ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/main.C
(Generate patch)

Comparing deliantra/server/server/main.C (file contents):
Revision 1.58 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.179 by root, Sat Nov 17 23:33:18 2018 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
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} 42}
144 43
145/* 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
146 * savebed. We do some error checking - its possible that the 45 * savebed.
147 * savebed map may no longer exist, so we make sure the player
148 * goes someplace.
149 */ 46 */
150void 47void
151enter_player_savebed (object *op) 48enter_player_savebed (object *op)
152{ 49{
153 maptile *oldmap = op->map; 50 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
154 object *tmp;
155
156 tmp = object::create ();
157
158 EXIT_PATH (tmp) = op->contr->savebed_map;
159 EXIT_X (tmp) = op->contr->bed_x;
160 EXIT_Y (tmp) = op->contr->bed_y;
161 enter_exit (op, tmp);
162 /* If the player has not changed maps and the name does not match
163 * that of the savebed, his savebed map is gone. Lets go back
164 * to the emergency path. Update what the players savebed is
165 * while we're at it.
166 */
167 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
168 {
169 LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
170 settings.emergency_mapname, &op->name, op->contr->savebed_map);
171 strcpy (op->contr->savebed_map, settings.emergency_mapname);
172 op->contr->bed_x = settings.emergency_x;
173 op->contr->bed_y = settings.emergency_y;
174 EXIT_PATH (tmp) = op->contr->savebed_map;
175 EXIT_X (tmp) = op->contr->bed_x;
176 EXIT_Y (tmp) = op->contr->bed_y;
177 enter_exit (op, tmp);
178 }
179
180 tmp->destroy ();
181}
182
183/* All this really is is a glorified remove_object that also updates
184 * the counts on the map if needed.
185 */
186void
187leave_map (object *op)
188{
189 maptile *oldmap = op->map;
190
191 op->remove ();
192
193 if (oldmap)
194 {
195 if (!op->contr->hidden)
196 oldmap->players--;
197
198 if (oldmap->players <= 0)
199 /* can be less than zero due to errors in tracking this */
200 set_map_timeout (oldmap);
201 }
202} 51}
203 52
204/* 53/*
205 * 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
206 * 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
207 * 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
208 * whatever reason. If default map coordinates are to be used, then 57 * whatever reason. If default map coordinates are to be used, then
209 * the function that calls this should figure them out. 58 * the function that calls this should figure them out.
210 */ 59 */
211static void 60bool
212enter_map (object *op, maptile *newmap, int x, int y) 61object::enter_map (maptile *newmap, int x, int y)
213{ 62{
214 maptile *oldmap = op->map; 63 if (destroyed () || !newmap || !newmap->linkable ())
64 return false;
215 65
216 if (out_of_map (newmap, x, y)) 66 if (out_of_map (newmap, x, y))
217 { 67 {
218 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);
219 x = newmap->enter_x; 69 x = newmap->enter_x;
220 y = newmap->enter_y; 70 y = newmap->enter_y;
221 if (out_of_map (newmap, x, y)) 71 if (out_of_map (newmap, x, y))
222 { 72 {
223 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",
224 newmap->path, x, y, newmap->width, newmap->height); 74 &newmap->path, x, y, newmap->width, newmap->height);
225 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 75 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
226 return; 76 return false;
227 } 77 }
228 } 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 ();
229 86
230 /* try to find a spot for the player */ 87 /* try to find a spot for the player */
231 if (ob_blocked (op, newmap, x, y)) 88 if (blocked (newmap, x, y))
232 { /* First choice blocked */ 89 { /* First choice blocked */
233 /* 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.
234 * 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,
235 * 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
236 * if other spaces around are available. 93 * if other spaces around are available.
237 * 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
238 * 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.
239 */ 96 */
240 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);
241 98
242 if (i == -1) 99 if (i < 0)
243 { 100 {
244 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 101 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
245 if (i == -1) 102 if (i < 0)
246 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
247 }
248
249 if (i != -1)
250 { 104 }
251 x += freearr_x[i]; 105
252 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 }
253 } 118 }
254 else 119 else
255 {
256 /* not much we can do in this case. */ 120 /* not much we can do in this case. */
257 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);
258 } 122 }
259 } /* end if looking for free spot */
260 123
261 if (op->map) 124 if (contr && map != newmap)
262 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 125 {
263 return;
264
265 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)))
266 return; 127 return false;
267 128
268 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)))
269 return; 130 return false;
270
271 /* If it is a player login, he has yet to be inserted anyplace.
272 * otherwise, we need to deal with removing the player here.
273 */
274 op->remove ();
275
276 /* remove_ob clears these so they must be reset after the remove_ob call */
277 op->x = x;
278 op->y = y;
279 op->map = newmap;
280
281 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
282
283 if (!op->contr->hidden)
284 newmap->players++;
285
286 newmap->timeout = 0;
287 op->enemy = NULL;
288
289 if (op->contr)
290 { 131 }
291 strcpy (op->contr->maplevel, newmap->path); 132
292 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
293 } 141 {
294 142 if (contr)
295 /* Update any golems */
296 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
297 {
298 int i = find_free_spot (op->contr->ranges[range_golem], newmap,
299 x, y, 1, SIZEOFFREE);
300
301 op->contr->ranges[range_golem]->remove ();
302
303 if (i == -1)
304 {
305 remove_friendly_object (op->contr->ranges[range_golem]);
306 op->contr->ranges[range_golem]->destroy ();
307 op->contr->ranges[range_golem] = 0;
308 } 143 {
309 else 144 contr->maplevel = newmap->path;
310 { 145 contr->count = 0;
311 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) 146
147 /* Update any golems */
148 if (object *golem = contr->golem)
312 { 149 {
313 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);
314 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
315 tmp->map = newmap;
316 }
317 151
318 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
319 op->contr->ranges[range_golem]->direction =
320 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
321 }
322 }
323
324 op->direction = 0;
325
326 /* since the players map is already loaded, we don't need to worry
327 * about pending objects.
328 */
329 remove_all_pets (newmap);
330
331 /* If the player is changing maps, we need to do some special things
332 * Do this after the player is on the new map - otherwise the force swap of the
333 * old map does not work.
334 */
335 if (oldmap != newmap)
336 {
337 if (oldmap) /* adjust old map */
338 {
339 oldmap->players--;
340
341 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
342 set_map_timeout (oldmap);
343 }
344 }
345}
346
347void
348set_map_timeout (maptile *oldmap)
349{
350#if MAP_MAXTIMEOUT
351 oldmap->timeout = oldmap->timeout;
352 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
353 * lower than the min value.
354 */
355# if MAP_MINTIMEOUT
356 if (oldmap->timeout < MAP_MINTIMEOUT)
357 oldmap->timeout = MAP_MINTIMEOUT;
358# endif
359
360 if (oldmap->timeout > MAP_MAXTIMEOUT)
361 oldmap->timeout = MAP_MAXTIMEOUT;
362
363#else
364 /* save out the map */
365 swap_map (oldmap);
366#endif /* MAP_MAXTIMEOUT */
367}
368
369
370/* clean_path takes a path and replaces all / with _
371 * We do a strcpy so that we do not change the original string.
372 */
373char *
374clean_path (const char *file)
375{
376 static char newpath[MAX_BUF], *cp;
377 assign (newpath, file);
378
379 for (cp = newpath; *cp != '\0'; cp++)
380 if (*cp == '/')
381 *cp = '_';
382
383 return newpath;
384}
385
386
387/* unclean_path takes a path and replaces all _ with /
388 * This basically undoes clean path.
389 * We do a strcpy so that we do not change the original string.
390 * We are smart enough to start after the last / in case we
391 * are getting passed a string that points to a unique map
392 * path.
393 */
394char *
395unclean_path (const char *src)
396{
397 static char newpath[MAX_BUF], *cp;
398
399 cp = strrchr (src, '/');
400 assign (newpath, cp ? cp + 1 : src);
401
402 for (cp = newpath; *cp != '\0'; cp++)
403 if (*cp == '_')
404 *cp = '/';
405
406 return newpath;
407}
408
409
410/* The player is trying to enter a randomly generated map. In this case, generate the
411 * random map as needed.
412 */
413
414static void
415enter_random_map (object *pl, object *exit_ob)
416{
417 maptile *new_map;
418 char newmap_name[HUGE_BUF], *cp;
419 static int reference_number = 0;
420 RMParms rp;
421
422 memset (&rp, 0, sizeof (RMParms));
423 rp.Xsize = -1;
424 rp.Ysize = -1;
425 rp.region = get_region_by_map (exit_ob->map);
426 if (exit_ob->msg)
427 set_random_map_variable (&rp, exit_ob->msg);
428 rp.origin_x = exit_ob->x;
429 rp.origin_y = exit_ob->y;
430 strcpy (rp.origin_map, pl->map->path);
431
432 /* If we have a final_map, use it as a base name to give some clue
433 * as where the player is. Otherwise, use the origin map.
434 */
435 sprintf (newmap_name, "/random%s+%04d",
436 *rp.final_map ? rp.final_map : rp.origin_map,
437 reference_number++);
438
439 /* now to generate the actual map. */
440 new_map = generate_random_map (newmap_name, &rp);
441
442 /* Update the exit_ob so it now points directly at the newly created
443 * random maps. Not that it is likely to happen, but it does mean that a
444 * exit in a unique map leading to a random map will not work properly.
445 * It also means that if the created random map gets reset before
446 * the exit leading to it, that the exit will no longer work.
447 */
448 if (new_map)
449 {
450 int x, y;
451
452 x = EXIT_X (exit_ob) = new_map->enter_x;
453 y = EXIT_Y (exit_ob) = new_map->enter_y;
454 EXIT_PATH (exit_ob) = newmap_name;
455 strcpy (new_map->path, newmap_name);
456 enter_map (pl, new_map, x, y);
457 }
458}
459
460/* The player is trying to enter a non-randomly generated template map. In this
461 * case, use a map file for a template
462 */
463
464static void
465enter_fixed_template_map (object *pl, object *exit_ob)
466{
467 maptile *new_map;
468 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
469 const char *new_map_name;
470
471 /* Split the exit path string into two parts, one
472 * for where to store the map, and one for were
473 * to generate the map from.
474 */
475 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
476 sourcemap = strchr (exitpath, '!');
477 if (!sourcemap)
478 {
479 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
480 /* Should only occur when no source map is set.
481 */
482 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
483 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
484 return;
485 }
486
487 *sourcemap++ = '\0';
488
489 /* If we are not coming from a template map, we can use relative directories
490 * for the map to generate from.
491 */
492 if (!exit_ob->map->templatemap)
493 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
494
495 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
496 * of the exit, and the name of the map the exit is on, respectively.
497 */
498 sprintf (tmpnum, "%d", exit_ob->x);
499 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
500
501 sprintf (tmpnum, "%d", exit_ob->y);
502 sprintf (tmpstring, "%s", resultname);
503 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
504
505 sprintf (tmpstring, "%s", resultname);
506 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
507
508 /* If we are coming from another template map, use reletive paths unless
509 * indicated otherwise.
510 */
511 if (exit_ob->map->templatemap && (resultname[0] != '/'))
512 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
513 else
514 new_map_name = create_template_pathname (resultname);
515
516 /* Attempt to load the map, if unable to, then
517 * create the map from the template.
518 */
519 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
520 if (!new_map)
521 {
522 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
523 if (new_map)
524 fix_auto_apply (new_map);
525 }
526
527 if (new_map)
528 {
529 /* set the path of the map to where it should be
530 * so we don't just save over the source map.
531 */
532 strcpy (new_map->path, new_map_name);
533 new_map->templatemap = 1;
534 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
535 }
536 else
537 {
538 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
539 /* Should only occur when an invalid source map is set.
540 */
541 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
542 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
543 }
544}
545
546/* The player is trying to enter a randomly generated template map. In this
547 * case, generate the map as needed.
548 */
549
550static void
551enter_random_template_map (object *pl, object *exit_ob)
552{
553 maptile *new_map;
554 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
555 const char *new_map_name;
556 RMParms rp;
557
558 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
559 * of the exit, and the name of the map the exit is on, respectively.
560 */
561 sprintf (tmpnum, "%d", exit_ob->x);
562 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
563
564 sprintf (tmpnum, "%d", exit_ob->y);
565 sprintf (tmpstring, "%s", resultname);
566 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
567
568 sprintf (tmpstring, "%s", resultname);
569 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
570
571 /* If we are coming from another template map, use reletive paths unless
572 * indicated otherwise.
573 */
574 if (exit_ob->map->templatemap && (resultname[0] != '/'))
575 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
576 else
577 new_map_name = create_template_pathname (resultname);
578
579 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
580 if (!new_map)
581 {
582 memset (&rp, 0, sizeof (RMParms));
583 rp.Xsize = -1;
584 rp.Ysize = -1;
585 rp.region = get_region_by_map (exit_ob->map);
586 if (exit_ob->msg)
587 set_random_map_variable (&rp, exit_ob->msg);
588 rp.origin_x = exit_ob->x;
589 rp.origin_y = exit_ob->y;
590 strcpy (rp.origin_map, pl->map->path);
591
592 /* now to generate the actual map. */
593 new_map = generate_random_map (new_map_name, &rp);
594 }
595
596
597 /* Update the exit_ob so it now points directly at the newly created
598 * random maps. Not that it is likely to happen, but it does mean that a
599 * exit in a unique map leading to a random map will not work properly.
600 * It also means that if the created random map gets reset before
601 * the exit leading to it, that the exit will no longer work.
602 */
603 if (new_map)
604 {
605 int x, y;
606
607 x = EXIT_X (exit_ob) = new_map->enter_x;
608 y = EXIT_Y (exit_ob) = new_map->enter_y;
609 new_map->templatemap = 1;
610 enter_map (pl, new_map, x, y);
611 }
612}
613
614
615/* Code to enter/detect a character entering a unique map.
616 */
617static void
618enter_unique_map (object *op, object *exit_ob)
619{
620 char apartment[HUGE_BUF];
621 maptile *newmap;
622
623 if (EXIT_PATH (exit_ob)[0] == '/')
624 {
625 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
626 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
627 if (!newmap)
628 {
629 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
630 if (newmap)
631 fix_auto_apply (newmap);
632 }
633 }
634 else
635 { /* relative directory */
636 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
637
638 if (exit_ob->map->unique)
639 {
640
641 strcpy (reldir, unclean_path (exit_ob->map->path));
642
643 /* Need to copy this over, as clean_path only has one static return buffer */
644 strcpy (tmpc, clean_path (reldir));
645 /* Remove final component, if any */
646 if ((cp = strrchr (tmpc, '_')) != NULL)
647 *cp = 0;
648
649 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
650
651 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
652 if (!newmap)
653 {
654 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
655 if (newmap) 152 if (i < 0)
656 fix_auto_apply (newmap); 153 golem->drop_and_destroy ();
657 }
658 }
659 else
660 {
661 /* The exit is unique, but the map we are coming from is not unique. So
662 * use the basic logic - don't need to demangle the path name
663 */
664 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
665 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
666 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
667 if (!newmap)
668 {
669 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
670 if (newmap)
671 fix_auto_apply (newmap);
672 }
673 }
674 }
675
676 if (newmap)
677 {
678 strcpy (newmap->path, apartment);
679 newmap->unique = 1;
680 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
681 }
682 else
683 {
684 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
685 /* Perhaps not critical, but I would think that the unique maps
686 * should be new enough this does not happen. This also creates
687 * a strange situation where some players could perhaps have visited
688 * such a map before it was removed, so they have the private
689 * map, but other players can't get it anymore.
690 */
691 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
692 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
693 }
694
695}
696
697
698/* Tries to move 'op' to exit_ob. op is the character or monster that is
699 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
700 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
701 * move the object to. This is used when loading the player.
702 *
703 * Largely redone by MSW 2001-01-21 - this function was overly complex
704 * and had some obscure bugs.
705 */
706
707void
708enter_exit (object *op, object *exit_ob)
709{
710#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
711 object *tmp;
712
713 /* It may be nice to support other creatures moving across
714 * exits, but right now a lot of the code looks at op->contr,
715 * so that is an RFE.
716 */
717 if (op->type != PLAYER)
718 return;
719
720 /* First, lets figure out what map the player is going to go to */
721 if (exit_ob)
722 {
723 /* check to see if we make a template map */
724 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
725 {
726 if (EXIT_PATH (exit_ob)[2] == '!')
727 {
728 /* generate a template map randomly */
729 enter_random_template_map (op, exit_ob);
730 }
731 else 154 else
732 {
733 /* generate a template map from a fixed template */
734 enter_fixed_template_map (op, exit_ob);
735 }
736 }
737 /* check to see if we make a randomly generated map */
738 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
739 {
740 enter_random_map (op, exit_ob);
741 }
742 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
743 {
744 enter_unique_map (op, exit_ob);
745 }
746 else
747 {
748 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
749
750 /* 'Normal' exits that do not do anything special
751 * Simple enough we don't need another routine for it.
752 */
753 maptile *newmap;
754
755 if (exit_ob->map)
756 {
757 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
758 /* Random map was previously generated, but is no longer about. Lets generate a new
759 * map.
760 */
761 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
762 { 155 {
763 /* Maps that go down have a message set. However, maps that go 156 newmap->insert (golem, x + DIRX (i), y + DIRY (i));
764 * 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);
765 * point generating a random map, because it won't match the maps.
766 */
767 if (exit_ob->msg)
768 {
769 enter_random_map (op, exit_ob);
770 }
771 else
772 {
773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
774 return;
775 }
776
777 /* For exits that cause damages (like pits). Don't know if any
778 * random maps use this or not.
779 */
780 if (exit_ob->stats.dam && op->type == PLAYER)
781 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
782 return;
783 } 158 }
784 } 159 }
785 else
786 {
787 /* For word of recall and other force objects
788 * They contain the full pathname of the map to go back to,
789 * so we don't need to normalize it.
790 * But we do need to see if it is unique or not
791 */
792 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
793 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
794 else
795 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
796 } 160 }
797 if (!newmap)
798 {
799 if (exit_ob->name)
800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
801 /* don't cry to momma if name is not set - as in tmp objects
802 * used by the savebed code and character creation */
803 return;
804 }
805 161
806 /* 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
807 * I will note for example that with this method, it is impossible to 163 * about pending objects.
808 * set 0,0 destination coordinates. Really, if we want to support
809 * using the new maps default coordinates, the exit ob should use
810 * something like -1, -1 so it is clear to do that.
811 */
812 if (x == 0 && y == 0)
813 {
814 x = newmap->enter_x;
815 y = newmap->enter_y;
816 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
817 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
818 }
819
820 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
821 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
822 {
823 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
824 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
825 {
826 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
827 break;
828 }
829 if (tmp)
830 {
831 tmp->remove ();
832 tmp->destroy ();
833 }
834
835 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
836 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
837 op->contr->save ();
838 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
839 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
840 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
841 }
842
843 enter_map (op, newmap, x, y);
844 }
845 /* For exits that cause damages (like pits) */
846 if (exit_ob->stats.dam && op->type == PLAYER)
847 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
848 }
849 else
850 {
851 int flags = 0;
852 maptile *newmap;
853
854 /* Hypothetically, I guess its possible that a standard map matches
855 * the localdir, but that seems pretty unlikely - unlikely enough that
856 * I'm not going to attempt to try to deal with that possibility.
857 * We use the fact that when a player saves on a unique map, it prepends
858 * the localdir to that name. So its an easy way to see of the map is
859 * unique or not.
860 */ 164 */
861 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir))) 165 move_all_pets ();
862 flags = MAP_PLAYER_UNIQUE;
863 166
864 /* newmap returns the map (if already loaded), or loads it for 167 return true;
865 * us.
866 */
867 newmap = ready_map_name (op->contr->maplevel, flags);
868 if (!newmap)
869 {
870 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
871 newmap = ready_map_name (settings.emergency_mapname, 0);
872 op->x = settings.emergency_x;
873 op->y = settings.emergency_y;
874 /* If we can't load the emergency map, something is probably really
875 * screwed up, so bail out now.
876 */
877 if (!newmap)
878 {
879 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
880 abort ();
881 }
882 }
883
884 enter_map (op, newmap, op->x, op->y);
885 } 168 }
169
170 return false;
886} 171}
887 172
888/* process_players1 and process_players2 do all the player related stuff. 173/* process_players1 and process_players2 do all the player related stuff.
889 * 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
890 * 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
893 * is needed after the players have been updated. 178 * is needed after the players have been updated.
894 */ 179 */
895static void 180static void
896process_players1 () 181process_players1 ()
897{ 182{
898 int flag;
899
900 /* 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. */
901 for (flag = 1; flag != 0;) 184 for (int flag = 1; flag != 0;)
902 { 185 {
903 flag = 0; 186 flag = 0;
904 for_all_players (pl) 187 for_all_players (pl)
905 { 188 {
906 pl->refcnt_chk (); 189 pl->refcnt_chk ();
907 190
908 if (!pl->ob || !pl->ns) 191 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
909 continue; 192 continue;
910 193
911 if (pl->ob->speed_left > 0)
912 if (handle_newcs_player (pl->ob)) 194 if (handle_newcs_player (pl->ob))
913 flag = 1; 195 flag = 1;
914
915 /* If the player is not actively playing, don't make a
916 * backup save - nothing to save anyway. Plus, the
917 * map may not longer be valid. This can happen when the
918 * player quits - they exist for purposes of tracking on the map,
919 * but don't actually reside on any actual map.
920 */
921 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
922 continue;
923
924#ifdef AUTOSAVE
925 /* check for ST_PLAYING state so that we don't try to save off when
926 * the player is logging in.
927 */
928 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
929 {
930 pl->ob->contr->save ();
931 pl->last_save_tick = pticks;
932 } 196 }
933#endif 197 }
934 } /* end of for loop for all the players */
935 } /* for flag */
936 198
937 for_all_players (pl) 199 for_all_players (pl)
938 { 200 {
939 if (!pl->ob || !pl->ns) 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))
940 continue; 207 continue;
941 208
942 if (settings.casting_time)
943 {
944 if (pl->ob->casting_time > 0)
945 {
946 pl->ob->casting_time--;
947 pl->ob->start_holding = 1;
948 }
949
950 /* set spell_state so we can update the range in stats field */
951 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
952 pl->ob->start_holding = 0;
953 }
954
955 do_some_living (pl->ob); 209 do_some_living (ob);
956 } 210 }
957} 211}
958 212
959static void 213static void
960process_players2 () 214process_players2 ()
961{ 215{
962 /* 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 */
963 for_all_players (pl) 217 for_all_players (pl)
964 { 218 {
965 /* The code that did weapon_sp handling here was out of place - 219 // restore speed_left value saved by process_players1
966 * this isn't called until after the player has finished there
967 * actions, and is thus out of place. All we do here is bounds
968 * checking.
969 */
970 if (pl->has_hit)
971 {
972 if (pl->ob->speed_left > pl->weapon_sp)
973 pl->ob->speed_left = pl->weapon_sp;
974
975 /* This needs to be here - if the player is running, we need to
976 * clear this each tick, but new commands are not being received
977 * so execute_newserver_command() is never called
978 */
979 pl->has_hit = 0;
980 }
981 else if (pl->ob->speed_left > pl->ob->speed)
982 pl->ob->speed_left = pl->ob->speed; 220 pl->ob->speed_left = pl->speed_left_save;
983 }
984}
985 221
986void 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
987process_events () 228process_events ()
988{ 229{
989 object *op;
990
991 static object_ptr marker_;
992
993 if (!marker_)
994 marker_ = object::create ();
995
996 object *marker = marker_;
997
998 process_players1 (); 230 process_players1 ();
999 231
1000 marker->active_next = active_objects; 232 for_all_actives (op)
1001
1002 if (marker->active_next)
1003 marker->active_next->active_prev = marker;
1004
1005 marker->active_prev = 0;
1006 active_objects = marker;
1007
1008 while (marker->active_next)
1009 { 233 {
1010 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];
1011 241
1012 /* Move marker forward - swap op and marker */ 242 ecb_prefetch (&next->flag , 0, 1);
1013 op->active_prev = marker->active_prev; 243 ecb_prefetch (&next->speed , 0, 1);
1014 244 ecb_prefetch (&next->anim_speed, 0, 1);
1015 if (op->active_prev) 245 ecb_prefetch (&next->contr , 0, 1);
1016 op->active_prev->active_next = op; 246 }
1017 else
1018 active_objects = op;
1019
1020 marker->active_next = op->active_next;
1021
1022 if (marker->active_next)
1023 marker->active_next->active_prev = marker;
1024
1025 marker->active_prev = op;
1026 op->active_next = marker;
1027 247
1028 /* Now process op */ 248 /* Now process op */
1029 if (QUERY_FLAG (op, FLAG_FREED)) 249 if (expect_false (op->flag [FLAG_FREED]))
1030 { 250 {
1031 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 ());
1032 op->speed = 0; 252 op->set_speed (0);
1033 update_ob_speed (op);
1034 continue; 253 continue;
1035 } 254 }
1036 255
1037 /* I've seen occasional crashes due to this - the object is removed, 256 if (expect_false (!op->has_active_speed ()))
1038 * and thus the map it points to (last map it was on) may be bogus
1039 * The real bug is to try to find out the cause of this - someone
1040 * is probably calling remove_ob without either an insert_ob or
1041 * free_object afterwards, leaving an object dangling. But I'd
1042 * rather log this and continue on instead of crashing.
1043 * Don't remove players - when a player quits, the object is in
1044 * sort of a limbo, of removed, but something we want to keep
1045 * around.
1046 */ 257 {
1047 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1048 {
1049 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 258 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1050 char *dump = dump_object (op); 259 "but is on active list\n", op->debug_desc (), op->speed);
1051 LOG (llevError, dump); 260 op->set_speed (0);
1052 free (dump);
1053 op->destroy ();
1054 continue; 261 continue;
1055 } 262 }
1056 263
1057 if (!op->speed) 264 if (expect_false (op->flag [FLAG_REMOVED]))
1058 {
1059 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1060 "but is on active list\n", &op->arch->name);
1061 update_ob_speed (op);
1062 continue;
1063 } 265 {
1064 266 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
1065 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 267 op->debug_desc ());
1066 {
1067 LOG (llevError, "BUG: process_events(): Object without map or "
1068 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1069 op->speed = 0; 268 op->set_speed (0);
1070 update_ob_speed (op);
1071 continue; 269 continue;
1072 } 270 }
1073 271
1074 /* Animate the object. Bug or feature that anim_speed 272 /* Animate the object. Bug or feature that anim_speed
1075 * is based on ticks, and not the creatures speed? 273 * is based on ticks, and not the creatures speed?
1076 */ 274 */
1077 if (op->anim_speed && op->last_anim >= op->anim_speed) 275 if (op->anim_speed && op->last_anim >= op->anim_speed)
1078 { 276 {
1079 if ((op->type == PLAYER))
1080 animate_object (op, op->facing);
1081 else
1082 animate_object (op, op->direction); 277 animate_object (op, op->contr ? op->facing : op->direction);
1083
1084 op->last_anim = 1; 278 op->last_anim = 1;
1085 } 279 }
1086 else 280 else
1087 op->last_anim++; 281 ++op->last_anim;
1088 282
1089 if (op->speed_left > 0) 283 if (expect_false (op->speed_left > 0.f))
1090 {
1091#if 0
1092 /* I've seen occasional crashes in move_symptom() with it
1093 * crashing because op is removed - add some debugging to
1094 * track if it is removed at this point.
1095 * This unfortunately is a bit too verbose it seems - not sure
1096 * why - I think what happens is a map is freed or something and
1097 * some objects get 'lost' - removed never to be reclaimed.
1098 * removed objects generally shouldn't exist.
1099 */
1100 if (QUERY_FLAG (op, FLAG_REMOVED))
1101 { 284 {
1102 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1103 }
1104#endif
1105 --op->speed_left; 285 --op->speed_left;
1106 process_object (op); 286 process_object (op);
1107
1108 if (op->destroyed ())
1109 continue;
1110 } 287 }
1111 288
1112 if (settings.casting_time == TRUE && op->casting_time > 0) 289 // this will destroy the speed_left value for players, but
1113 op->casting_time--; 290 // process_players1 and ..2 save/restore the real value,
1114 291 // so we can avoid a costly test here.
1115 if (op->speed_left <= 0) 292 op->speed_left = min (op->speed, op->speed_left + op->speed);
1116 op->speed_left += FABS (op->speed);
1117 } 293 }
1118
1119 /* Remove marker object from active list */
1120 if (marker->active_prev != NULL)
1121 marker->active_prev->active_next = NULL;
1122 else
1123 active_objects = NULL;
1124 294
1125 process_players2 (); 295 process_players2 ();
1126}
1127
1128void
1129clean_tmp_files (void)
1130{
1131 maptile *m, *next;
1132
1133 LOG (llevInfo, "Cleaning up...\n");
1134
1135 /* We save the maps - it may not be intuitive why, but if there are unique
1136 * items, we need to save the map so they get saved off. Perhaps we should
1137 * just make a special function that only saves the unique items.
1138 */
1139 for (m = first_map; m; m = next)
1140 {
1141 next = m->next;
1142
1143 if (m->in_memory == MAP_IN_MEMORY)
1144 {
1145 /* If we want to reuse the temp maps, swap it out (note that will also
1146 * update the log file.
1147 */
1148
1149 swap_map (m);
1150 }
1151 }
1152
1153 write_todclock (); /* lets just write the clock here */
1154} 296}
1155 297
1156/* clean up everything before exiting */ 298/* clean up everything before exiting */
1157void 299void
1158cleanup (bool make_core) 300emergency_save ()
1159{ 301{
1160 LOG (llevDebug, "Cleanup called.\n"); 302 LOG (llevInfo, "emergency_save: enter\n");
1161 303
1162 if (init_done) 304 LOG (llevInfo, "emergency_save: saving book archive\n");
1163 {
1164 for_all_players (pl)
1165 pl->save (1);
1166
1167 for_all_players (pl)
1168 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1169 leave_map (pl->ob);
1170
1171 clean_tmp_files ();
1172 write_book_archive (); 305 write_book_archive ();
1173 306
1174 INVOKE_GLOBAL (CLEANUP); 307 cfperl_emergency_save ();
1175 } 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);
1176 320
1177 if (make_core) 321 if (make_core)
1178 abort (); 322 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
1179 else 323 else
1180 _exit (0); 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.");
1181}
1182 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 */
1183void 332void
1184leave (player *pl, int draw_exit) 333cleanup (const char *cause, bool make_core)
1185{ 334{
1186 if (pl) 335 if (make_core)
1187 { 336 fork_abort (cause);
1188 if (pl->ob->type != DEAD_OBJECT)
1189 {
1190 /* If a hidden dm dropped connection do not create
1191 * inconsistencies by showing that they have left the game
1192 */
1193 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1194 && draw_exit)
1195 {
1196 if (pl->ob->map)
1197 {
1198 INVOKE_PLAYER (LOGOUT, pl);
1199 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
1200 }
1201 337
1202 char buf[MAX_BUF]; 338 LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause);
1203 339
1204 sprintf (buf, "%s left the game.", &pl->ob->name); 340 if (!make_core)
1205 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf); 341 cleanup_inform (cause, make_core);
1206 }
1207 342
1208 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 343 LOG (llevDebug, "cleanup begin.\n");
1209 leave_map (pl->ob);
1210 344
1211 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ 345 if (init_done && !in_cleanup)
1212 }
1213
1214 /* We do this so that the socket handling routine can do the final
1215 * cleanup. We also leave that loop to actually handle the freeing
1216 * of the data.
1217 */
1218 if (pl->ns)
1219 pl->ns->destroy ();
1220
1221 } 346 {
1222} 347 in_cleanup = true;
1223 348 emergency_save ();
1224int
1225forbid_play (void)
1226{
1227#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1228 char buf[MAX_BUF], day[MAX_BUF];
1229 FILE *fp;
1230 time_t clock;
1231 struct tm *tm;
1232 int i, start, stop, forbit = 0, comp;
1233
1234 clock = time (NULL);
1235 tm = (struct tm *) localtime (&clock);
1236
1237 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1238 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1239 return 0;
1240
1241 while (fgets (buf, MAX_BUF, fp))
1242 { 349 }
1243 if (buf[0] == '#') 350 else
1244 continue; 351 in_cleanup = true;
1245 if (!strncmp (buf, "msg", 3))
1246 {
1247 if (forbit)
1248 while (fgets (buf, MAX_BUF, fp)) /* print message */
1249 fputs (buf, logfile);
1250 break;
1251 352
1252 } 353 LOG (llevDebug, "running cleanup handlers.\n");
1253 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) 354 INVOKE_GLOBAL (CLEANUP);
1254 {
1255 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1256 continue;
1257 }
1258 355
1259 for (i = 0; i < 7; i++) 356 LOG (llevDebug, "cleanup done.\n");
1260 { 357
1261 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop)) 358 log_cleanup ();
1262 forbit = 1; 359
1263 } 360 if (make_core)
361 cleanup_inform (cause, make_core);
362 else
1264 } 363 {
364 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
365 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
366 client::flush_sockets ();
367 }
1265 368
1266 close_and_delete (fp, comp); 369 cfperl_cleanup (make_core);
1267 370 _exit (make_core);
1268 return forbit;
1269#else
1270 return 0;
1271#endif
1272} 371}
1273 372
1274/* 373/*
1275 * 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.
1276 * 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
1277 * 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.
1278 * 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
1279 * 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
1280 * 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
1281 * 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
1282 * done on the same tick, but that will happen very infrequently 381 * done on the same tick, but that will happen very infrequently
1283 * 382 *
1284 * 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
1285 * doing the various things. 384 * doing the various things.
1286 */ 385 */
386static void
387do_specials ()
388{
389 shstr::gc ();
390 archetype::gc ();
1287 391
1288extern 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}
1289 410
1290void 411void
1291do_specials (void) 412one_tick ()
1292{ 413{
1293 if (!(pticks % PTICKS_PER_CLOCK))
1294 tick_the_clock ();
1295
1296 if (!(pticks % 7))
1297 shstr::gc ();
1298
1299 if (!(pticks % 79))
1300 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1301
1302 if (!(pticks % 2503))
1303 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1304
1305 if (!(pticks % 5003))
1306 write_book_archive ();
1307
1308 if (!(pticks % 5009))
1309 clean_friendly_list ();
1310
1311 if (!(pticks % 5011))
1312 obsolete_parties ();
1313
1314 if (!(pticks % 12503))
1315 fix_luck ();
1316}
1317
1318void
1319server_tick ()
1320{
1321 nroferrors = 0;
1322
1323 // first do the user visible stuff 414 // first do the user visible stuff
1324 doeric_server ();
1325 INVOKE_GLOBAL (CLOCK); 415 INVOKE_GLOBAL (CLOCK);
1326 process_events (); /* "do" something with objects with speed */ 416 process_events (); // "do" something with objects with speed
1327 flush_sockets (); 417 client::clock (); // draw client maps etc.
1328 418
1329 // then do some bookkeeping, should not really be here 419 // then do some bookkeeping, should not really be here
1330 check_active_maps (); /* Removes unused maps after a certain timeout */
1331 do_specials (); /* Routines called from time to time. */ 420 do_specials (); /* Routines called from time to time. */
1332 attachable::check_mortals (); 421 attachable::check_mortals ();
1333 422
1334 ++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");
1335} 426}
1336 427
428// normal main
1337int 429int
1338main (int argc, char **argv) 430main (int argc, char **argv)
1339{ 431{
1340 settings.argc = argc; 432 settings.argc = argc;
1341 settings.argv = argv; 433 settings.argv = argv;
1342 434
435 rndm.seed (time (0));
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
1343 init (argc, argv); 460 init (argc, argv);
1344
1345 initPlugins ();
1346 461
1347 for (;;) 462 for (;;)
1348 cfperl_main (); 463 cfperl_main ();
1349
1350 // unreached
1351 emergency_save (0);
1352 cleanup ();
1353
1354 return 0;
1355} 464}
465

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines