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Comparing deliantra/server/server/main.C (file contents):
Revision 1.47 by root, Mon Dec 18 02:35:01 2006 UTC vs.
Revision 1.174 by root, Tue Jan 3 11:25:36 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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>
38 31
39#include <../random_maps/random_map.h> 32#include <glib.h>
40#include <../random_maps/rproto.h> 33
34#include <rmg.h>
35#include <rproto.h>
41#include "path.h" 36#include "path.h"
42
43static char days[7][4] = {
44 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
45};
46 37
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.
185 * savebed map may no longer exist, so we make sure the player
186 * goes someplace.
187 */ 46 */
188void 47void
189enter_player_savebed (object *op) 48enter_player_savebed (object *op)
190{ 49{
191 maptile *oldmap = op->map; 50 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
192 object *tmp;
193
194 tmp = 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} 51}
241 52
242/* 53/*
243 * enter_map(): Moves the player and pets from current map (if any) to 54 * enter_map(): Moves the player and pets from current map (if any) to
244 * new map. map, x, y must be set. map is the map we are moving the 55 * new map. map, x, y must be set. map is the map we are moving the
245 * player to - it could be the map he just came from if the load failed for 56 * player to - it could be the map he just came from if the load failed for
246 * whatever reason. If default map coordinates are to be used, then 57 * whatever reason. If default map coordinates are to be used, then
247 * the function that calls this should figure them out. 58 * the function that calls this should figure them out.
248 */ 59 */
249static void 60bool
250enter_map (object *op, maptile *newmap, int x, int y) 61object::enter_map (maptile *newmap, int x, int y)
251{ 62{
252 maptile *oldmap = op->map; 63 if (destroyed () || !newmap || !newmap->linkable ())
64 return false;
253 65
254 if (out_of_map (newmap, x, y)) 66 if (out_of_map (newmap, x, y))
255 { 67 {
256 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); 68 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); 69 x = newmap->enter_x;
258 y = MAP_ENTER_Y (newmap); 70 y = newmap->enter_y;
259 if (out_of_map (newmap, x, y)) 71 if (out_of_map (newmap, x, y))
260 { 72 {
261 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 73 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
262 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); 74 &newmap->path, x, y, newmap->width, newmap->height);
263 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 75 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
264 return; 76 return false;
265 } 77 }
266 } 78 }
79
80 if (contr && map != newmap && map)
81 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
82 return false;
83
84 // remove, so stupid blocked does not trigger a failure
85 remove ();
267 86
268 /* try to find a spot for the player */ 87 /* try to find a spot for the player */
269 if (ob_blocked (op, newmap, x, y)) 88 if (blocked (newmap, x, y))
270 { /* First choice blocked */ 89 { /* First choice blocked */
271 /* We try to find a spot for the player, starting closest in. 90 /* We try to find a spot for the player, starting closest in.
272 * We could use find_first_free_spot, but that doesn't randomize it at all, 91 * We could use find_first_free_spot, but that doesn't randomize it at all,
273 * So for example, if the north space is free, you would always end up there even 92 * So for example, if the north space is free, you would always end up there even
274 * if other spaces around are available. 93 * if other spaces around are available.
275 * Note that for the second and third calls, we could start at a position other 94 * Note that for the second and third calls, we could start at a position other
276 * than one, but then we could end up on the other side of walls and so forth. 95 * than one, but then we could end up on the other side of walls and so forth.
277 */ 96 */
278 int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1); 97 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
279 98
280 if (i == -1) 99 if (i < 0)
281 { 100 {
282 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 101 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
283 if (i == -1) 102 if (i < 0)
284 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
285 }
286
287 if (i != -1)
288 { 104 }
105
106 if (i >= 0)
107 {
108 maptile *m = newmap;
289 x += freearr_x[i]; 109 sint16 nx = x + freearr_x[i];
290 y += freearr_y[i]; 110 sint16 ny = y + freearr_y[i];
111
112 if (xy_normalise (m, nx, ny))
113 {
114 newmap = m;
115 x = nx;
116 y = ny;
117 }
291 } 118 }
292 else 119 else
293 {
294 /* not much we can do in this case. */ 120 /* 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); 121 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 } 122 }
297 } /* end if looking for free spot */
298 123
299 if (op->map) 124 if (contr && map != newmap)
300 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 125 {
301 return;
302
303 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 126 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
304 return; 127 return false;
305 128
306 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y))) 129 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
307 return; 130 return false;
308
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;
316 op->y = y;
317 op->map = newmap;
318
319 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
320
321 if (!op->contr->hidden)
322 newmap->players++;
323
324 newmap->timeout = 0;
325 op->enemy = NULL;
326
327 if (op->contr)
328 { 131 }
329 strcpy (op->contr->maplevel, newmap->path); 132
330 op->contr->count = 0; 133 enemy = 0;
134
135 newmap->activate (); // workaround for activate activating everyhing on the map, includign the palyer on the {link} map
136 //newmap->insert (this, x, y);
137 newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT);
138 prefetch_surrounding_maps ();
139
140 if (map == newmap) // see if we actually arrived there - insert might trigger a teleport
331 } 141 {
332 142 if (contr)
333 /* Update any golems */
334 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
335 {
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 {
343 remove_friendly_object (op->contr->ranges[range_golem]);
344 op->contr->ranges[range_golem]->destroy ();
345 op->contr->ranges[range_golem] = 0;
346 } 143 {
347 else 144 contr->maplevel = newmap->path;
348 { 145 contr->count = 0;
349 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) 146
147 /* Update any golems */
148 if (object *golem = contr->golem)
350 { 149 {
351 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); 150 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
352 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
353 tmp->map = newmap;
354 }
355 151
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 }
360 }
361
362 op->direction = 0;
363
364 /* since the players map is already loaded, we don't need to worry
365 * about pending objects.
366 */
367 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 * Take the last component (after the last slash) to give
473 * shorter names without bogus slashes.
474 */
475 if (rp.final_map[0])
476 {
477 cp = strrchr (rp.final_map, '/');
478 if (!cp)
479 cp = rp.final_map;
480 }
481 else
482 {
483 char buf[HUGE_BUF];
484
485 cp = strrchr (rp.origin_map, '/');
486 if (!cp)
487 cp = rp.origin_map;
488 /* Need to strip of any trailing digits, if it has them */
489 strcpy (buf, cp);
490 while (isdigit (buf[strlen (buf) - 1]))
491 buf[strlen (buf) - 1] = 0;
492 cp = buf;
493 }
494
495 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
496
497 /* now to generate the actual map. */
498 new_map = generate_random_map (newmap_name, &rp);
499
500 /* Update the exit_ob so it now points directly at the newly created
501 * random maps. Not that it is likely to happen, but it does mean that a
502 * exit in a unique map leading to a random map will not work properly.
503 * It also means that if the created random map gets reset before
504 * the exit leading to it, that the exit will no longer work.
505 */
506 if (new_map)
507 {
508 int x, y;
509
510 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
511 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
512 EXIT_PATH (exit_ob) = newmap_name;
513 strcpy (new_map->path, newmap_name);
514 enter_map (pl, new_map, x, y);
515 }
516}
517
518/* The player is trying to enter a non-randomly generated template map. In this
519 * case, use a map file for a template
520 */
521
522static void
523enter_fixed_template_map (object *pl, object *exit_ob)
524{
525 maptile *new_map;
526 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
527 const char *new_map_name;
528
529 /* Split the exit path string into two parts, one
530 * for where to store the map, and one for were
531 * to generate the map from.
532 */
533 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
534 sourcemap = strchr (exitpath, '!');
535 if (!sourcemap)
536 {
537 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
538 /* Should only occur when no source map is set.
539 */
540 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
541 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
542 return;
543 }
544
545 *sourcemap++ = '\0';
546
547 /* If we are not coming from a template map, we can use relative directories
548 * for the map to generate from.
549 */
550 if (!exit_ob->map->templatemap)
551 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
552
553 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
554 * of the exit, and the name of the map the exit is on, respectively.
555 */
556 sprintf (tmpnum, "%d", exit_ob->x);
557 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
558
559 sprintf (tmpnum, "%d", exit_ob->y);
560 sprintf (tmpstring, "%s", resultname);
561 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
562
563 sprintf (tmpstring, "%s", resultname);
564 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
565
566 /* If we are coming from another template map, use reletive paths unless
567 * indicated otherwise.
568 */
569 if (exit_ob->map->templatemap && (resultname[0] != '/'))
570 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
571 else
572 new_map_name = create_template_pathname (resultname);
573
574 /* Attempt to load the map, if unable to, then
575 * create the map from the template.
576 */
577 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
578 if (!new_map)
579 {
580 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
581 if (new_map)
582 fix_auto_apply (new_map);
583 }
584
585 if (new_map)
586 {
587 /* set the path of the map to where it should be
588 * so we don't just save over the source map.
589 */
590 strcpy (new_map->path, new_map_name);
591 new_map->templatemap = 1;
592 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
593 }
594 else
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
597 /* Should only occur when an invalid source map is set.
598 */
599 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
600 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
601 }
602}
603
604/* The player is trying to enter a randomly generated template map. In this
605 * case, generate the map as needed.
606 */
607
608static void
609enter_random_template_map (object *pl, object *exit_ob)
610{
611 maptile *new_map;
612 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
613 const char *new_map_name;
614 RMParms rp;
615
616 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
617 * of the exit, and the name of the map the exit is on, respectively.
618 */
619 sprintf (tmpnum, "%d", exit_ob->x);
620 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
621
622 sprintf (tmpnum, "%d", exit_ob->y);
623 sprintf (tmpstring, "%s", resultname);
624 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
625
626 sprintf (tmpstring, "%s", resultname);
627 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
628
629 /* If we are coming from another template map, use reletive paths unless
630 * indicated otherwise.
631 */
632 if (exit_ob->map->templatemap && (resultname[0] != '/'))
633 {
634 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
635 }
636 else
637 {
638 new_map_name = create_template_pathname (resultname);
639 }
640
641 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
642 if (!new_map)
643 {
644 memset (&rp, 0, sizeof (RMParms));
645 rp.Xsize = -1;
646 rp.Ysize = -1;
647 rp.region = get_region_by_map (exit_ob->map);
648 if (exit_ob->msg)
649 set_random_map_variable (&rp, exit_ob->msg);
650 rp.origin_x = exit_ob->x;
651 rp.origin_y = exit_ob->y;
652 strcpy (rp.origin_map, pl->map->path);
653
654 /* now to generate the actual map. */
655 new_map = generate_random_map (new_map_name, &rp);
656 }
657
658
659 /* Update the exit_ob so it now points directly at the newly created
660 * random maps. Not that it is likely to happen, but it does mean that a
661 * exit in a unique map leading to a random map will not work properly.
662 * It also means that if the created random map gets reset before
663 * the exit leading to it, that the exit will no longer work.
664 */
665 if (new_map)
666 {
667 int x, y;
668
669 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
670 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
671 new_map->templatemap = 1;
672 enter_map (pl, new_map, x, y);
673 }
674}
675
676
677/* Code to enter/detect a character entering a unique map.
678 */
679static void
680enter_unique_map (object *op, object *exit_ob)
681{
682 char apartment[HUGE_BUF];
683 maptile *newmap;
684
685 if (EXIT_PATH (exit_ob)[0] == '/')
686 {
687 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
688 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
689 if (!newmap)
690 {
691 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
692 if (newmap)
693 fix_auto_apply (newmap);
694 }
695 }
696 else
697 { /* relative directory */
698 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
699
700 if (exit_ob->map->unique)
701 {
702
703 strcpy (reldir, unclean_path (exit_ob->map->path));
704
705 /* Need to copy this over, as clean_path only has one static return buffer */
706 strcpy (tmpc, clean_path (reldir));
707 /* Remove final component, if any */
708 if ((cp = strrchr (tmpc, '_')) != NULL)
709 *cp = 0;
710
711 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
712
713 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
714 if (!newmap)
715 {
716 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
717 if (newmap) 152 if (i < 0)
718 fix_auto_apply (newmap); 153 golem->drop_and_destroy ();
719 }
720 }
721 else
722 {
723 /* The exit is unique, but the map we are coming from is not unique. So
724 * use the basic logic - don't need to demangle the path name
725 */
726 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
727 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
728 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
729 if (!newmap)
730 {
731 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
732 if (newmap)
733 fix_auto_apply (newmap);
734 }
735 }
736 }
737
738 if (newmap)
739 {
740 strcpy (newmap->path, apartment);
741 newmap->unique = 1;
742 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
743 }
744 else
745 {
746 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
747 /* Perhaps not critical, but I would think that the unique maps
748 * should be new enough this does not happen. This also creates
749 * a strange situation where some players could perhaps have visited
750 * such a map before it was removed, so they have the private
751 * map, but other players can't get it anymore.
752 */
753 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
754 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
755 }
756
757}
758
759
760/* Tries to move 'op' to exit_ob. op is the character or monster that is
761 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
762 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
763 * move the object to. This is used when loading the player.
764 *
765 * Largely redone by MSW 2001-01-21 - this function was overly complex
766 * and had some obscure bugs.
767 */
768
769void
770enter_exit (object *op, object *exit_ob)
771{
772#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
773 object *tmp;
774
775 /* It may be nice to support other creatures moving across
776 * exits, but right now a lot of the code looks at op->contr,
777 * so that is an RFE.
778 */
779 if (op->type != PLAYER)
780 return;
781
782 /* First, lets figure out what map the player is going to go to */
783 if (exit_ob)
784 {
785 /* check to see if we make a template map */
786 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
787 {
788 if (EXIT_PATH (exit_ob)[2] == '!')
789 {
790 /* generate a template map randomly */
791 enter_random_template_map (op, exit_ob);
792 }
793 else 154 else
794 {
795 /* generate a template map from a fixed template */
796 enter_fixed_template_map (op, exit_ob);
797 }
798 }
799 /* check to see if we make a randomly generated map */
800 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
801 {
802 enter_random_map (op, exit_ob);
803 }
804 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
805 {
806 enter_unique_map (op, exit_ob);
807 }
808 else
809 {
810 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
811
812 /* 'Normal' exits that do not do anything special
813 * Simple enough we don't need another routine for it.
814 */
815 maptile *newmap;
816
817 if (exit_ob->map)
818 {
819 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
820 /* Random map was previously generated, but is no longer about. Lets generate a new
821 * map.
822 */
823 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
824 { 155 {
825 /* Maps that go down have a message set. However, maps that go 156 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
826 * up, don't. If the going home has reset, there isn't much 157 golem->direction = find_dir_2 (golem->x - x, golem->y - y);
827 * point generating a random map, because it won't match the maps.
828 */
829 if (exit_ob->msg)
830 {
831 enter_random_map (op, exit_ob);
832 }
833 else
834 {
835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
836 return;
837 }
838
839 /* For exits that cause damages (like pits). Don't know if any
840 * random maps use this or not.
841 */
842 if (exit_ob->stats.dam && op->type == PLAYER)
843 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
844 return;
845 } 158 }
846 } 159 }
847 else
848 {
849 /* For word of recall and other force objects
850 * They contain the full pathname of the map to go back to,
851 * so we don't need to normalize it.
852 * But we do need to see if it is unique or not
853 */
854 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
855 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
856 else
857 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
858 } 160 }
859 if (!newmap)
860 {
861 if (exit_ob->name)
862 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
863 /* don't cry to momma if name is not set - as in tmp objects
864 * used by the savebed code and character creation */
865 return;
866 }
867 161
868 /* This supports the old behaviour, but it really should not be used. 162 /* since the players map is already loaded, we don't need to worry
869 * I will note for example that with this method, it is impossible to 163 * about pending objects.
870 * set 0,0 destination coordinates. Really, if we want to support
871 * using the new maps default coordinates, the exit ob should use
872 * something like -1, -1 so it is clear to do that.
873 */
874 if (x == 0 && y == 0)
875 {
876 x = MAP_ENTER_X (newmap);
877 y = MAP_ENTER_Y (newmap);
878 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
879 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
880 }
881
882 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
883 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
884 {
885 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
886 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
887 {
888 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
889 break;
890 }
891 if (tmp)
892 {
893 tmp->remove ();
894 tmp->destroy ();
895 }
896
897 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
898 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
899 save_player (op, 1);
900 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
901 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
902 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
903 }
904
905 enter_map (op, newmap, x, y);
906 }
907 /* For exits that cause damages (like pits) */
908 if (exit_ob->stats.dam && op->type == PLAYER)
909 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
910 }
911 else
912 {
913 int flags = 0;
914 maptile *newmap;
915
916 /* Hypothetically, I guess its possible that a standard map matches
917 * the localdir, but that seems pretty unlikely - unlikely enough that
918 * I'm not going to attempt to try to deal with that possibility.
919 * We use the fact that when a player saves on a unique map, it prepends
920 * the localdir to that name. So its an easy way to see of the map is
921 * unique or not.
922 */ 164 */
923 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir))) 165 move_all_pets ();
924 flags = MAP_PLAYER_UNIQUE;
925 166
926 /* newmap returns the map (if already loaded), or loads it for 167 return true;
927 * us.
928 */
929 newmap = ready_map_name (op->contr->maplevel, flags);
930 if (!newmap)
931 {
932 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
933 newmap = ready_map_name (settings.emergency_mapname, 0);
934 op->x = settings.emergency_x;
935 op->y = settings.emergency_y;
936 /* If we can't load the emergency map, something is probably really
937 * screwed up, so bail out now.
938 */
939 if (!newmap)
940 {
941 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
942 abort ();
943 }
944 }
945
946 enter_map (op, newmap, op->x, op->y);
947 } 168 }
169
170 return false;
948} 171}
949 172
950/* process_players1 and process_players2 do all the player related stuff. 173/* process_players1 and process_players2 do all the player related stuff.
951 * I moved it out of process events and process_map. This was to some 174 * I moved it out of process events and process_map. This was to some
952 * extent for debugging as well as to get a better idea of the time used 175 * extent for debugging as well as to get a better idea of the time used
955 * is needed after the players have been updated. 178 * is needed after the players have been updated.
956 */ 179 */
957static void 180static void
958process_players1 () 181process_players1 ()
959{ 182{
960 int flag;
961 /* Basically, we keep looping until all the players have done their actions. */ 183 /* Basically, we keep looping until all the players have done their actions. */
962 for (flag = 1; flag != 0;) 184 for (int flag = 1; flag != 0;)
963 { 185 {
964 flag = 0; 186 flag = 0;
965 for (player *plnext, *pl = first_player; pl; pl = plnext) 187 for_all_players (pl)
966 { 188 {
967 plnext = pl->next; /* In case a player exits the game in handle_player() */ 189 pl->refcnt_chk ();
968 190
969 if (!pl->ob) 191 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
970 continue; 192 continue;
971 193
972 if (pl->ob->speed_left > 0)
973 {
974 if (handle_newcs_player (pl->ob)) 194 if (handle_newcs_player (pl->ob))
975 flag = 1; 195 flag = 1;
976 } /* end if player has speed left */ 196 }
197 }
977 198
978 /* If the player is not actively playing, don't make a 199 for_all_players (pl)
979 * backup save - nothing to save anyway. Plus, the 200 {
980 * map may not longer be valid. This can happen when the 201 object *ob = pl->ob;
981 * player quits - they exist for purposes of tracking on the map, 202
982 * but don't actually reside on any actual map. 203 // process_objects destroys the speed_left value
983 */ 204 pl->speed_left_save = ob->speed_left;
984 if (QUERY_FLAG (pl->ob, FLAG_REMOVED)) 205
206 if (expect_false (!ob || !pl->ns || !ob->active))
985 continue; 207 continue;
986 208
987#ifdef AUTOSAVE
988 /* check for ST_PLAYING state so that we don't try to save off when
989 * the player is logging in.
990 */
991 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
992 {
993 save_player (pl->ob, 1);
994 pl->last_save_tick = pticks;
995 }
996#endif
997 } /* end of for loop for all the players */
998 } /* for flag */
999
1000 for (player *pl = first_player; pl; pl = pl->next)
1001 {
1002 if (settings.casting_time)
1003 {
1004 if (pl->ob->casting_time > 0)
1005 {
1006 pl->ob->casting_time--;
1007 pl->ob->start_holding = 1;
1008 }
1009
1010 /* set spell_state so we can update the range in stats field */
1011 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1012 pl->ob->start_holding = 0;
1013 }
1014
1015 do_some_living (pl->ob); 209 do_some_living (ob);
1016 } 210 }
1017} 211}
1018 212
1019static void 213static void
1020process_players2 () 214process_players2 ()
1021{ 215{
1022 /* Then check if any players should use weapon-speed instead of speed */ 216 /* Then check if any players should use weapon-speed instead of speed */
1023 for (player *pl = first_player; pl; pl = pl->next) 217 for_all_players (pl)
1024 { 218 {
1025 /* The code that did weapon_sp handling here was out of place - 219 // restore speed_left value saved by process_players1
1026 * this isn't called until after the player has finished there
1027 * actions, and is thus out of place. All we do here is bounds
1028 * checking.
1029 */
1030 if (pl->has_hit)
1031 {
1032 if (pl->ob->speed_left > pl->weapon_sp)
1033 pl->ob->speed_left = pl->weapon_sp;
1034
1035 /* This needs to be here - if the player is running, we need to
1036 * clear this each tick, but new commands are not being received
1037 * so execute_newserver_command() is never called
1038 */
1039 pl->has_hit = 0;
1040 }
1041 else if (pl->ob->speed_left > pl->ob->speed)
1042 pl->ob->speed_left = pl->ob->speed; 220 pl->ob->speed_left = pl->speed_left_save;
1043 }
1044}
1045 221
1046void 222 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
223 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
224 }
225}
226
227static void
1047process_events () 228process_events ()
1048{ 229{
1049 object *op;
1050
1051 static object *marker;
1052
1053 if (!marker)
1054 marker = object::create ();
1055
1056 process_players1 (); 230 process_players1 ();
1057 231
1058 marker->active_next = active_objects; 232 for_all_actives (op)
1059
1060 if (marker->active_next)
1061 marker->active_next->active_prev = marker;
1062
1063 marker->active_prev = NULL;
1064 active_objects = marker;
1065
1066 while (marker->active_next)
1067 { 233 {
1068 op = marker->active_next; 234 // try to prefetch some stuff we expect to need
235 // obviously, it should be grouped into the same cacheline.
236 // preliminary results indicate that this gives halves the speed
237 // used for the inner loop
238 if (_i < actives.size ()) // HACK, rely on _i :/
239 {
240 object *next = actives [_i + 1];
1069 241
1070 /* Move marker forward - swap op and marker */ 242 prefetch (&next->flag , 0, 1);
1071 op->active_prev = marker->active_prev; 243 prefetch (&next->speed , 0, 1);
1072 244 prefetch (&next->anim_speed, 0, 1);
1073 if (op->active_prev) 245 prefetch (&next->contr , 0, 1);
1074 op->active_prev->active_next = op; 246 }
1075 else
1076 active_objects = op;
1077
1078 marker->active_next = op->active_next;
1079
1080 if (marker->active_next)
1081 marker->active_next->active_prev = marker;
1082
1083 marker->active_prev = op;
1084 op->active_next = marker;
1085 247
1086 /* Now process op */ 248 /* Now process op */
1087 if (QUERY_FLAG (op, FLAG_FREED)) 249 if (expect_false (op->flag [FLAG_FREED]))
1088 { 250 {
1089 LOG (llevError, "BUG: process_events(): Free object on list\n"); 251 LOG (llevError, "BUG: process_events(): Free object on list (%s)\n", op->debug_desc ());
1090 op->speed = 0; 252 op->set_speed (0);
1091 update_ob_speed (op);
1092 continue; 253 continue;
1093 } 254 }
1094 255
1095 /* I've seen occasional crashes due to this - the object is removed, 256 if (expect_false (!op->has_active_speed ()))
1096 * and thus the map it points to (last map it was on) may be bogus
1097 * The real bug is to try to find out the cause of this - someone
1098 * is probably calling remove_ob without either an insert_ob or
1099 * free_object afterwards, leaving an object dangling. But I'd
1100 * rather log this and continue on instead of crashing.
1101 * Don't remove players - when a player quits, the object is in
1102 * sort of a limbo, of removed, but something we want to keep
1103 * around.
1104 */ 257 {
1105 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1106 {
1107 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 258 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1108 char *dump = dump_object (op); 259 "but is on active list\n", op->debug_desc (), op->speed);
1109 LOG (llevError, dump); 260 op->set_speed (0);
1110 free (dump);
1111 op->destroy ();
1112 continue; 261 continue;
1113 } 262 }
1114 263
1115 if (!op->speed) 264 if (expect_false (op->flag [FLAG_REMOVED]))
1116 {
1117 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1118 "but is on active list\n", &op->arch->name);
1119 update_ob_speed (op);
1120 continue;
1121 } 265 {
1122 266 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
1123 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 267 op->debug_desc ());
1124 {
1125 LOG (llevError, "BUG: process_events(): Object without map or "
1126 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1127 op->speed = 0; 268 op->set_speed (0);
1128 update_ob_speed (op);
1129 continue; 269 continue;
1130 } 270 }
1131 271
1132 /* Animate the object. Bug or feature that anim_speed 272 /* Animate the object. Bug or feature that anim_speed
1133 * is based on ticks, and not the creatures speed? 273 * is based on ticks, and not the creatures speed?
1134 */ 274 */
1135 if (op->anim_speed && op->last_anim >= op->anim_speed) 275 if (op->anim_speed && op->last_anim >= op->anim_speed)
1136 { 276 {
1137 if ((op->type == PLAYER) || (op->type == MONSTER))
1138 animate_object (op, op->facing);
1139 else
1140 animate_object (op, op->direction); 277 animate_object (op, op->contr ? op->facing : op->direction);
1141
1142 op->last_anim = 1; 278 op->last_anim = 1;
1143 } 279 }
1144 else 280 else
1145 op->last_anim++; 281 ++op->last_anim;
1146 282
1147 if (op->speed_left > 0) 283 if (expect_false (op->speed_left > 0.f))
1148 {
1149#if 0
1150 /* I've seen occasional crashes in move_symptom() with it
1151 * crashing because op is removed - add some debugging to
1152 * track if it is removed at this point.
1153 * This unfortunately is a bit too verbose it seems - not sure
1154 * why - I think what happens is a map is freed or something and
1155 * some objects get 'lost' - removed never to be reclaimed.
1156 * removed objects generally shouldn't exist.
1157 */
1158 if (QUERY_FLAG (op, FLAG_REMOVED))
1159 { 284 {
1160 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1161 }
1162#endif
1163 --op->speed_left; 285 --op->speed_left;
1164 process_object (op); 286 process_object (op);
1165
1166 if (op->destroyed ())
1167 continue;
1168 } 287 }
1169 288
1170 if (settings.casting_time == TRUE && op->casting_time > 0) 289 // this will destroy the speed_left value for players, but
1171 op->casting_time--; 290 // process_players1 and ..2 save/restore the real value,
1172 291 // so we can avoid a costly test here.
1173 if (op->speed_left <= 0) 292 op->speed_left = min (op->speed, op->speed_left + op->speed);
1174 op->speed_left += FABS (op->speed);
1175 } 293 }
1176
1177 /* Remove marker object from active list */
1178 if (marker->active_prev != NULL)
1179 marker->active_prev->active_next = NULL;
1180 else
1181 active_objects = NULL;
1182 294
1183 process_players2 (); 295 process_players2 ();
1184}
1185
1186void
1187clean_tmp_files (void)
1188{
1189 maptile *m, *next;
1190
1191 LOG (llevInfo, "Cleaning up...\n");
1192
1193 /* We save the maps - it may not be intuitive why, but if there are unique
1194 * items, we need to save the map so they get saved off. Perhaps we should
1195 * just make a special function that only saves the unique items.
1196 */
1197 for (m = first_map; m; m = next)
1198 {
1199 next = m->next;
1200
1201 if (m->in_memory == MAP_IN_MEMORY)
1202 {
1203 /* If we want to reuse the temp maps, swap it out (note that will also
1204 * update the log file.
1205 */
1206
1207 swap_map (m);
1208 }
1209 }
1210
1211 write_todclock (); /* lets just write the clock here */
1212} 296}
1213 297
1214/* clean up everything before exiting */ 298/* clean up everything before exiting */
1215void 299void
1216cleanup (void) 300emergency_save ()
1217{ 301{
1218 LOG (llevDebug, "Cleanup called.\n"); 302 LOG (llevInfo, "emergency_save: enter\n");
1219 303
1220 for (player *pl = first_player; pl != NULL; pl = pl->next) 304 LOG (llevInfo, "emergency_save: saving book archive\n");
1221 save_player (pl->ob, 0);
1222
1223 for (player *pl = first_player; pl != NULL; pl = pl->next)
1224 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1225 leave_map (pl->ob);
1226
1227 clean_tmp_files ();
1228 write_book_archive (); 305 write_book_archive ();
1229 306
307 cfperl_emergency_save ();
308
309 LOG (llevInfo, "emergency_save: leave\n");
310}
311
312// send all clients some informational text
313static void
314cleanup_inform (const char *cause, bool make_core)
315{
316 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
317
318 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
319 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
320
321 if (make_core)
322 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
323 else
324 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
325
326 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
327
328 client::flush_sockets ();
329}
330
331/* clean up everything before exiting */
332void
333cleanup (const char *cause, bool make_core)
334{
335 if (make_core)
336 fork_abort (cause);
337
338 LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause);
339
340 if (!make_core)
341 cleanup_inform (cause, make_core);
342
343 LOG (llevDebug, "cleanup begin.\n");
344
345 if (init_done && !in_cleanup)
346 {
347 in_cleanup = true;
348 emergency_save ();
349 }
350 else
351 in_cleanup = true;
352
353 LOG (llevDebug, "running cleanup handlers.\n");
1230 INVOKE_GLOBAL (CLEANUP); 354 INVOKE_GLOBAL (CLEANUP);
1231 355
1232 _exit (0); 356 LOG (llevDebug, "cleanup done.\n");
1233}
1234 357
1235void 358 log_cleanup ();
1236leave (player *pl, int draw_exit)
1237{
1238 if (pl != NULL)
1239 {
1240 /* We do this so that the socket handling routine can do the final
1241 * cleanup. We also leave that loop to actually handle the freeing
1242 * of the data.
1243 */
1244 if (pl->ob->type != DEAD_OBJECT)
1245 {
1246 pl->socket->status = Ns_Dead;
1247 359
1248 /* If a hidden dm dropped connection do not create 360 if (make_core)
1249 * inconsistencies by showing that they have left the game 361 cleanup_inform (cause, make_core);
1250 */ 362 else
1251 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1252 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1253 {
1254 if (pl->ob->map)
1255 {
1256 INVOKE_PLAYER (LOGOUT, pl);
1257 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket->host);
1258 }
1259
1260 char buf[MAX_BUF];
1261
1262 sprintf (buf, "%s left the game.", &pl->ob->name);
1263 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1264 }
1265
1266 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1267 leave_map (pl->ob);
1268
1269 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1270 }
1271 } 363 {
1272} 364 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
1273 365 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
1274int 366 client::flush_sockets ();
1275forbid_play (void)
1276{
1277#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1278 char buf[MAX_BUF], day[MAX_BUF];
1279 FILE *fp;
1280 time_t clock;
1281 struct tm *tm;
1282 int i, start, stop, forbit = 0, comp;
1283
1284 clock = time (NULL);
1285 tm = (struct tm *) localtime (&clock);
1286
1287 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1288 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1289 return 0;
1290
1291 while (fgets (buf, MAX_BUF, fp))
1292 { 367 }
1293 if (buf[0] == '#')
1294 continue;
1295 if (!strncmp (buf, "msg", 3))
1296 {
1297 if (forbit)
1298 while (fgets (buf, MAX_BUF, fp)) /* print message */
1299 fputs (buf, logfile);
1300 break;
1301 368
1302 } 369 cfperl_cleanup (make_core);
1303 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) 370 _exit (make_core);
1304 {
1305 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1306 continue;
1307 }
1308
1309 for (i = 0; i < 7; i++)
1310 {
1311 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1312 forbit = 1;
1313 }
1314 }
1315
1316 close_and_delete (fp, comp);
1317
1318 return forbit;
1319#else
1320 return 0;
1321#endif
1322} 371}
1323 372
1324/* 373/*
1325 * do_specials() is a collection of functions to call from time to time. 374 * do_specials() is a collection of functions to call from time to time.
1326 * Modified 2000-1-14 MSW to use the global pticks count to determine how 375 * Modified 2000-1-14 MSW to use the global server_tick count to determine how
1327 * often to do things. This will allow us to spred them out more often. 376 * often to do things. This will allow us to spred them out more often.
1328 * I use prime numbers for the factor count - in that way, it is less likely 377 * I use prime numbers for the factor count - in that way, it is less likely
1329 * these actions will fall on the same tick (compared to say using 500/2500/15000 378 * these actions will fall on the same tick (compared to say using 500/2500/15000
1330 * which would mean on that 15,000 tick count a whole bunch of stuff gets 379 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1331 * done). Of course, there can still be times where multiple specials are 380 * done). Of course, there can still be times where multiple specials are
1332 * done on the same tick, but that will happen very infrequently 381 * done on the same tick, but that will happen very infrequently
1333 * 382 *
1334 * I also think this code makes it easier to see how often we really are 383 * I also think this code makes it easier to see how often we really are
1335 * doing the various things. 384 * doing the various things.
1336 */ 385 */
386static void
387do_specials ()
388{
389 shstr::gc ();
390 archetype::gc ();
1337 391
1338extern unsigned long todtick; 392 if (expect_false (!(server_tick % TICKS_PER_HOUR)))
393 maptile::adjust_daylight ();
394
395 if (expect_false (!(server_tick % 2503)))
396 fix_weight (); /* Hack to fix weightproblems caused by bugs */
397
398 if (expect_false (!(server_tick % 5003)))
399 write_book_archive ();
400
401 if (expect_false (!(server_tick % 5009)))
402 clean_friendly_list ();
403
404 if (expect_false (!(server_tick % 5011)))
405 obsolete_parties ();
406
407 if (expect_false (!(server_tick % 12503)))
408 fix_luck ();
409}
1339 410
1340void 411void
1341do_specials (void) 412one_tick ()
1342{ 413{
1343 if (!(pticks % PTICKS_PER_CLOCK))
1344 tick_the_clock ();
1345
1346 if (!(pticks % 7))
1347 shstr::gc ();
1348
1349 if (!(pticks % 79))
1350 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1351
1352 if (!(pticks % 2503))
1353 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1354
1355 if (!(pticks % 5003))
1356 write_book_archive ();
1357
1358 if (!(pticks % 5009))
1359 clean_friendly_list ();
1360
1361 if (!(pticks % 5011))
1362 obsolete_parties ();
1363
1364 if (!(pticks % 12503))
1365 fix_luck ();
1366}
1367
1368void
1369server_tick ()
1370{
1371 nroferrors = 0;
1372
1373 // first do the user visible stuff 414 // first do the user visible stuff
1374 doeric_server ();
1375 INVOKE_GLOBAL (CLOCK); 415 INVOKE_GLOBAL (CLOCK);
1376 process_events (); /* "do" something with objects with speed */ 416 process_events (); // "do" something with objects with speed
1377 flush_sockets (); 417 client::clock (); // draw client maps etc.
1378 418
1379 // then do some bookkeeping, should not really be here 419 // then do some bookkeeping, should not really be here
1380 check_active_maps (); /* Removes unused maps after a certain timeout */
1381 do_specials (); /* Routines called from time to time. */ 420 do_specials (); /* Routines called from time to time. */
1382 object::free_mortals (); 421 attachable::check_mortals ();
1383 422
1384 ++pticks; 423 // now that we aggressively reuse id's, this is very unlikely to happen...
424 if (object::object_count >= RESTART_COUNT)
425 cleanup ("running out of protocol ID values - need full restart");
1385} 426}
1386 427
428// normal main
1387int 429int
1388main (int argc, char **argv) 430main (int argc, char **argv)
1389{ 431{
1390 settings.argc = argc; 432 settings.argc = argc;
1391 settings.argv = argv; 433 settings.argv = argv;
1392 434
435 rndm.seed (time (0));
436 g_thread_init (0); // for the slice allocator only
437
438 // temporary(?) testing hack
439 if (argc >= 2 && !strcmp (argv [1], "--noise"))
440 {
441 void noise_test ();
442 noise_test ();
443 exit (0);
444 }
445
446#if 0
447 // code sometiems used for timing benchmarks
448 random_number_generator<freeciv_random_generator> rng;
449 rng.seed(0);
450 for (int i = 0; i < 10; ++i)
451 printf ("%08x\n", rng.get_u32());
452 for (int i = 0; i < 1000000; ++i)
453 volatile int r = rng.get_u32 ();
454 cstamp s = stamp ();
455 for (int i = 0; i < 1000000; ++i)
456 volatile int r = rng.next ();
457 printf ("c %d\n", (int)measure (s));
458 exit (0);
459#endif
460
1393 init (argc, argv); 461 init (argc, argv);
1394
1395 initPlugins ();
1396 462
1397 for (;;) 463 for (;;)
1398 cfperl_main (); 464 cfperl_main ();
1399
1400 // unreached
1401 emergency_save (0);
1402 cleanup ();
1403
1404 return 0;
1405} 465}
466

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