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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 |
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29 | # include <des.h> |
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30 | #else |
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31 | # ifdef HAVE_CRYPT_H |
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32 | # include <crypt.h> |
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33 | # endif |
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34 | #endif |
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35 | |
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36 | #ifndef __CEXTRACT__ |
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37 | # include <sproto.h> |
29 | #include <sproto.h> |
38 | #endif |
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39 | |
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40 | #ifdef HAVE_TIME_H |
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41 | # include <time.h> |
30 | #include <time.h> |
42 | #endif |
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43 | |
31 | |
44 | #include <../random_maps/random_map.h> |
32 | #include <glib.h> |
45 | #include <../random_maps/rproto.h> |
33 | |
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34 | #include <rmg.h> |
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35 | #include <rproto.h> |
46 | #include "path.h" |
36 | #include "path.h" |
47 | |
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48 | static char days[7][4] = { |
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49 | "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat" |
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50 | }; |
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51 | |
37 | |
52 | void |
38 | void |
53 | version (object *op) |
39 | version (object *op) |
54 | { |
40 | { |
55 | if (op != NULL) |
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56 | clear_win_info (op); |
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57 | |
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58 | 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); |
59 | |
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60 | /* If in a socket, don't print out the list of authors. It confuses the |
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61 | * crossclient program. |
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62 | */ |
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63 | if (op == NULL) |
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64 | return; |
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65 | new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:"); |
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66 | new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)"); |
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67 | new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)"); |
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68 | new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)"); |
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69 | new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)"); |
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70 | new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)"); |
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71 | new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)"); |
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72 | new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)"); |
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73 | new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)"); |
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74 | new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)"); |
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75 | new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)"); |
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76 | new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)"); |
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77 | new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)"); |
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78 | new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)"); |
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79 | new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)"); |
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80 | new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)"); |
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81 | new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)"); |
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82 | new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)"); |
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83 | new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)"); |
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84 | new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)"); |
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85 | new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)"); |
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86 | new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)"); |
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87 | new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)"); |
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88 | new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)"); |
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89 | new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)"); |
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90 | new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)"); |
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91 | new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)"); |
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92 | new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)"); |
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93 | new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)"); |
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94 | new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)"); |
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95 | new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)"); |
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96 | new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)"); |
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97 | new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)"); |
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98 | new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)"); |
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99 | new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)"); |
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100 | new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)"); |
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101 | new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)"); |
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102 | new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)"); |
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103 | new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)"); |
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104 | new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]"); |
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105 | new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n"); |
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106 | new_draw_info (NDI_UNIQUE, 0, op, "Images and art:"); |
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107 | new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner"); |
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108 | new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]"); |
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109 | new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]"); |
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110 | new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]"); |
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111 | new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]"); |
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112 | new_draw_info (NDI_UNIQUE, 0, op, "And many more!"); |
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113 | } |
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114 | |
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115 | void |
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116 | info_keys (object *op) |
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117 | { |
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118 | clear_win_info (op); |
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119 | new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction."); |
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120 | new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run"); |
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121 | new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'"); |
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122 | new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters."); |
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123 | new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command"); |
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124 | new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look"); |
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125 | new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help"); |
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126 | new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw"); |
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127 | new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick"); |
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128 | new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version"); |
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129 | new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells"); |
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130 | new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type"); |
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131 | new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get"); |
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132 | new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands."); |
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133 | new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear"); |
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134 | new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands."); |
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135 | new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)"); |
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136 | } |
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137 | |
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138 | void |
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139 | start_info (object *op) |
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140 | { |
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141 | char buf[MAX_BUF]; |
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142 | |
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143 | sprintf (buf, "Welcome to Crossfire, v%s!", VERSION); |
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144 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
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145 | new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
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146 | new_draw_info (NDI_UNIQUE, 0, op, " "); |
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147 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name); |
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148 | if (!op->contr->name_changed) |
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149 | { |
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150 | new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name"); |
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151 | new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list."); |
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152 | new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)"); |
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153 | } |
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154 | } |
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155 | |
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156 | /* Really, there is no reason to crypt the passwords any system. But easier |
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157 | * to just leave this enabled for backward compatibility. Put the |
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158 | * simple case at top - no encryption - makes it easier to read. |
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159 | */ |
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160 | char * |
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161 | crypt_string (char *str, char *salt) |
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162 | { |
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163 | #if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES)) |
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164 | return (str); |
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165 | #else |
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166 | static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./"; |
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167 | char s[2]; |
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168 | |
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169 | if (salt == NULL) |
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170 | s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)]; |
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171 | else |
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172 | s[0] = salt[0], s[1] = salt[1]; |
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173 | |
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174 | # ifdef HAVE_LIBDES |
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175 | return (char *) des_crypt (str, s); |
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176 | # endif |
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177 | /* Default case - just use crypt */ |
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178 | return (char *) crypt (str, s); |
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179 | #endif |
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180 | } |
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181 | |
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182 | int |
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183 | check_password (char *typed, char *crypted) |
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184 | { |
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185 | return !strcmp (crypt_string (typed, crypted), crypted); |
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186 | } |
42 | } |
187 | |
43 | |
188 | /* 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 |
189 | * savebed. We do some error checking - its possible that the |
45 | * savebed. |
190 | * savebed map may no longer exist, so we make sure the player |
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191 | * goes someplace. |
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192 | */ |
46 | */ |
193 | void |
47 | void |
194 | enter_player_savebed (object *op) |
48 | enter_player_savebed (object *op) |
195 | { |
49 | { |
196 | mapstruct *oldmap = op->map; |
50 | op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y); |
197 | object *tmp; |
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198 | |
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199 | tmp = get_object (); |
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200 | |
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201 | EXIT_PATH (tmp) = op->contr->savebed_map; |
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202 | EXIT_X (tmp) = op->contr->bed_x; |
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203 | EXIT_Y (tmp) = op->contr->bed_y; |
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204 | enter_exit (op, tmp); |
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205 | /* If the player has not changed maps and the name does not match |
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206 | * that of the savebed, his savebed map is gone. Lets go back |
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207 | * to the emergency path. Update what the players savebed is |
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208 | * while we're at it. |
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209 | */ |
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210 | if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path)) |
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211 | { |
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212 | LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n", |
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213 | settings.emergency_mapname, &op->name, op->contr->savebed_map); |
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214 | strcpy (op->contr->savebed_map, settings.emergency_mapname); |
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215 | op->contr->bed_x = settings.emergency_x; |
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216 | op->contr->bed_y = settings.emergency_y; |
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217 | EXIT_PATH (tmp) = op->contr->savebed_map; |
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218 | EXIT_X (tmp) = op->contr->bed_x; |
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219 | EXIT_Y (tmp) = op->contr->bed_y; |
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220 | enter_exit (op, tmp); |
|
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221 | } |
|
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222 | free_object (tmp); |
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223 | } |
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224 | |
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225 | /* All this really is is a glorified remove_object that also updates |
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226 | * the counts on the map if needed. |
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227 | */ |
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228 | void |
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229 | leave_map (object *op) |
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230 | { |
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231 | mapstruct *oldmap = op->map; |
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232 | |
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233 | remove_ob (op); |
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234 | |
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235 | if (oldmap) |
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236 | { |
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237 | if (!op->contr->hidden) |
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238 | oldmap->players--; |
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239 | if (oldmap->players <= 0) |
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240 | { /* can be less than zero due to errors in tracking this */ |
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241 | set_map_timeout (oldmap); |
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242 | } |
|
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243 | } |
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244 | } |
51 | } |
245 | |
52 | |
246 | /* |
53 | /* |
247 | * 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 |
248 | * 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 |
249 | * 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 |
250 | * whatever reason. If default map coordinates are to be used, then |
57 | * whatever reason. If default map coordinates are to be used, then |
251 | * the function that calls this should figure them out. |
58 | * the function that calls this should figure them out. |
252 | */ |
59 | */ |
253 | static void |
60 | bool |
254 | enter_map (object *op, mapstruct *newmap, int x, int y) |
61 | object::enter_map (maptile *newmap, int x, int y) |
255 | { |
62 | { |
256 | mapstruct *oldmap = op->map; |
63 | if (destroyed () || !newmap || !newmap->linkable ()) |
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64 | return false; |
257 | |
65 | |
258 | if (out_of_map (newmap, x, y)) |
66 | if (out_of_map (newmap, x, y)) |
259 | { |
67 | { |
260 | 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); |
261 | x = MAP_ENTER_X (newmap); |
69 | x = newmap->enter_x; |
262 | y = MAP_ENTER_Y (newmap); |
70 | y = newmap->enter_y; |
263 | if (out_of_map (newmap, x, y)) |
71 | if (out_of_map (newmap, x, y)) |
264 | { |
72 | { |
265 | 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", |
266 | newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); |
74 | &newmap->path, x, y, newmap->width, newmap->height); |
267 | new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); |
75 | new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed"); |
268 | return; |
76 | return false; |
269 | } |
77 | } |
270 | } |
78 | } |
|
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79 | |
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80 | if (contr && map != newmap && map) |
|
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81 | if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) |
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82 | return false; |
|
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83 | |
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84 | // remove, so stupid blocked does not trigger a failure |
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85 | remove (); |
|
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86 | |
271 | /* try to find a spot for the player */ |
87 | /* try to find a spot for the player */ |
272 | if (ob_blocked (op, newmap, x, y)) |
88 | if (blocked (newmap, x, y)) |
273 | { /* First choice blocked */ |
89 | { /* First choice blocked */ |
274 | /* 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. |
275 | * 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, |
276 | * 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 |
277 | * if other spaces around are available. |
93 | * if other spaces around are available. |
278 | * 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 |
279 | * 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. |
280 | */ |
96 | */ |
281 | 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); |
282 | |
98 | |
283 | if (i == -1) |
99 | if (i < 0) |
284 | { |
100 | { |
285 | i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); |
101 | i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1); |
286 | if (i == -1) |
102 | if (i < 0) |
287 | i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); |
103 | i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE); |
288 | } |
|
|
289 | if (i != -1) |
|
|
290 | { |
104 | } |
291 | x += freearr_x[i]; |
105 | |
292 | y += freearr_y[i]; |
106 | if (i >= 0) |
|
|
107 | { |
|
|
108 | maptile *m = newmap; |
|
|
109 | sint16 nx = x + DIRX (i); |
|
|
110 | sint16 ny = y + DIRY (i); |
|
|
111 | |
|
|
112 | if (xy_normalise (m, nx, ny)) |
|
|
113 | { |
|
|
114 | newmap = m; |
|
|
115 | x = nx; |
|
|
116 | y = ny; |
|
|
117 | } |
293 | } |
118 | } |
294 | else |
119 | else |
295 | { |
|
|
296 | /* not much we can do in this case. */ |
120 | /* not much we can do in this case. */ |
297 | 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); |
|
|
122 | } |
|
|
123 | |
|
|
124 | if (contr && map != newmap) |
|
|
125 | { |
|
|
126 | if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) |
|
|
127 | return false; |
|
|
128 | |
|
|
129 | if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y))) |
|
|
130 | return false; |
|
|
131 | } |
|
|
132 | |
|
|
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 |
|
|
141 | { |
|
|
142 | if (contr) |
298 | } |
143 | { |
299 | } /* end if looking for free spot */ |
|
|
300 | |
|
|
301 | if (op->map != NULL) |
|
|
302 | { |
|
|
303 | INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap)); |
|
|
304 | INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)); |
|
|
305 | } |
|
|
306 | |
|
|
307 | /* If it is a player login, he has yet to be inserted anyplace. |
|
|
308 | * otherwise, we need to deal with removing the player here. |
|
|
309 | */ |
|
|
310 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
311 | remove_ob (op); |
|
|
312 | |
|
|
313 | /* remove_ob clears these so they must be reset after the remove_ob call */ |
|
|
314 | op->x = x; |
|
|
315 | op->y = y; |
|
|
316 | op->map = newmap; |
|
|
317 | insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); |
|
|
318 | |
|
|
319 | INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr)); |
|
|
320 | |
|
|
321 | if (!op->contr->hidden) |
|
|
322 | newmap->players++; |
|
|
323 | |
|
|
324 | newmap->timeout = 0; |
|
|
325 | op->enemy = NULL; |
|
|
326 | |
|
|
327 | if (op->contr) |
|
|
328 | { |
|
|
329 | strcpy (op->contr->maplevel, newmap->path); |
144 | contr->maplevel = newmap->path; |
330 | op->contr->count = 0; |
145 | contr->count = 0; |
331 | } |
|
|
332 | |
146 | |
333 | /* Update any golems */ |
147 | /* Update any golems */ |
334 | if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) |
148 | if (object *golem = contr->golem) |
335 | { |
|
|
336 | int i = find_free_spot (op->contr->ranges[range_golem], newmap, |
|
|
337 | x, y, 1, SIZEOFFREE); |
|
|
338 | |
|
|
339 | remove_ob (op->contr->ranges[range_golem]); |
|
|
340 | if (i == -1) |
|
|
341 | { |
|
|
342 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
343 | free_object (op->contr->ranges[range_golem]); |
|
|
344 | op->contr->ranges[range_golem] = NULL; |
|
|
345 | op->contr->golem_count = 0; |
|
|
346 | } |
|
|
347 | else |
|
|
348 | { |
|
|
349 | object *tmp; |
|
|
350 | |
|
|
351 | for (tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) |
|
|
352 | { |
149 | { |
353 | 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); |
354 | tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); |
|
|
355 | tmp->map = newmap; |
|
|
356 | } |
|
|
357 | insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0); |
|
|
358 | op->contr->ranges[range_golem]->direction = |
|
|
359 | find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y); |
|
|
360 | } |
|
|
361 | } |
|
|
362 | op->direction = 0; |
|
|
363 | |
151 | |
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 | |
|
|
385 | void |
|
|
386 | set_map_timeout (mapstruct *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 | { |
|
|
396 | oldmap->timeout = MAP_MINTIMEOUT; |
|
|
397 | } |
|
|
398 | # endif |
|
|
399 | if (oldmap->timeout > MAP_MAXTIMEOUT) |
|
|
400 | { |
|
|
401 | oldmap->timeout = MAP_MAXTIMEOUT; |
|
|
402 | } |
|
|
403 | #else |
|
|
404 | /* save out the map */ |
|
|
405 | swap_map (oldmap); |
|
|
406 | #endif /* MAP_MAXTIMEOUT */ |
|
|
407 | } |
|
|
408 | |
|
|
409 | |
|
|
410 | /* clean_path takes a path and replaces all / with _ |
|
|
411 | * We do a strcpy so that we do not change the original string. |
|
|
412 | */ |
|
|
413 | char * |
|
|
414 | clean_path (const char *file) |
|
|
415 | { |
|
|
416 | static char newpath[MAX_BUF], *cp; |
|
|
417 | assign (newpath, file); |
|
|
418 | |
|
|
419 | for (cp = newpath; *cp != '\0'; cp++) |
|
|
420 | if (*cp == '/') |
|
|
421 | *cp = '_'; |
|
|
422 | |
|
|
423 | return newpath; |
|
|
424 | } |
|
|
425 | |
|
|
426 | |
|
|
427 | /* unclean_path takes a path and replaces all _ with / |
|
|
428 | * This basically undoes clean path. |
|
|
429 | * We do a strcpy so that we do not change the original string. |
|
|
430 | * We are smart enough to start after the last / in case we |
|
|
431 | * are getting passed a string that points to a unique map |
|
|
432 | * path. |
|
|
433 | */ |
|
|
434 | char * |
|
|
435 | unclean_path (const char *src) |
|
|
436 | { |
|
|
437 | static char newpath[MAX_BUF], *cp; |
|
|
438 | |
|
|
439 | cp = strrchr (src, '/'); |
|
|
440 | assign (newpath, cp ? cp + 1 : src); |
|
|
441 | |
|
|
442 | for (cp = newpath; *cp != '\0'; cp++) |
|
|
443 | if (*cp == '_') |
|
|
444 | *cp = '/'; |
|
|
445 | |
|
|
446 | return newpath; |
|
|
447 | } |
|
|
448 | |
|
|
449 | |
|
|
450 | /* The player is trying to enter a randomly generated map. In this case, generate the |
|
|
451 | * random map as needed. |
|
|
452 | */ |
|
|
453 | |
|
|
454 | static void |
|
|
455 | enter_random_map (object *pl, object *exit_ob) |
|
|
456 | { |
|
|
457 | mapstruct *new_map; |
|
|
458 | char newmap_name[HUGE_BUF], *cp; |
|
|
459 | static int reference_number = 0; |
|
|
460 | RMParms rp; |
|
|
461 | |
|
|
462 | memset (&rp, 0, sizeof (RMParms)); |
|
|
463 | rp.Xsize = -1; |
|
|
464 | rp.Ysize = -1; |
|
|
465 | rp.region = get_region_by_map (exit_ob->map); |
|
|
466 | if (exit_ob->msg) |
|
|
467 | set_random_map_variable (&rp, exit_ob->msg); |
|
|
468 | rp.origin_x = exit_ob->x; |
|
|
469 | rp.origin_y = exit_ob->y; |
|
|
470 | strcpy (rp.origin_map, pl->map->path); |
|
|
471 | |
|
|
472 | /* If we have a final_map, use it as a base name to give some clue |
|
|
473 | * as where the player is. Otherwise, use the origin map. |
|
|
474 | * Take the last component (after the last slash) to give |
|
|
475 | * shorter names without bogus slashes. |
|
|
476 | */ |
|
|
477 | if (rp.final_map[0]) |
|
|
478 | { |
|
|
479 | cp = strrchr (rp.final_map, '/'); |
|
|
480 | if (!cp) |
|
|
481 | cp = rp.final_map; |
|
|
482 | } |
|
|
483 | else |
|
|
484 | { |
|
|
485 | char buf[HUGE_BUF]; |
|
|
486 | |
|
|
487 | cp = strrchr (rp.origin_map, '/'); |
|
|
488 | if (!cp) |
|
|
489 | cp = rp.origin_map; |
|
|
490 | /* Need to strip of any trailing digits, if it has them */ |
|
|
491 | strcpy (buf, cp); |
|
|
492 | while (isdigit (buf[strlen (buf) - 1])) |
|
|
493 | buf[strlen (buf) - 1] = 0; |
|
|
494 | cp = buf; |
|
|
495 | } |
|
|
496 | |
|
|
497 | sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++); |
|
|
498 | |
|
|
499 | /* now to generate the actual map. */ |
|
|
500 | new_map = generate_random_map (newmap_name, &rp); |
|
|
501 | |
|
|
502 | /* Update the exit_ob so it now points directly at the newly created |
|
|
503 | * random maps. Not that it is likely to happen, but it does mean that a |
|
|
504 | * exit in a unique map leading to a random map will not work properly. |
|
|
505 | * It also means that if the created random map gets reset before |
|
|
506 | * the exit leading to it, that the exit will no longer work. |
|
|
507 | */ |
|
|
508 | if (new_map) |
|
|
509 | { |
|
|
510 | int x, y; |
|
|
511 | |
|
|
512 | x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map); |
|
|
513 | y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map); |
|
|
514 | EXIT_PATH (exit_ob) = newmap_name; |
|
|
515 | strcpy (new_map->path, newmap_name); |
|
|
516 | enter_map (pl, new_map, x, y); |
|
|
517 | } |
|
|
518 | } |
|
|
519 | |
|
|
520 | /* The player is trying to enter a non-randomly generated template map. In this |
|
|
521 | * case, use a map file for a template |
|
|
522 | */ |
|
|
523 | |
|
|
524 | static void |
|
|
525 | enter_fixed_template_map (object *pl, object *exit_ob) |
|
|
526 | { |
|
|
527 | mapstruct *new_map; |
|
|
528 | char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap; |
|
|
529 | const char *new_map_name; |
|
|
530 | |
|
|
531 | /* Split the exit path string into two parts, one |
|
|
532 | * for where to store the map, and one for were |
|
|
533 | * to generate the map from. |
|
|
534 | */ |
|
|
535 | snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2); |
|
|
536 | sourcemap = strchr (exitpath, '!'); |
|
|
537 | if (!sourcemap) |
|
|
538 | { |
|
|
539 | new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name); |
|
|
540 | /* Should only occur when no source map is set. |
|
|
541 | */ |
|
|
542 | LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n", |
|
|
543 | &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); |
|
|
544 | return; |
|
|
545 | } |
|
|
546 | *sourcemap++ = '\0'; |
|
|
547 | |
|
|
548 | /* If we are not coming from a template map, we can use relative directories |
|
|
549 | * for the map to generate from. |
|
|
550 | */ |
|
|
551 | if (!exit_ob->map->templatemap) |
|
|
552 | { |
|
|
553 | sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap); |
|
|
554 | } |
|
|
555 | |
|
|
556 | /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord |
|
|
557 | * of the exit, and the name of the map the exit is on, respectively. |
|
|
558 | */ |
|
|
559 | sprintf (tmpnum, "%d", exit_ob->x); |
|
|
560 | replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname)); |
|
|
561 | |
|
|
562 | sprintf (tmpnum, "%d", exit_ob->y); |
|
|
563 | sprintf (tmpstring, "%s", resultname); |
|
|
564 | replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname)); |
|
|
565 | |
|
|
566 | sprintf (tmpstring, "%s", resultname); |
|
|
567 | replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname)); |
|
|
568 | |
|
|
569 | /* If we are coming from another template map, use reletive paths unless |
|
|
570 | * indicated otherwise. |
|
|
571 | */ |
|
|
572 | if (exit_ob->map->templatemap && (resultname[0] != '/')) |
|
|
573 | { |
|
|
574 | new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname); |
|
|
575 | } |
|
|
576 | else |
|
|
577 | { |
|
|
578 | new_map_name = create_template_pathname (resultname); |
|
|
579 | } |
|
|
580 | |
|
|
581 | /* Attempt to load the map, if unable to, then |
|
|
582 | * create the map from the template. |
|
|
583 | */ |
|
|
584 | new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE); |
|
|
585 | if (!new_map) |
|
|
586 | { |
|
|
587 | new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE); |
|
|
588 | if (new_map) |
|
|
589 | fix_auto_apply (new_map); |
|
|
590 | } |
|
|
591 | |
|
|
592 | if (new_map) |
|
|
593 | { |
|
|
594 | /* set the path of the map to where it should be |
|
|
595 | * so we don't just save over the source map. |
|
|
596 | */ |
|
|
597 | strcpy (new_map->path, new_map_name); |
|
|
598 | new_map->templatemap = 1; |
|
|
599 | enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob)); |
|
|
600 | } |
|
|
601 | else |
|
|
602 | { |
|
|
603 | new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name); |
|
|
604 | /* Should only occur when an invalid source map is set. |
|
|
605 | */ |
|
|
606 | LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n", |
|
|
607 | &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); |
|
|
608 | } |
|
|
609 | } |
|
|
610 | |
|
|
611 | |
|
|
612 | /* The player is trying to enter a randomly generated template map. In this |
|
|
613 | * case, generate the map as needed. |
|
|
614 | */ |
|
|
615 | |
|
|
616 | static void |
|
|
617 | enter_random_template_map (object *pl, object *exit_ob) |
|
|
618 | { |
|
|
619 | mapstruct *new_map; |
|
|
620 | char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF]; |
|
|
621 | const char *new_map_name; |
|
|
622 | RMParms rp; |
|
|
623 | |
|
|
624 | /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord |
|
|
625 | * of the exit, and the name of the map the exit is on, respectively. |
|
|
626 | */ |
|
|
627 | sprintf (tmpnum, "%d", exit_ob->x); |
|
|
628 | replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname)); |
|
|
629 | |
|
|
630 | sprintf (tmpnum, "%d", exit_ob->y); |
|
|
631 | sprintf (tmpstring, "%s", resultname); |
|
|
632 | replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname)); |
|
|
633 | |
|
|
634 | sprintf (tmpstring, "%s", resultname); |
|
|
635 | replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname)); |
|
|
636 | |
|
|
637 | /* If we are coming from another template map, use reletive paths unless |
|
|
638 | * indicated otherwise. |
|
|
639 | */ |
|
|
640 | if (exit_ob->map->templatemap && (resultname[0] != '/')) |
|
|
641 | { |
|
|
642 | new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname); |
|
|
643 | } |
|
|
644 | else |
|
|
645 | { |
|
|
646 | new_map_name = create_template_pathname (resultname); |
|
|
647 | } |
|
|
648 | |
|
|
649 | new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE); |
|
|
650 | if (!new_map) |
|
|
651 | { |
|
|
652 | memset (&rp, 0, sizeof (RMParms)); |
|
|
653 | rp.Xsize = -1; |
|
|
654 | rp.Ysize = -1; |
|
|
655 | rp.region = get_region_by_map (exit_ob->map); |
|
|
656 | if (exit_ob->msg) |
|
|
657 | set_random_map_variable (&rp, exit_ob->msg); |
|
|
658 | rp.origin_x = exit_ob->x; |
|
|
659 | rp.origin_y = exit_ob->y; |
|
|
660 | strcpy (rp.origin_map, pl->map->path); |
|
|
661 | |
|
|
662 | /* now to generate the actual map. */ |
|
|
663 | new_map = generate_random_map (new_map_name, &rp); |
|
|
664 | } |
|
|
665 | |
|
|
666 | |
|
|
667 | /* Update the exit_ob so it now points directly at the newly created |
|
|
668 | * random maps. Not that it is likely to happen, but it does mean that a |
|
|
669 | * exit in a unique map leading to a random map will not work properly. |
|
|
670 | * It also means that if the created random map gets reset before |
|
|
671 | * the exit leading to it, that the exit will no longer work. |
|
|
672 | */ |
|
|
673 | if (new_map) |
|
|
674 | { |
|
|
675 | int x, y; |
|
|
676 | |
|
|
677 | x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map); |
|
|
678 | y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map); |
|
|
679 | new_map->templatemap = 1; |
|
|
680 | enter_map (pl, new_map, x, y); |
|
|
681 | } |
|
|
682 | } |
|
|
683 | |
|
|
684 | |
|
|
685 | /* Code to enter/detect a character entering a unique map. |
|
|
686 | */ |
|
|
687 | static void |
|
|
688 | enter_unique_map (object *op, object *exit_ob) |
|
|
689 | { |
|
|
690 | char apartment[HUGE_BUF]; |
|
|
691 | mapstruct *newmap; |
|
|
692 | |
|
|
693 | if (EXIT_PATH (exit_ob)[0] == '/') |
|
|
694 | { |
|
|
695 | sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob))); |
|
|
696 | newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE); |
|
|
697 | if (!newmap) |
|
|
698 | { |
|
|
699 | newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE); |
|
|
700 | if (newmap) |
|
|
701 | fix_auto_apply (newmap); |
|
|
702 | } |
|
|
703 | } |
|
|
704 | else |
|
|
705 | { /* relative directory */ |
|
|
706 | char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp; |
|
|
707 | |
|
|
708 | if (exit_ob->map->unique) |
|
|
709 | { |
|
|
710 | |
|
|
711 | strcpy (reldir, unclean_path (exit_ob->map->path)); |
|
|
712 | |
|
|
713 | /* Need to copy this over, as clean_path only has one static return buffer */ |
|
|
714 | strcpy (tmpc, clean_path (reldir)); |
|
|
715 | /* Remove final component, if any */ |
|
|
716 | if ((cp = strrchr (tmpc, '_')) != NULL) |
|
|
717 | *cp = 0; |
|
|
718 | |
|
|
719 | sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob))); |
|
|
720 | |
|
|
721 | newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE); |
|
|
722 | if (!newmap) |
|
|
723 | { |
|
|
724 | newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE); |
|
|
725 | if (newmap) |
152 | if (i < 0) |
726 | fix_auto_apply (newmap); |
153 | golem->drop_and_destroy (); |
727 | } |
|
|
728 | } |
|
|
729 | else |
|
|
730 | { |
|
|
731 | /* The exit is unique, but the map we are coming from is not unique. So |
|
|
732 | * use the basic logic - don't need to demangle the path name |
|
|
733 | */ |
|
|
734 | sprintf (apartment, "%s/%s/%s/%s", settings.localdir, |
|
|
735 | settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)))); |
|
|
736 | newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE); |
|
|
737 | if (!newmap) |
|
|
738 | { |
|
|
739 | newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0); |
|
|
740 | if (newmap) |
|
|
741 | fix_auto_apply (newmap); |
|
|
742 | } |
|
|
743 | } |
|
|
744 | } |
|
|
745 | |
|
|
746 | if (newmap) |
|
|
747 | { |
|
|
748 | strcpy (newmap->path, apartment); |
|
|
749 | newmap->unique = 1; |
|
|
750 | enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob)); |
|
|
751 | } |
|
|
752 | else |
|
|
753 | { |
|
|
754 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name); |
|
|
755 | /* Perhaps not critical, but I would think that the unique maps |
|
|
756 | * should be new enough this does not happen. This also creates |
|
|
757 | * a strange situation where some players could perhaps have visited |
|
|
758 | * such a map before it was removed, so they have the private |
|
|
759 | * map, but other players can't get it anymore. |
|
|
760 | */ |
|
|
761 | LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n", |
|
|
762 | &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); |
|
|
763 | } |
|
|
764 | |
|
|
765 | } |
|
|
766 | |
|
|
767 | |
|
|
768 | /* Tries to move 'op' to exit_ob. op is the character or monster that is |
|
|
769 | * using the exit, where exit_ob is the exit object (boat, door, teleporter, |
|
|
770 | * etc.) if exit_ob is null, then op->contr->maplevel contains that map to |
|
|
771 | * move the object to. This is used when loading the player. |
|
|
772 | * |
|
|
773 | * Largely redone by MSW 2001-01-21 - this function was overly complex |
|
|
774 | * and had some obscure bugs. |
|
|
775 | */ |
|
|
776 | |
|
|
777 | void |
|
|
778 | enter_exit (object *op, object *exit_ob) |
|
|
779 | { |
|
|
780 | #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */ |
|
|
781 | object *tmp; |
|
|
782 | |
|
|
783 | /* It may be nice to support other creatures moving across |
|
|
784 | * exits, but right now a lot of the code looks at op->contr, |
|
|
785 | * so thta is an RFE. |
|
|
786 | */ |
|
|
787 | if (op->type != PLAYER) |
|
|
788 | return; |
|
|
789 | |
|
|
790 | /* First, lets figure out what map the player is going to go to */ |
|
|
791 | if (exit_ob) |
|
|
792 | { |
|
|
793 | |
|
|
794 | /* check to see if we make a template map */ |
|
|
795 | if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@') |
|
|
796 | { |
|
|
797 | if (EXIT_PATH (exit_ob)[2] == '!') |
|
|
798 | { |
|
|
799 | /* generate a template map randomly */ |
|
|
800 | enter_random_template_map (op, exit_ob); |
|
|
801 | } |
|
|
802 | else |
154 | else |
803 | { |
|
|
804 | /* generate a template map from a fixed template */ |
|
|
805 | enter_fixed_template_map (op, exit_ob); |
|
|
806 | } |
|
|
807 | } |
|
|
808 | /* check to see if we make a randomly generated map */ |
|
|
809 | else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!') |
|
|
810 | { |
|
|
811 | enter_random_map (op, exit_ob); |
|
|
812 | } |
|
|
813 | else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE)) |
|
|
814 | { |
|
|
815 | enter_unique_map (op, exit_ob); |
|
|
816 | } |
|
|
817 | else |
|
|
818 | { |
|
|
819 | int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob); |
|
|
820 | |
|
|
821 | /* 'Normal' exits that do not do anything special |
|
|
822 | * Simple enough we don't need another routine for it. |
|
|
823 | */ |
|
|
824 | mapstruct *newmap; |
|
|
825 | |
|
|
826 | if (exit_ob->map) |
|
|
827 | { |
|
|
828 | newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0); |
|
|
829 | /* Random map was previously generated, but is no longer about. Lets generate a new |
|
|
830 | * map. |
|
|
831 | */ |
|
|
832 | if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8)) |
|
|
833 | { |
155 | { |
834 | /* Maps that go down have a message set. However, maps that go |
156 | newmap->insert (golem, x + DIRX (i), y + DIRY (i)); |
835 | * 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); |
836 | * point generating a random map, because it won't match the maps. |
|
|
837 | */ |
|
|
838 | if (exit_ob->msg) |
|
|
839 | { |
|
|
840 | enter_random_map (op, exit_ob); |
|
|
841 | } |
|
|
842 | else |
|
|
843 | { |
|
|
844 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name); |
|
|
845 | return; |
|
|
846 | } |
|
|
847 | |
|
|
848 | /* For exits that cause damages (like pits). Don't know if any |
|
|
849 | * random maps use this or not. |
|
|
850 | */ |
|
|
851 | if (exit_ob->stats.dam && op->type == PLAYER) |
|
|
852 | hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1); |
|
|
853 | return; |
|
|
854 | } |
158 | } |
855 | } |
159 | } |
856 | else |
|
|
857 | { |
|
|
858 | /* For word of recall and other force objects |
|
|
859 | * They contain the full pathname of the map to go back to, |
|
|
860 | * so we don't need to normalize it. |
|
|
861 | * But we do need to see if it is unique or not |
|
|
862 | */ |
|
|
863 | if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir))) |
|
|
864 | newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE); |
|
|
865 | else |
|
|
866 | newmap = ready_map_name (EXIT_PATH (exit_ob), 0); |
|
|
867 | } |
160 | } |
868 | if (!newmap) |
|
|
869 | { |
|
|
870 | if (exit_ob->name) |
|
|
871 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name); |
|
|
872 | /* don't cry to momma if name is not set - as in tmp objects |
|
|
873 | * used by the savebed code and character creation */ |
|
|
874 | return; |
|
|
875 | } |
|
|
876 | |
161 | |
877 | /* 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 |
878 | * I will note for example that with this method, it is impossible to |
163 | * about pending objects. |
879 | * set 0,0 destination coordinates. Really, if we want to support |
|
|
880 | * using the new maps default coordinates, the exit ob should use |
|
|
881 | * something like -1, -1 so it is clear to do that. |
|
|
882 | */ |
|
|
883 | if (x == 0 && y == 0) |
|
|
884 | { |
|
|
885 | x = MAP_ENTER_X (newmap); |
|
|
886 | y = MAP_ENTER_Y (newmap); |
|
|
887 | LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n", |
|
|
888 | &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>"); |
|
|
889 | } |
|
|
890 | |
|
|
891 | /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */ |
|
|
892 | if (QUERY_FLAG (exit_ob, FLAG_DAMNED)) |
|
|
893 | { |
|
|
894 | /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */ |
|
|
895 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
896 | { |
|
|
897 | if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME)) |
|
|
898 | break; |
|
|
899 | } |
|
|
900 | if (tmp) |
|
|
901 | { |
|
|
902 | remove_ob (tmp); |
|
|
903 | free_object (tmp); |
|
|
904 | } |
|
|
905 | |
|
|
906 | strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))); |
|
|
907 | op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob); |
|
|
908 | save_player (op, 1); |
|
|
909 | /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n", |
|
|
910 | * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y, |
|
|
911 | * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */ |
|
|
912 | } |
|
|
913 | |
|
|
914 | enter_map (op, newmap, x, y); |
|
|
915 | } |
|
|
916 | /* For exits that cause damages (like pits) */ |
|
|
917 | if (exit_ob->stats.dam && op->type == PLAYER) |
|
|
918 | hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1); |
|
|
919 | } |
|
|
920 | else |
|
|
921 | { |
|
|
922 | int flags = 0; |
|
|
923 | mapstruct *newmap; |
|
|
924 | |
|
|
925 | |
|
|
926 | /* Hypothetically, I guess its possible that a standard map matches |
|
|
927 | * the localdir, but that seems pretty unlikely - unlikely enough that |
|
|
928 | * I'm not going to attempt to try to deal with that possibility. |
|
|
929 | * We use the fact that when a player saves on a unique map, it prepends |
|
|
930 | * the localdir to that name. So its an easy way to see of the map is |
|
|
931 | * unique or not. |
|
|
932 | */ |
164 | */ |
933 | if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir))) |
165 | move_all_pets (); |
934 | flags = MAP_PLAYER_UNIQUE; |
|
|
935 | |
166 | |
936 | /* newmap returns the map (if already loaded), or loads it for |
167 | return true; |
937 | * us. |
|
|
938 | */ |
|
|
939 | newmap = ready_map_name (op->contr->maplevel, flags); |
|
|
940 | if (!newmap) |
|
|
941 | { |
|
|
942 | LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel); |
|
|
943 | newmap = ready_map_name (settings.emergency_mapname, 0); |
|
|
944 | op->x = settings.emergency_x; |
|
|
945 | op->y = settings.emergency_y; |
|
|
946 | /* If we can't load the emergency map, something is probably really |
|
|
947 | * screwed up, so bail out now. |
|
|
948 | */ |
|
|
949 | if (!newmap) |
|
|
950 | { |
|
|
951 | LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n"); |
|
|
952 | abort (); |
|
|
953 | } |
|
|
954 | } |
|
|
955 | enter_map (op, newmap, op->x, op->y); |
|
|
956 | } |
168 | } |
957 | } |
|
|
958 | |
169 | |
959 | /* |
170 | return false; |
960 | * process_active_maps(): Works like process_events(), but it only |
|
|
961 | * processes maps which a player is on. |
|
|
962 | * |
|
|
963 | */ |
|
|
964 | |
|
|
965 | #if 0 // dead code, schmorp |
|
|
966 | void |
|
|
967 | process_active_maps () |
|
|
968 | { |
|
|
969 | for (mapstruct *map = first_map; map != NULL; map = map->next) |
|
|
970 | if (map->in_memory == MAP_IN_MEMORY) |
|
|
971 | if (players_on_map (map, TRUE)) |
|
|
972 | process_events (map); |
|
|
973 | } |
171 | } |
974 | #endif |
|
|
975 | |
172 | |
976 | /* process_players1 and process_players2 do all the player related stuff. |
173 | /* process_players1 and process_players2 do all the player related stuff. |
977 | * 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 |
978 | * 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 |
979 | * by the various functions. process_players1() does the processing before |
176 | * by the various functions. process_players1() does the processing before |
980 | * objects have been updated, process_players2() does the processing that |
177 | * objects have been updated, process_players2() does the processing that |
981 | * is needed after the players have been updated. |
178 | * is needed after the players have been updated. |
982 | */ |
179 | */ |
983 | |
180 | static void |
984 | void |
181 | process_players1 () |
985 | process_players1 (mapstruct *map) |
|
|
986 | { |
182 | { |
987 | int flag; |
|
|
988 | player *pl, *plnext; |
|
|
989 | |
|
|
990 | /* 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. */ |
991 | for (flag = 1; flag != 0;) |
184 | for (int flag = 1; flag != 0;) |
992 | { |
185 | { |
993 | flag = 0; |
186 | flag = 0; |
994 | for (pl = first_player; pl != NULL; pl = plnext) |
187 | for_all_players (pl) |
995 | { |
188 | { |
996 | plnext = pl->next; /* In case a player exits the game in handle_player() */ |
189 | pl->refcnt_chk (); |
997 | |
190 | |
998 | if (pl->ob == NULL) |
191 | if (expect_false (!pl->ob || !pl->ns || !pl->ob->active)) |
999 | continue; |
192 | continue; |
1000 | |
193 | |
1001 | if (map != NULL && pl->ob->map != map) |
|
|
1002 | continue; |
|
|
1003 | |
|
|
1004 | if (pl->ob->speed_left > 0) |
|
|
1005 | { |
|
|
1006 | if (handle_newcs_player (pl->ob)) |
194 | if (handle_newcs_player (pl->ob)) |
1007 | flag = 1; |
195 | flag = 1; |
1008 | } /* end if player has speed left */ |
|
|
1009 | |
|
|
1010 | /* If the player is not actively playing, don't make a |
|
|
1011 | * backup save - nothing to save anyway. Plus, the |
|
|
1012 | * map may not longer be valid. This can happen when the |
|
|
1013 | * player quits - they exist for purposes of tracking on the map, |
|
|
1014 | * but don't actually reside on any actual map. |
|
|
1015 | */ |
|
|
1016 | if (QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
|
|
1017 | continue; |
|
|
1018 | |
|
|
1019 | #ifdef AUTOSAVE |
|
|
1020 | /* check for ST_PLAYING state so that we don't try to save off when |
|
|
1021 | * the player is logging in. |
|
|
1022 | */ |
|
|
1023 | if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING) |
|
|
1024 | { |
|
|
1025 | /* Don't save the player on unholy ground. Instead, increase the |
|
|
1026 | * tick time so it will be about 10 seconds before we try and save |
|
|
1027 | * again. |
|
|
1028 | */ |
|
|
1029 | // if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { |
|
|
1030 | // pl->last_save_tick += 100; |
|
|
1031 | // } else { |
|
|
1032 | save_player (pl->ob, 1); |
|
|
1033 | pl->last_save_tick = pticks; |
|
|
1034 | // } |
|
|
1035 | } |
196 | } |
1036 | #endif |
|
|
1037 | } /* end of for loop for all the players */ |
|
|
1038 | } /* for flag */ |
|
|
1039 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
1040 | { |
197 | } |
1041 | if (map != NULL && (pl->ob == NULL || pl->ob->map != map)) |
198 | |
|
|
199 | for_all_players (pl) |
|
|
200 | { |
|
|
201 | object *ob = pl->ob; |
|
|
202 | |
|
|
203 | // process_objects destroys the speed_left value |
|
|
204 | pl->speed_left_save = ob->speed_left; |
|
|
205 | |
|
|
206 | if (expect_false (!ob || !pl->ns || !ob->active)) |
1042 | continue; |
207 | continue; |
1043 | if (settings.casting_time == TRUE) |
208 | |
1044 | { |
|
|
1045 | if (pl->ob->casting_time > 0) |
|
|
1046 | { |
|
|
1047 | pl->ob->casting_time--; |
|
|
1048 | pl->ob->start_holding = 1; |
|
|
1049 | } |
|
|
1050 | /* set spell_state so we can update the range in stats field */ |
|
|
1051 | if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) |
|
|
1052 | { |
|
|
1053 | pl->ob->start_holding = 0; |
|
|
1054 | } |
|
|
1055 | } |
|
|
1056 | do_some_living (pl->ob); |
209 | do_some_living (ob); |
1057 | /* draw(pl->ob); *//* updated in socket code */ |
|
|
1058 | } |
210 | } |
1059 | } |
211 | } |
1060 | |
212 | |
1061 | void |
213 | static void |
1062 | process_players2 (mapstruct *map) |
214 | process_players2 () |
1063 | { |
215 | { |
1064 | player *pl; |
|
|
1065 | |
|
|
1066 | /* 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 */ |
1067 | for (pl = first_player; pl != NULL; pl = pl->next) |
217 | for_all_players (pl) |
1068 | { |
218 | { |
1069 | if (map != NULL) |
219 | // restore speed_left value saved by process_players1 |
1070 | { |
|
|
1071 | if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
|
|
1072 | continue; |
|
|
1073 | else if (pl->loading != NULL) /* Player is blocked */ |
|
|
1074 | pl->ob->speed_left -= pl->ob->speed; |
|
|
1075 | if (pl->ob->map != map) |
|
|
1076 | continue; |
|
|
1077 | } |
|
|
1078 | |
|
|
1079 | /* The code that did weapon_sp handling here was out of place - |
|
|
1080 | * this isn't called until after the player has finished there |
|
|
1081 | * actions, and is thus out of place. All we do here is bounds |
|
|
1082 | * checking. |
|
|
1083 | */ |
|
|
1084 | if (pl->has_hit) |
|
|
1085 | { |
|
|
1086 | if (pl->ob->speed_left > pl->weapon_sp) |
|
|
1087 | pl->ob->speed_left = pl->weapon_sp; |
|
|
1088 | |
|
|
1089 | /* This needs to be here - if the player is running, we need to |
|
|
1090 | * clear this each tick, but new commands are not being received |
|
|
1091 | * so execute_newserver_command() is never called |
|
|
1092 | */ |
|
|
1093 | pl->has_hit = 0; |
|
|
1094 | |
|
|
1095 | } |
|
|
1096 | else if (pl->ob->speed_left > pl->ob->speed) |
|
|
1097 | pl->ob->speed_left = pl->ob->speed; |
220 | pl->ob->speed_left = pl->speed_left_save; |
1098 | } |
|
|
1099 | } |
|
|
1100 | |
221 | |
1101 | void |
222 | pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp); |
1102 | process_events (mapstruct *map) |
223 | pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed); |
1103 | { |
224 | } |
1104 | object *op; |
225 | } |
1105 | |
226 | |
1106 | static object *marker; |
227 | static void |
1107 | if (!marker) |
228 | process_events () |
1108 | marker = get_object (); |
229 | { |
1109 | |
|
|
1110 | process_players1 (map); |
230 | process_players1 (); |
1111 | |
231 | |
1112 | marker->active_next = active_objects; |
232 | for_all_actives (op) |
1113 | |
|
|
1114 | if (marker->active_next) |
|
|
1115 | marker->active_next->active_prev = marker; |
|
|
1116 | |
|
|
1117 | marker->active_prev = NULL; |
|
|
1118 | active_objects = marker; |
|
|
1119 | |
|
|
1120 | while (marker->active_next) |
|
|
1121 | { |
233 | { |
1122 | 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]; |
1123 | |
241 | |
1124 | /* Move marker forward - swap op and marker */ |
242 | ecb_prefetch (&next->flag , 0, 1); |
1125 | op->active_prev = marker->active_prev; |
243 | ecb_prefetch (&next->speed , 0, 1); |
1126 | |
244 | ecb_prefetch (&next->anim_speed, 0, 1); |
1127 | if (op->active_prev) |
245 | ecb_prefetch (&next->contr , 0, 1); |
1128 | op->active_prev->active_next = op; |
246 | } |
1129 | else |
|
|
1130 | active_objects = op; |
|
|
1131 | |
|
|
1132 | marker->active_next = op->active_next; |
|
|
1133 | |
|
|
1134 | if (marker->active_next) |
|
|
1135 | marker->active_next->active_prev = marker; |
|
|
1136 | |
|
|
1137 | marker->active_prev = op; |
|
|
1138 | op->active_next = marker; |
|
|
1139 | |
247 | |
1140 | /* Now process op */ |
248 | /* Now process op */ |
1141 | if (QUERY_FLAG (op, FLAG_FREED)) |
249 | if (expect_false (op->flag [FLAG_FREED])) |
1142 | { |
250 | { |
1143 | 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 ()); |
1144 | op->speed = 0; |
252 | op->set_speed (0); |
1145 | update_ob_speed (op); |
|
|
1146 | continue; |
253 | continue; |
1147 | } |
254 | } |
1148 | |
255 | |
1149 | /* I've seen occasional crashes due to this - the object is removed, |
256 | if (expect_false (!op->has_active_speed ())) |
1150 | * and thus the map it points to (last map it was on) may be bogus |
|
|
1151 | * The real bug is to try to find out the cause of this - someone |
|
|
1152 | * is probably calling remove_ob without either an insert_ob or |
|
|
1153 | * free_object afterwards, leaving an object dangling. But I'd |
|
|
1154 | * rather log this and continue on instead of crashing. |
|
|
1155 | * Don't remove players - when a player quits, the object is in |
|
|
1156 | * sort of a limbo, of removed, but something we want to keep |
|
|
1157 | * around. |
|
|
1158 | */ |
257 | { |
1159 | if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY) |
|
|
1160 | { |
|
|
1161 | LOG (llevError, "BUG: process_events(): Removed object on list\n"); |
258 | LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " |
1162 | dump_object (op); |
259 | "but is on active list\n", op->debug_desc (), op->speed); |
1163 | LOG (llevError, errmsg); |
260 | op->set_speed (0); |
1164 | free_object (op); |
|
|
1165 | continue; |
261 | continue; |
1166 | } |
262 | } |
1167 | |
263 | |
1168 | if (!op->speed) |
264 | if (expect_false (op->flag [FLAG_REMOVED])) |
1169 | { |
265 | { |
1170 | LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); |
266 | LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n", |
1171 | update_ob_speed (op); |
267 | op->debug_desc ()); |
|
|
268 | op->set_speed (0); |
1172 | continue; |
269 | continue; |
1173 | } |
270 | } |
1174 | |
271 | |
1175 | if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL) |
|
|
1176 | { |
|
|
1177 | LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count); |
|
|
1178 | op->speed = 0; |
|
|
1179 | update_ob_speed (op); |
|
|
1180 | continue; |
|
|
1181 | } |
|
|
1182 | |
|
|
1183 | if (map != NULL && op->map != map) |
|
|
1184 | continue; |
|
|
1185 | |
|
|
1186 | /* Animate the object. Bug of feature that andim_speed |
272 | /* Animate the object. Bug or feature that anim_speed |
1187 | * is based on ticks, and not the creatures speed? |
273 | * is based on ticks, and not the creatures speed? |
1188 | */ |
274 | */ |
1189 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
275 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
1190 | { |
276 | { |
1191 | if ((op->type == PLAYER) || (op->type == MONSTER)) |
|
|
1192 | animate_object (op, op->facing); |
|
|
1193 | else |
|
|
1194 | animate_object (op, op->direction); |
277 | animate_object (op, op->contr ? op->facing : op->direction); |
1195 | |
|
|
1196 | op->last_anim = 1; |
278 | op->last_anim = 1; |
1197 | } |
279 | } |
1198 | else |
280 | else |
1199 | op->last_anim++; |
281 | ++op->last_anim; |
1200 | |
282 | |
1201 | if (op->speed_left > 0) |
283 | if (expect_false (op->speed_left > 0.f)) |
1202 | { |
|
|
1203 | #if 0 |
|
|
1204 | /* I've seen occasional crashes in move_symptom() with it |
|
|
1205 | * crashing because op is removed - add some debugging to |
|
|
1206 | * track if it is removed at this point. |
|
|
1207 | * This unfortunately is a bit too verbose it seems - not sure |
|
|
1208 | * why - I think what happens is a map is freed or something and |
|
|
1209 | * some objects get 'lost' - removed never to be reclaimed. |
|
|
1210 | * removed objects generally shouldn't exist. |
|
|
1211 | */ |
|
|
1212 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
1213 | { |
284 | { |
1214 | LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null"); |
|
|
1215 | } |
|
|
1216 | #endif |
|
|
1217 | --op->speed_left; |
285 | --op->speed_left; |
1218 | process_object (op); |
286 | process_object (op); |
1219 | |
|
|
1220 | if (op->destroyed ()) |
|
|
1221 | continue; |
|
|
1222 | } |
287 | } |
1223 | |
288 | |
1224 | if (settings.casting_time == TRUE && op->casting_time > 0) |
289 | // this will destroy the speed_left value for players, but |
1225 | op->casting_time--; |
290 | // process_players1 and ..2 save/restore the real value, |
1226 | |
291 | // so we can avoid a costly test here. |
1227 | if (op->speed_left <= 0) |
292 | op->speed_left = min (op->speed, op->speed_left + op->speed); |
1228 | op->speed_left += FABS (op->speed); |
|
|
1229 | } |
293 | } |
1230 | |
294 | |
1231 | /* Remove marker object from active list */ |
|
|
1232 | if (marker->active_prev != NULL) |
|
|
1233 | marker->active_prev->active_next = NULL; |
|
|
1234 | else |
|
|
1235 | active_objects = NULL; |
|
|
1236 | |
|
|
1237 | process_players2 (map); |
295 | process_players2 (); |
1238 | } |
|
|
1239 | |
|
|
1240 | void |
|
|
1241 | clean_tmp_files (void) |
|
|
1242 | { |
|
|
1243 | mapstruct *m, *next; |
|
|
1244 | |
|
|
1245 | LOG (llevInfo, "Cleaning up...\n"); |
|
|
1246 | |
|
|
1247 | /* We save the maps - it may not be intuitive why, but if there are unique |
|
|
1248 | * items, we need to save the map so they get saved off. Perhaps we should |
|
|
1249 | * just make a special function that only saves the unique items. |
|
|
1250 | */ |
|
|
1251 | for (m = first_map; m != NULL; m = next) |
|
|
1252 | { |
|
|
1253 | next = m->next; |
|
|
1254 | if (m->in_memory == MAP_IN_MEMORY) |
|
|
1255 | { |
|
|
1256 | /* If we want to reuse the temp maps, swap it out (note that will also |
|
|
1257 | * update the log file. Otherwise, save the map (mostly for unique item |
|
|
1258 | * stuff). Note that the clean_tmp_map is called after the end of |
|
|
1259 | * the for loop but is in the #else bracket. IF we are recycling the maps, |
|
|
1260 | * we certainly don't want the temp maps removed. |
|
|
1261 | */ |
|
|
1262 | |
|
|
1263 | /* XXX The above comment is dead wrong */ |
|
|
1264 | if (settings.recycle_tmp_maps == TRUE) |
|
|
1265 | swap_map (m); |
|
|
1266 | else |
|
|
1267 | { |
|
|
1268 | new_save_map (m, 0); /* note we save here into a overlay map */ |
|
|
1269 | clean_tmp_map (m); |
|
|
1270 | } |
|
|
1271 | } |
|
|
1272 | } |
|
|
1273 | write_todclock (); /* lets just write the clock here */ |
|
|
1274 | } |
296 | } |
1275 | |
297 | |
1276 | /* clean up everything before exiting */ |
298 | /* clean up everything before exiting */ |
1277 | void |
299 | void |
1278 | cleanup (void) |
300 | emergency_save () |
1279 | { |
301 | { |
1280 | LOG (llevDebug, "Cleanup called.\n"); |
302 | LOG (llevInfo, "emergency_save: enter\n"); |
|
|
303 | |
|
|
304 | LOG (llevInfo, "emergency_save: saving book archive\n"); |
1281 | write_book_archive (); |
305 | write_book_archive (); |
1282 | |
306 | |
|
|
307 | cfperl_emergency_save (); |
|
|
308 | |
|
|
309 | LOG (llevInfo, "emergency_save: leave\n"); |
|
|
310 | } |
|
|
311 | |
|
|
312 | // send all clients some informational text |
|
|
313 | static void |
|
|
314 | cleanup_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 */ |
|
|
332 | void |
|
|
333 | cleanup (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"); |
1283 | INVOKE_GLOBAL (CLEANUP); |
354 | INVOKE_GLOBAL (CLEANUP); |
1284 | |
355 | |
1285 | _exit (0); |
356 | LOG (llevDebug, "cleanup done.\n"); |
1286 | } |
|
|
1287 | |
357 | |
1288 | void |
358 | log_cleanup (); |
1289 | leave (player *pl, int draw_exit) |
|
|
1290 | { |
|
|
1291 | if (pl != NULL) |
|
|
1292 | { |
|
|
1293 | /* We do this so that the socket handling routine can do the final |
|
|
1294 | * cleanup. We also leave that loop to actually handle the freeing |
|
|
1295 | * of the data. |
|
|
1296 | */ |
|
|
1297 | if (pl->ob->type != DEAD_OBJECT) |
|
|
1298 | { |
|
|
1299 | pl->socket.status = Ns_Dead; |
|
|
1300 | |
359 | |
1301 | /* If a hidden dm dropped connection do not create |
360 | if (make_core) |
1302 | * inconsistencies by showing that they have left the game |
361 | cleanup_inform (cause, make_core); |
1303 | */ |
362 | else |
1304 | if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden) |
|
|
1305 | && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD)) |
|
|
1306 | { |
|
|
1307 | if (pl->ob->map) |
|
|
1308 | { |
|
|
1309 | INVOKE_PLAYER (LOGOUT, pl); |
|
|
1310 | LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host); |
|
|
1311 | } |
|
|
1312 | |
|
|
1313 | char buf[MAX_BUF]; |
|
|
1314 | |
|
|
1315 | sprintf (buf, "%s left the game.", &pl->ob->name); |
|
|
1316 | new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf); |
|
|
1317 | } |
|
|
1318 | |
|
|
1319 | if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
|
|
1320 | leave_map (pl->ob); |
|
|
1321 | |
|
|
1322 | pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ |
|
|
1323 | } |
|
|
1324 | } |
363 | { |
1325 | } |
364 | new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting."); |
1326 | |
365 | new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE); |
1327 | int |
366 | client::flush_sockets (); |
1328 | forbid_play (void) |
|
|
1329 | { |
|
|
1330 | #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE) |
|
|
1331 | char buf[MAX_BUF], day[MAX_BUF]; |
|
|
1332 | FILE *fp; |
|
|
1333 | time_t clock; |
|
|
1334 | struct tm *tm; |
|
|
1335 | int i, start, stop, forbit = 0, comp; |
|
|
1336 | |
|
|
1337 | clock = time (NULL); |
|
|
1338 | tm = (struct tm *) localtime (&clock); |
|
|
1339 | |
|
|
1340 | sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); |
|
|
1341 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
1342 | return 0; |
|
|
1343 | |
|
|
1344 | while (fgets (buf, MAX_BUF, fp)) |
|
|
1345 | { |
367 | } |
1346 | if (buf[0] == '#') |
|
|
1347 | continue; |
|
|
1348 | if (!strncmp (buf, "msg", 3)) |
|
|
1349 | { |
|
|
1350 | if (forbit) |
|
|
1351 | while (fgets (buf, MAX_BUF, fp)) /* print message */ |
|
|
1352 | fputs (buf, logfile); |
|
|
1353 | break; |
|
|
1354 | |
368 | |
1355 | } |
369 | cfperl_cleanup (make_core); |
1356 | else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) |
370 | _exit (make_core); |
1357 | { |
|
|
1358 | LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n"); |
|
|
1359 | continue; |
|
|
1360 | } |
|
|
1361 | |
|
|
1362 | for (i = 0; i < 7; i++) |
|
|
1363 | { |
|
|
1364 | if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop)) |
|
|
1365 | forbit = 1; |
|
|
1366 | } |
|
|
1367 | } |
|
|
1368 | |
|
|
1369 | close_and_delete (fp, comp); |
|
|
1370 | |
|
|
1371 | return forbit; |
|
|
1372 | #else |
|
|
1373 | return 0; |
|
|
1374 | #endif |
|
|
1375 | } |
371 | } |
1376 | |
372 | |
1377 | /* |
373 | /* |
1378 | * 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. |
1379 | * 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 |
1380 | * 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. |
1381 | * 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 |
1382 | * 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 |
1383 | * 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 |
1384 | * 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 |
1385 | * done on the same tick, but that will happen very infrequently |
381 | * done on the same tick, but that will happen very infrequently |
1386 | * |
382 | * |
1387 | * 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 |
1388 | * doing the various things. |
384 | * doing the various things. |
1389 | */ |
385 | */ |
|
|
386 | static void |
|
|
387 | do_specials () |
|
|
388 | { |
|
|
389 | shstr::gc (); |
|
|
390 | archetype::gc (); |
1390 | |
391 | |
1391 | extern 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 | } |
1392 | |
410 | |
1393 | void |
411 | void |
1394 | do_specials (void) |
412 | one_tick () |
1395 | { |
413 | { |
1396 | |
414 | // first do the user visible stuff |
1397 | #ifdef WATCHDOG |
|
|
1398 | if (!(pticks % 503)) |
|
|
1399 | watchdog (); |
|
|
1400 | #endif |
|
|
1401 | |
|
|
1402 | if (!(pticks % PTICKS_PER_CLOCK)) |
|
|
1403 | tick_the_clock (); |
|
|
1404 | |
|
|
1405 | if (!(pticks % 7)) |
|
|
1406 | shstr::gc (); |
|
|
1407 | |
|
|
1408 | if (!(pticks % 79)) |
|
|
1409 | flush_old_maps (); /* Clears the tmp-files of maps which have reset */ |
|
|
1410 | |
|
|
1411 | if (!(pticks % 2503)) |
|
|
1412 | fix_weight (); /* Hack to fix weightproblems caused by bugs */ |
|
|
1413 | |
|
|
1414 | if (!(pticks % 2521)) |
|
|
1415 | metaserver_update (); /* 2500 ticks is about 5 minutes */ |
|
|
1416 | |
|
|
1417 | if (!(pticks % 5003)) |
|
|
1418 | write_book_archive (); |
|
|
1419 | |
|
|
1420 | if (!(pticks % 5009)) |
|
|
1421 | clean_friendly_list (); |
|
|
1422 | |
|
|
1423 | if (!(pticks % 5011)) |
|
|
1424 | obsolete_parties (); |
|
|
1425 | |
|
|
1426 | if (!(pticks % 12503)) |
|
|
1427 | fix_luck (); |
|
|
1428 | } |
|
|
1429 | |
|
|
1430 | void |
|
|
1431 | server_tick () |
|
|
1432 | { |
|
|
1433 | nroferrors = 0; |
|
|
1434 | |
|
|
1435 | doeric_server (); |
|
|
1436 | INVOKE_GLOBAL (CLOCK); |
415 | INVOKE_GLOBAL (CLOCK); |
1437 | process_events (NULL); /* "do" something with objects with speed */ |
416 | process_events (); // "do" something with objects with speed |
1438 | flush_sockets (); |
417 | client::clock (); // draw client maps etc. |
1439 | check_active_maps (); /* Removes unused maps after a certain timeout */ |
418 | |
|
|
419 | // then do some bookkeeping, should not really be here |
1440 | do_specials (); /* Routines called from time to time. */ |
420 | do_specials (); /* Routines called from time to time. */ |
1441 | object::free_mortals (); |
421 | attachable::check_mortals (); |
1442 | |
422 | |
1443 | ++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"); |
1444 | } |
426 | } |
1445 | |
427 | |
|
|
428 | // normal main |
1446 | int |
429 | int |
1447 | main (int argc, char **argv) |
430 | main (int argc, char **argv) |
1448 | { |
431 | { |
1449 | settings.argc = argc; |
432 | settings.argc = argc; |
1450 | settings.argv = argv; |
433 | settings.argv = argv; |
1451 | |
434 | |
1452 | cfperl_init (); |
435 | rndm.seed (time (0)); |
1453 | |
436 | |
|
|
437 | // temporary(?) testing hack |
|
|
438 | if (argc >= 2 && !strcmp (argv [1], "--noise")) |
|
|
439 | { |
|
|
440 | void noise_test (); |
|
|
441 | noise_test (); |
|
|
442 | exit (0); |
|
|
443 | } |
|
|
444 | |
|
|
445 | #if 0 |
|
|
446 | // code sometiems used for timing benchmarks |
|
|
447 | random_number_generator<freeciv_random_generator> rng; |
|
|
448 | rng.seed(0); |
|
|
449 | for (int i = 0; i < 10; ++i) |
|
|
450 | printf ("%08x\n", rng.get_u32()); |
|
|
451 | for (int i = 0; i < 1000000; ++i) |
|
|
452 | volatile int r = rng.get_u32 (); |
|
|
453 | cstamp s = stamp (); |
|
|
454 | for (int i = 0; i < 1000000; ++i) |
|
|
455 | volatile int r = rng.next (); |
|
|
456 | printf ("c %d\n", (int)measure (s)); |
|
|
457 | exit (0); |
|
|
458 | #endif |
|
|
459 | |
1454 | init (argc, argv); |
460 | init (argc, argv); |
1455 | |
|
|
1456 | initPlugins (); |
|
|
1457 | |
461 | |
1458 | for (;;) |
462 | for (;;) |
1459 | cfperl_main (); |
463 | cfperl_main (); |
1460 | |
|
|
1461 | // unreached |
|
|
1462 | emergency_save (0); |
|
|
1463 | cleanup (); |
|
|
1464 | |
|
|
1465 | return 0; |
|
|
1466 | } |
464 | } |
|
|
465 | |