAD_OBJECT)
1223 {
1224 /* If a hidden dm dropped connection do not create
1225 * inconsistencies by showing that they have left the game
1226 */
1227 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1228 && draw_exit)
1229 {
1230 if (pl->ob->map)
1231 {
1232 INVOKE_PLAYER (LOGOUT, pl);
1233 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
1234 }
1235 344
1236 char buf[MAX_BUF]; 345 LOG (llevDebug, "cleanup done.\n");
1237 346
1238 sprintf (buf, "%s left the game.", &pl->ob->name); 347 log_cleanup ();
1239 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1240 }
1241 348
1242 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 349 if (make_core)
1243 leave_map (pl->ob); 350 cleanup_inform (cause, make_core);
1244 351 else
1245 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1246 }
1247
1248 /* We do this so that the socket handling routine can do the final
1249 * cleanup. We also leave that loop to actually handle the freeing
1250 * of the data.
1251 */
1252 if (pl->ns)
1253 pl->ns->destroy ();
1254
1255 } 352 {
1256} 353 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
1257 354 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
1258int 355 client::flush_sockets ();
1259forbid_play (void)
1260{
1261#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1262 char buf[MAX_BUF], day[MAX_BUF];
1263 FILE *fp;
1264 time_t clock;
1265 struct tm *tm;
1266 int i, start, stop, forbit = 0, comp;
1267
1268 clock = time (NULL);
1269 tm = (struct tm *) localtime (&clock);
1270
1271 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1272 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1273 return 0;
1274
1275 while (fgets (buf, MAX_BUF, fp))
1276 { 356 }
1277 if (buf[0] == '#')
1278 continue;
1279 if (!strncmp (buf, "msg", 3))
1280 {
1281 if (forbit)
1282 while (fgets (buf, MAX_BUF, fp)) /* print message */
1283 fputs (buf, logfile);
1284 break;
1285 357
1286 } 358 cfperl_cleanup (make_core);
1287 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) 359 _exit (make_core);
1288 {
1289 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1290 continue;
1291 }
1292
1293 for (i = 0; i < 7; i++)
1294 {
1295 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1296 forbit = 1;
1297 }
1298 }
1299
1300 close_and_delete (fp, comp);
1301
1302 return forbit;
1303#else
1304 return 0;
1305#endif
1306} 360}
1307 361
1308/* 362/*
1309 * do_specials() is a collection of functions to call from time to time. 363 * do_specials() is a collection of functions to call from time to time.
1310 * Modified 2000-1-14 MSW to use the global pticks count to determine how 364 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1311 * often to do things. This will allow us to spred them out more often. 365 * often to do things. This will allow us to spred them out more often.
1312 * I use prime numbers for the factor count - in that way, it is less likely 366 * I use prime numbers for the factor count - in that way, it is less likely
1313 * these actions will fall on the same tick (compared to say using 500/2500/15000 367 * these actions will fall on the same tick (compared to say using 500/2500/15000
1314 * which would mean on that 15,000 tick count a whole bunch of stuff gets 368 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1316 * done on the same tick, but that will happen very infrequently 370 * done on the same tick, but that will happen very infrequently
1317 * 371 *
1318 * I also think this code makes it easier to see how often we really are 372 * I also think this code makes it easier to see how often we really are
1319 * doing the various things. 373 * doing the various things.
1320 */ 374 */
1321 375static void
1322extern unsigned long todtick;
1323
1324void
1325do_specials (void) 376do_specials (void)
1326{ 377{
1327 if (!(pticks % PTICKS_PER_CLOCK))
1328 tick_the_clock ();
1329
1330 if (!(pticks % 7))
1331 shstr::gc (); 378 shstr::gc ();
379 archetype::gc ();
1332 380
1333 if (!(pticks % 79)) 381 if (expect_false (!(pticks % TICKS_PER_HOUR)))
1334 flush_old_maps (); /* Clears the tmp-files of maps which have reset */ 382 maptile::adjust_daylight ();
1335 383
1336 if (!(pticks % 2503)) 384 if (expect_false (!(pticks % 2503)))
1337 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 385 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1338 386
1339 if (!(pticks % 5003)) 387 if (expect_false (!(pticks % 5003)))
1340 write_book_archive (); 388 write_book_archive ();
1341 389
1342 if (!(pticks % 5009)) 390 if (expect_false (!(pticks % 5009)))
1343 clean_friendly_list (); 391 clean_friendly_list ();
1344 392
1345 if (!(pticks % 5011)) 393 if (expect_false (!(pticks % 5011)))
1346 obsolete_parties (); 394 obsolete_parties ();
1347 395
1348 if (!(pticks % 12503)) 396 if (expect_false (!(pticks % 12503)))
1349 fix_luck (); 397 fix_luck ();
1350} 398}
1351 399
1352void 400void
1353server_tick () 401server_tick ()
1354{ 402{
1355 nroferrors = 0;
1356
1357 // first do the user visible stuff 403 // first do the user visible stuff
1358 doeric_server ();
1359 INVOKE_GLOBAL (CLOCK); 404 INVOKE_GLOBAL (CLOCK);
1360 process_events (); /* "do" something with objects with speed */ 405 process_events (); // "do" something with objects with speed
1361 flush_sockets (); 406 client::clock (); // draw client maps etc.
1362 407
1363 // then do some bookkeeping, should not really be here 408 // then do some bookkeeping, should not really be here
1364 check_active_maps (); /* Removes unused maps after a certain timeout */
1365 do_specials (); /* Routines called from time to time. */ 409 do_specials (); /* Routines called from time to time. */
1366 object::free_mortals (); 410 attachable::check_mortals ();
1367 411
1368 ++pticks; 412 ++pticks;
1369} 413}
1370 414
415// normal main
1371int 416int
1372main (int argc, char **argv) 417main (int argc, char **argv)
1373{ 418{
1374 settings.argc = argc; 419 settings.argc = argc;
1375 settings.argv = argv; 420 settings.argv = argv;
421
422 rndm.seed (time (0));
423 g_thread_init (0); // for the slice allocator only
1376 424
1377 init (argc, argv); 425 init (argc, argv);
1378
1379 initPlugins ();
1380 426
1381 for (;;) 427 for (;;)
1382 cfperl_main (); 428 cfperl_main ();
1383
1384 // unreached
1385 emergency_save (0);
1386 cleanup ();
1387
1388 return 0;
1389} 429}
430

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