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 1.18 by root, Sun Sep 3 09:00:09 2006 UTC vs.
Revision 1.144 by root, Thu Nov 19 04:30:46 2009 UTC

1/* 1/*
2 * static char *rcsid_main_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: main.C,v 1.18 2006/09/03 09:00:09 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29#include <global.h> 25#include <global.h>
30#include <object.h> 26#include <object.h>
31#include <tod.h> 27#include <tod.h>
32 28
33#ifdef HAVE_DES_H
34#include <des.h>
35#else
36# ifdef HAVE_CRYPT_H
37# include <crypt.h>
38# endif
39#endif
40
41#ifndef __CEXTRACT__
42#include <sproto.h> 29#include <sproto.h>
43#endif
44
45#ifdef HAVE_TIME_H
46#include <time.h> 30#include <time.h>
47#endif 31
32#include <glib.h>
48 33
49#include <../random_maps/random_map.h> 34#include <../random_maps/random_map.h>
50#include <../random_maps/rproto.h> 35#include <../random_maps/rproto.h>
51#include "path.h" 36#include "path.h"
52 37
53shstr undead_name; 38void
54
55static char days[7][4] = {
56 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};
57
58void version(object *op) { 39version (object *op)
59 if(op!=NULL) 40{
60 clear_win_info(op);
61
62 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);
63
64/* If in a socket, don't print out the list of authors. It confuses the
65 * crossclient program.
66 */
67 if (op==NULL) return;
68 new_draw_info(NDI_UNIQUE, 0,op,"Authors and contributors to this program:");
69 new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)");
70 new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)");
71 new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
72 new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
73 new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)");
74 new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
75 new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)");
76 new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)");
77 new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
78 new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
79 new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)");
80 new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)");
81 new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)");
82 new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
83 new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
84 new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)");
85 new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)");
86 new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)");
87 new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)");
88 new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)");
89 new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)");
90 new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)");
91 new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)");
92 new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)");
93 new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)");
94 new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)");
95 new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
96 new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)");
97 new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)");
98 new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)");
99 new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)");
100 new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)");
101 new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)");
102 new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)");
103 new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)");
104 new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
105 new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)");
106 new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)");
107 new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David [david.delbecq@mailandnews.com]");
108 new_draw_info(NDI_UNIQUE, 0,op,"Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
109 new_draw_info(NDI_UNIQUE, 0,op,"Images and art:");
110 new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner");
111 new_draw_info(NDI_UNIQUE, 0,op,"David Gervais [david_eg@mail.com]");
112 new_draw_info(NDI_UNIQUE, 0,op,"Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
113 new_draw_info(NDI_UNIQUE, 0,op,"Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
114 new_draw_info(NDI_UNIQUE, 0,op,"Mårten Woxberg [maxmc@telia.com]");
115 new_draw_info(NDI_UNIQUE, 0,op,"And many more!");
116}
117
118void info_keys(object *op) {
119 clear_win_info(op);
120 new_draw_info(NDI_UNIQUE, 0,op,"Push `hjklynub' to walk in a direction.");
121 new_draw_info(NDI_UNIQUE, 0,op,"Shift + dir = fire, Ctrl + dir = run");
122 new_draw_info(NDI_UNIQUE, 0,op,"(To fire at yourself, hit `.'");
123 new_draw_info(NDI_UNIQUE, 0,op,"To attack, walk into the monsters.");
124 new_draw_info(NDI_UNIQUE, 0,op,"\" = speak ' = extended command");
125 new_draw_info(NDI_UNIQUE, 0,op,"i = inventory , = get : = look");
126 new_draw_info(NDI_UNIQUE, 0,op,"<> = rotate d = drop ? = help");
127 new_draw_info(NDI_UNIQUE, 0,op,"a = apply A = apply below t = throw");
128 new_draw_info(NDI_UNIQUE, 0,op,"e = examine E = exa below @ = autopick");
129 new_draw_info(NDI_UNIQUE, 0,op,"C = configure s = brace v = version");
130 new_draw_info(NDI_UNIQUE, 0,op,"+- = change range <tab> = browse spells");
131 new_draw_info(NDI_UNIQUE, 0,op,"x = change inventory type");
132 new_draw_info(NDI_UNIQUE, 0,op,"Mouse: L = examine, M = apply, R = drop/get");
133 new_draw_info(NDI_UNIQUE, 0,op,"'help = info about extended commands.");
134 new_draw_info(NDI_UNIQUE, 0,op,"Ctrl-R = refresh Ctrl-C = clear");
135 new_draw_info(NDI_UNIQUE, 0,op,"You can type a number before most commands.");
136 new_draw_info(NDI_UNIQUE, 0,op,"(For instance 3d drops 3 items.)");
137}
138
139void start_info(object *op) {
140 char buf[MAX_BUF];
141
142 sprintf(buf,"Welcome to Crossfire, v%s!",VERSION);
143 new_draw_info(NDI_UNIQUE, 0,op,buf);
144 new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help");
145 new_draw_info(NDI_UNIQUE, 0,op," ");
146 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op,
147 "%s entered the game.",&op->name);
148 if(!op->contr->name_changed) {
149 new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name");
150 new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list.");
151 new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)");
152 }
153}
154
155/* Really, there is no reason to crypt the passwords any system. But easier
156 * to just leave this enabled for backward compatibility. Put the
157 * simple case at top - no encryption - makes it easier to read.
158 */
159char *crypt_string(char *str, char *salt) {
160#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
161 return(str);
162#else
163 static char *c=
164 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
165 char s[2];
166
167 if(salt==NULL)
168 s[0]= c[RANDOM() % (int)strlen(c)],
169 s[1]= c[RANDOM() % (int)strlen(c)];
170 else
171 s[0]= salt[0],
172 s[1]= salt[1];
173
174# ifdef HAVE_LIBDES
175 return (char*)des_crypt(str,s);
176# endif
177 /* Default case - just use crypt */
178 return (char*)crypt(str,s);
179#endif
180}
181
182int check_password(char *typed,char *crypted) {
183 return !strcmp(crypt_string(typed,crypted),crypted);
184} 42}
185 43
186/* 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
187 * savebed. We do some error checking - its possible that the 45 * savebed. We do some error checking - its possible that the
188 * savebed map may no longer exist, so we make sure the player 46 * savebed map may no longer exist, so we make sure the player
189 * goes someplace. 47 * goes someplace.
190 */ 48 */
49void
191void enter_player_savebed(object *op) 50enter_player_savebed (object *op)
192{ 51{
193 mapstruct *oldmap = op->map; 52 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
194 object *tmp;
195
196 tmp=get_object();
197
198 EXIT_PATH(tmp) = op->contr->savebed_map;
199 EXIT_X(tmp) = op->contr->bed_x;
200 EXIT_Y(tmp) = op->contr->bed_y;
201 enter_exit(op,tmp);
202 /* If the player has not changed maps and the name does not match
203 * that of the savebed, his savebed map is gone. Lets go back
204 * to the emergency path. Update what the players savebed is
205 * while we're at it.
206 */
207 if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
208 LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n",
209 settings.emergency_mapname, &op->name, op->contr->savebed_map);
210 strcpy(op->contr->savebed_map, settings.emergency_mapname);
211 op->contr->bed_x = settings.emergency_x;
212 op->contr->bed_y = settings.emergency_y;
213 EXIT_PATH(tmp) = op->contr->savebed_map;
214 EXIT_X(tmp) = op->contr->bed_x;
215 EXIT_Y(tmp) = op->contr->bed_y;
216 enter_exit(op,tmp);
217 }
218 free_object(tmp);
219}
220
221/* All this really is is a glorified remove_object that also updates
222 * the counts on the map if needed.
223 */
224void leave_map(object *op)
225{
226 mapstruct *oldmap = op->map;
227
228 remove_ob(op);
229
230 if (oldmap) {
231 if (!op->contr->hidden)
232 oldmap->players--;
233 if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */
234 set_map_timeout(oldmap);
235 }
236 }
237} 53}
238 54
239/* 55/*
240 * enter_map(): Moves the player and pets from current map (if any) to 56 * enter_map(): Moves the player and pets from current map (if any) to
241 * new map. map, x, y must be set. map is the map we are moving the 57 * new map. map, x, y must be set. map is the map we are moving the
242 * player to - it could be the map he just came from if the load failed for 58 * player to - it could be the map he just came from if the load failed for
243 * whatever reason. If default map coordinates are to be used, then 59 * whatever reason. If default map coordinates are to be used, then
244 * the function that calls this should figure them out. 60 * the function that calls this should figure them out.
245 */ 61 */
246static void enter_map(object *op, mapstruct *newmap, int x, int y) { 62void
247 mapstruct *oldmap = op->map; 63object::enter_map (maptile *newmap, int x, int y)
64{
65 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
66 return;
248 67
249 if (out_of_map(newmap, x, y)) { 68 if (out_of_map (newmap, x, y))
69 {
250 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", 70 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
251 newmap->path, x, y); 71 x = newmap->enter_x;
252 x=MAP_ENTER_X(newmap); 72 y = newmap->enter_y;
253 y=MAP_ENTER_Y(newmap);
254 if (out_of_map(newmap, x, y)) { 73 if (out_of_map (newmap, x, y))
74 {
255 LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 75 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
256 newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap)); 76 &newmap->path, x, y, newmap->width, newmap->height);
257 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed"); 77 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
258 return; 78 return;
259 } 79 }
260 } 80 }
81
82 if (contr && map != newmap && map)
83 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
84 return;
85
86 // remove, so stupid ob_locked does not trigger a failure
87 remove ();
88
261 /* try to find a spot for the player */ 89 /* try to find a spot for the player */
262 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */ 90 if (blocked (newmap, x, y))
91 { /* First choice blocked */
263 /* We try to find a spot for the player, starting closest in. 92 /* We try to find a spot for the player, starting closest in.
264 * We could use find_first_free_spot, but that doesn't randomize it at all, 93 * We could use find_first_free_spot, but that doesn't randomize it at all,
265 * So for example, if the north space is free, you would always end up there even 94 * So for example, if the north space is free, you would always end up there even
266 * if other spaces around are available. 95 * if other spaces around are available.
267 * Note that for the second and third calls, we could start at a position other 96 * Note that for the second and third calls, we could start at a position other
268 * than one, but then we could end up on the other side of walls and so forth. 97 * than one, but then we could end up on the other side of walls and so forth.
269 */ 98 */
270 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1); 99 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
100
101 if (i == -1)
102 {
103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
271 if (i==-1) { 104 if (i == -1)
272 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1); 105 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
106 }
107
273 if (i==-1) 108 if (i != -1)
274 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
275 } 109 {
276 if (i != -1 ) {
277 x += freearr_x[i]; 110 x += freearr_x[i];
278 y += freearr_y[i]; 111 y += freearr_y[i];
112 }
279 } else { 113 else
280 /* not much we can do in this case. */ 114 /* not much we can do in this case. */
281 LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", 115 LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", &newmap->path, x, y);
282 newmap->path, x , y); 116 }
283 } 117
284 } /* end if looking for free spot */ 118 if (contr && map != newmap)
285 119 {
286 if (op->map!=NULL) 120 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
121 return;
122
123 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
124 return;
125 }
126
127 this->x = x;
128 this->y = y;
129 map = newmap;
130
131 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
132
133 enemy = 0;
134
135 if (contr)
136 {
137 contr->maplevel = newmap->path;
138 contr->count = 0;
139 }
140
141 /* Update any golems */
142 if (type == PLAYER)
143 if (object *golem = contr->golem)
287 { 144 {
288 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap)); 145 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
289 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)); 146
147 if (i < 0)
148 golem->drop_and_destroy ();
149 else
150 {
151 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
152 golem->direction = find_dir_2 (x - golem->x, y - golem->y);
153 }
290 } 154 }
291 155
292 /* If it is a player login, he has yet to be inserted anyplace.
293 * otherwise, we need to deal with removing the player here.
294 */
295 if(!QUERY_FLAG(op, FLAG_REMOVED))
296 remove_ob(op);
297
298 /* remove_ob clears these so they must be reset after the remove_ob call */
299 op->x = x;
300 op->y = y;
301 op->map = newmap;
302 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON);
303
304 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
305
306 if (!op->contr->hidden)
307 newmap->players++;
308
309 newmap->timeout=0;
310 op->enemy = NULL;
311
312 if (op->contr) {
313 strcpy(op->contr->maplevel, newmap->path);
314 op->contr->count=0;
315 }
316
317 /* Update any golems */
318 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
319 int i = find_free_spot(op->contr->ranges[range_golem],newmap,
320 x, y, 1, SIZEOFFREE);
321 remove_ob(op->contr->ranges[range_golem]);
322 if (i==-1) {
323 remove_friendly_object(op->contr->ranges[range_golem]);
324 free_object(op->contr->ranges[range_golem]);
325 op->contr->ranges[range_golem]=NULL;
326 op->contr->golem_count=0;
327 }
328 else {
329 object *tmp;
330 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) {
331 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x);
332 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y);
333 tmp->map = newmap;
334 }
335 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0);
336 op->contr->ranges[range_golem]->direction =
337 find_dir_2(op->x - op->contr->ranges[range_golem]->x,
338 op->y - op->contr->ranges[range_golem]->y);
339 }
340 }
341 op->direction=0;
342
343 /* since the players map is already loaded, we don't need to worry 156 /* since the players map is already loaded, we don't need to worry
344 * about pending objects. 157 * about pending objects.
345 */ 158 */
346 remove_all_pets(newmap); 159 remove_all_pets (newmap);
347
348 /* If the player is changing maps, we need to do some special things
349 * Do this after the player is on the new map - otherwise the force swap of the
350 * old map does not work.
351 */
352 if (oldmap != newmap) {
353 if (oldmap) /* adjust old map */
354 {
355 oldmap->players--;
356
357 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
358 set_map_timeout(oldmap);
359 }
360 }
361 swap_below_max (newmap->path);
362} 160}
363
364void set_map_timeout(mapstruct *oldmap)
365{
366#if MAP_MAXTIMEOUT
367 oldmap->timeout = MAP_TIMEOUT(oldmap);
368 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
369 * lower than the min value.
370 */
371#if MAP_MINTIMEOUT
372 if (oldmap->timeout < MAP_MINTIMEOUT) {
373 oldmap->timeout = MAP_MINTIMEOUT;
374 }
375#endif
376 if (oldmap->timeout > MAP_MAXTIMEOUT) {
377 oldmap->timeout = MAP_MAXTIMEOUT;
378 }
379#else
380 /* save out the map */
381 swap_map(oldmap);
382#endif /* MAP_MAXTIMEOUT */
383}
384
385
386/* clean_path takes a path and replaces all / with _
387 * We do a strcpy so that we do not change the original string.
388 */
389char *clean_path(const char *file)
390{
391 static char newpath[MAX_BUF],*cp;
392
393 strncpy(newpath, file, MAX_BUF-1);
394 newpath[MAX_BUF-1]='\0';
395 for (cp=newpath; *cp!='\0'; cp++) {
396 if (*cp=='/') *cp='_';
397 }
398 return newpath;
399}
400
401
402/* unclean_path takes a path and replaces all _ with /
403 * This basically undoes clean path.
404 * We do a strcpy so that we do not change the original string.
405 * We are smart enough to start after the last / in case we
406 * are getting passed a string that points to a unique map
407 * path.
408 */
409char *unclean_path(const char *src)
410{
411 static char newpath[MAX_BUF],*cp;
412
413 cp=strrchr(src, '/');
414 if (cp)
415 strncpy(newpath, cp+1, MAX_BUF-1);
416 else
417 strncpy(newpath, src, MAX_BUF-1);
418 newpath[MAX_BUF-1]='\0';
419
420 for (cp=newpath; *cp!='\0'; cp++) {
421 if (*cp=='_') *cp='/';
422 }
423 return newpath;
424}
425
426
427/* The player is trying to enter a randomly generated map. In this case, generate the
428 * random map as needed.
429 */
430
431static void enter_random_map(object *pl, object *exit_ob)
432{
433 mapstruct *new_map;
434 char newmap_name[HUGE_BUF], *cp;
435 static int reference_number = 0;
436 RMParms rp;
437
438 memset(&rp, 0, sizeof(RMParms));
439 rp.Xsize=-1;
440 rp.Ysize=-1;
441 rp.region=get_region_by_map(exit_ob->map);
442 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
443 rp.origin_x = exit_ob->x;
444 rp.origin_y = exit_ob->y;
445 strcpy(rp.origin_map, pl->map->path);
446
447 /* If we have a final_map, use it as a base name to give some clue
448 * as where the player is. Otherwise, use the origin map.
449 * Take the last component (after the last slash) to give
450 * shorter names without bogus slashes.
451 */
452 if (rp.final_map[0]) {
453 cp = strrchr(rp.final_map, '/');
454 if (!cp) cp = rp.final_map;
455 } else {
456 char buf[HUGE_BUF];
457
458 cp = strrchr(rp.origin_map, '/');
459 if (!cp) cp = rp.origin_map;
460 /* Need to strip of any trailing digits, if it has them */
461 strcpy(buf, cp);
462 while (isdigit(buf[strlen(buf) - 1]))
463 buf[strlen(buf) - 1] = 0;
464 cp = buf;
465 }
466
467 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
468
469 /* now to generate the actual map. */
470 new_map=generate_random_map(newmap_name,&rp);
471
472 /* Update the exit_ob so it now points directly at the newly created
473 * random maps. Not that it is likely to happen, but it does mean that a
474 * exit in a unique map leading to a random map will not work properly.
475 * It also means that if the created random map gets reset before
476 * the exit leading to it, that the exit will no longer work.
477 */
478 if(new_map) {
479 int x, y;
480 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
481 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
482 EXIT_PATH(exit_ob) = newmap_name;
483 strcpy(new_map->path, newmap_name);
484 enter_map(pl, new_map, x, y);
485 }
486}
487
488/* The player is trying to enter a non-randomly generated template map. In this
489 * case, use a map file for a template
490 */
491
492static void enter_fixed_template_map(object *pl, object *exit_ob)
493{
494 mapstruct *new_map;
495 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
496 const char *new_map_name;
497
498 /* Split the exit path string into two parts, one
499 * for where to store the map, and one for were
500 * to generate the map from.
501 */
502 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
503 sourcemap = strchr(exitpath, '!');
504 if (!sourcemap) {
505 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
506 /* Should only occur when no source map is set.
507 */
508 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
509 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
510 return;
511 }
512 *sourcemap++ = '\0';
513
514 /* If we are not coming from a template map, we can use relative directories
515 * for the map to generate from.
516 */
517 if (!exit_ob->map->templatemap) {
518 sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap);
519 }
520
521 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
522 * of the exit, and the name of the map the exit is on, respectively.
523 */
524 sprintf(tmpnum ,"%d", exit_ob->x);
525 replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
526
527 sprintf(tmpnum ,"%d", exit_ob->y);
528 sprintf(tmpstring, "%s", resultname);
529 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
530
531 sprintf(tmpstring, "%s", resultname);
532 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
533
534 /* If we are coming from another template map, use reletive paths unless
535 * indicated otherwise.
536 */
537 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
538 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
539 } else {
540 new_map_name = create_template_pathname(resultname);
541 }
542
543 /* Attempt to load the map, if unable to, then
544 * create the map from the template.
545 */
546 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
547 if (!new_map) {
548 new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE);
549 if (new_map) fix_auto_apply(new_map);
550 }
551
552 if (new_map) {
553 /* set the path of the map to where it should be
554 * so we don't just save over the source map.
555 */
556 strcpy(new_map->path, new_map_name);
557 new_map->templatemap = 1;
558 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
559 } else {
560 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
561 /* Should only occur when an invalid source map is set.
562 */
563 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
564 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
565 }
566}
567
568
569/* The player is trying to enter a randomly generated template map. In this
570 * case, generate the map as needed.
571 */
572
573static void enter_random_template_map(object *pl, object *exit_ob)
574{
575 mapstruct *new_map;
576 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
577 const char *new_map_name;
578 RMParms rp;
579
580 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
581 * of the exit, and the name of the map the exit is on, respectively.
582 */
583 sprintf(tmpnum ,"%d", exit_ob->x);
584 replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
585
586 sprintf(tmpnum ,"%d", exit_ob->y);
587 sprintf(tmpstring, "%s", resultname);
588 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
589
590 sprintf(tmpstring, "%s", resultname);
591 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
592
593 /* If we are coming from another template map, use reletive paths unless
594 * indicated otherwise.
595 */
596 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
597 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
598 } else {
599 new_map_name = create_template_pathname(resultname);
600 }
601
602 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
603 if (!new_map) {
604 memset(&rp, 0, sizeof(RMParms));
605 rp.Xsize=-1;
606 rp.Ysize=-1;
607 rp.region=get_region_by_map(exit_ob->map);
608 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
609 rp.origin_x = exit_ob->x;
610 rp.origin_y = exit_ob->y;
611 strcpy(rp.origin_map, pl->map->path);
612
613 /* now to generate the actual map. */
614 new_map=generate_random_map(new_map_name,&rp);
615 }
616
617
618 /* Update the exit_ob so it now points directly at the newly created
619 * random maps. Not that it is likely to happen, but it does mean that a
620 * exit in a unique map leading to a random map will not work properly.
621 * It also means that if the created random map gets reset before
622 * the exit leading to it, that the exit will no longer work.
623 */
624 if(new_map) {
625 int x, y;
626 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
627 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
628 new_map->templatemap = 1;
629 enter_map(pl, new_map, x, y);
630 }
631}
632
633
634/* Code to enter/detect a character entering a unique map.
635 */
636static void enter_unique_map(object *op, object *exit_ob)
637{
638 char apartment[HUGE_BUF];
639 mapstruct *newmap;
640
641 if (EXIT_PATH(exit_ob)[0]=='/') {
642 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
643 settings.playerdir, &op->name, clean_path(EXIT_PATH(exit_ob)));
644 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
645 if (!newmap) {
646 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
647 if (newmap) fix_auto_apply(newmap);
648 }
649 } else { /* relative directory */
650 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
651
652 if (exit_ob->map->unique) {
653
654 strcpy(reldir, unclean_path(exit_ob->map->path));
655
656 /* Need to copy this over, as clean_path only has one static return buffer */
657 strcpy(tmpc, clean_path(reldir));
658 /* Remove final component, if any */
659 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
660
661 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
662 settings.playerdir, &op->name, tmpc,
663 clean_path(EXIT_PATH(exit_ob)));
664
665 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
666 if (!newmap) {
667 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
668 if (newmap) fix_auto_apply(newmap);
669 }
670 }
671 else {
672 /* The exit is unique, but the map we are coming from is not unique. So
673 * use the basic logic - don't need to demangle the path name
674 */
675 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
676 settings.playerdir, &op->name,
677 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
678 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
679 if (!newmap) {
680 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
681 if (newmap) fix_auto_apply(newmap);
682 }
683 }
684 }
685
686 if (newmap) {
687 strcpy(newmap->path, apartment);
688 newmap->unique = 1;
689 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
690 } else {
691 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
692 /* Perhaps not critical, but I would think that the unique maps
693 * should be new enough this does not happen. This also creates
694 * a strange situation where some players could perhaps have visited
695 * such a map before it was removed, so they have the private
696 * map, but other players can't get it anymore.
697 */
698 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
699 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
700 }
701
702}
703
704
705/* Tries to move 'op' to exit_ob. op is the character or monster that is
706 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
707 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
708 * move the object to. This is used when loading the player.
709 *
710 * Largely redone by MSW 2001-01-21 - this function was overly complex
711 * and had some obscure bugs.
712 */
713
714void enter_exit(object *op, object *exit_ob) {
715 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
716 object *tmp;
717 /* It may be nice to support other creatures moving across
718 * exits, but right now a lot of the code looks at op->contr,
719 * so thta is an RFE.
720 */
721 if (op->type != PLAYER) return;
722
723 /* First, lets figure out what map the player is going to go to */
724 if (exit_ob){
725
726 /* check to see if we make a template map */
727 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
728 if (EXIT_PATH(exit_ob)[2]=='!') {
729 /* generate a template map randomly */
730 enter_random_template_map(op, exit_ob);
731 } else {
732 /* generate a template map from a fixed template */
733 enter_fixed_template_map(op, exit_ob);
734 }
735 }
736 /* check to see if we make a randomly generated map */
737 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
738 enter_random_map(op, exit_ob);
739 }
740 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
741 enter_unique_map(op, exit_ob);
742 } else {
743 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
744 /* 'Normal' exits that do not do anything special
745 * Simple enough we don't need another routine for it.
746 */
747 mapstruct *newmap;
748 if (exit_ob->map) {
749 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
750 /* Random map was previously generated, but is no longer about. Lets generate a new
751 * map.
752 */
753 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
754 /* Maps that go down have a message set. However, maps that go
755 * up, don't. If the going home has reset, there isn't much
756 * point generating a random map, because it won't match the maps.
757 */
758 if (exit_ob->msg) {
759 enter_random_map(op, exit_ob);
760 } else {
761 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
762 return;
763 }
764
765 /* For exits that cause damages (like pits). Don't know if any
766 * random maps use this or not.
767 */
768 if(exit_ob->stats.dam && op->type==PLAYER)
769 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
770 return;
771 }
772 } else {
773 /* For word of recall and other force objects
774 * They contain the full pathname of the map to go back to,
775 * so we don't need to normalize it.
776 * But we do need to see if it is unique or not
777 */
778 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
779 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
780 else
781 newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
782 }
783 if (!newmap)
784 {
785 if (exit_ob->name)
786 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
787 /* don't cry to momma if name is not set - as in tmp objects
788 * used by the savebed code and character creation */
789 return;
790 }
791
792 /* This supports the old behaviour, but it really should not be used.
793 * I will note for example that with this method, it is impossible to
794 * set 0,0 destination coordinates. Really, if we want to support
795 * using the new maps default coordinates, the exit ob should use
796 * something like -1, -1 so it is clear to do that.
797 */
798 if (x==0 && y==0) {
799 x=MAP_ENTER_X(newmap);
800 y=MAP_ENTER_Y(newmap);
801 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
802 &exit_ob->name, exit_ob->x, exit_ob->y,
803 exit_ob->map ? exit_ob->map->path : "<nil>");
804 }
805
806 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
807 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
808 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
809 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
810 if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;
811 }
812 if(tmp) {
813 remove_ob(tmp);
814 free_object(tmp);
815 }
816
817 strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));
818 op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
819 save_player(op, 1);
820 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
821 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
822 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
823 }
824
825 enter_map(op, newmap, x, y);
826 }
827 /* For exits that cause damages (like pits) */
828 if(exit_ob->stats.dam && op->type==PLAYER)
829 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
830 } else {
831 int flags = 0;
832 mapstruct *newmap;
833
834
835 /* Hypothetically, I guess its possible that a standard map matches
836 * the localdir, but that seems pretty unlikely - unlikely enough that
837 * I'm not going to attempt to try to deal with that possibility.
838 * We use the fact that when a player saves on a unique map, it prepends
839 * the localdir to that name. So its an easy way to see of the map is
840 * unique or not.
841 */
842 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
843 flags = MAP_PLAYER_UNIQUE;
844
845 /* newmap returns the map (if already loaded), or loads it for
846 * us.
847 */
848 newmap = ready_map_name(op->contr->maplevel, flags);
849 if (!newmap)
850 {
851 LOG(llevError,
852 "enter_exit: Pathname to map does not exist! (%s)\n",
853 op->contr->maplevel);
854 newmap = ready_map_name(settings.emergency_mapname, 0);
855 op->x = settings.emergency_x;
856 op->y = settings.emergency_y;
857 /* If we can't load the emergency map, something is probably really
858 * screwed up, so bail out now.
859 */
860 if (!newmap) {
861 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
862 abort();
863 }
864 }
865 enter_map(op, newmap, op->x, op->y);
866 }
867}
868
869/*
870 * process_active_maps(): Works like process_events(), but it only
871 * processes maps which a player is on.
872 *
873 */
874
875#if 0 // dead code, schmorp
876void process_active_maps ()
877{
878 for (mapstruct *map = first_map; map != NULL; map = map->next)
879 if (map->in_memory == MAP_IN_MEMORY)
880 if (players_on_map (map, TRUE))
881 process_events (map);
882}
883#endif
884 161
885/* process_players1 and process_players2 do all the player related stuff. 162/* process_players1 and process_players2 do all the player related stuff.
886 * I moved it out of process events and process_map. This was to some 163 * I moved it out of process events and process_map. This was to some
887 * extent for debugging as well as to get a better idea of the time used 164 * extent for debugging as well as to get a better idea of the time used
888 * by the various functions. process_players1() does the processing before 165 * by the various functions. process_players1() does the processing before
889 * objects have been updated, process_players2() does the processing that 166 * objects have been updated, process_players2() does the processing that
890 * is needed after the players have been updated. 167 * is needed after the players have been updated.
891 */ 168 */
892 169static void
893void process_players1(mapstruct *map) 170process_players1 ()
894{ 171{
895 int flag;
896 player *pl,*plnext;
897
898 /* Basically, we keep looping until all the players have done their actions. */ 172 /* Basically, we keep looping until all the players have done their actions. */
899 for(flag=1;flag!=0;) { 173 for (int flag = 1; flag != 0;)
174 {
900 flag=0; 175 flag = 0;
901 for(pl=first_player;pl!=NULL;pl=plnext) { 176 for_all_players (pl)
902 plnext=pl->next; /* In case a player exits the game in handle_player() */ 177 {
178 pl->refcnt_chk ();
903 179
904 if (pl->ob == NULL) continue; 180 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
905
906 if (map!=NULL && pl->ob->map!=map) continue;
907
908 if(pl->ob->speed_left>0) {
909 if (handle_newcs_player(pl->ob))
910 flag=1;
911 } /* end if player has speed left */
912
913 /* If the player is not actively playing, don't make a
914 * backup save - nothing to save anyway. Plus, the
915 * map may not longer be valid. This can happen when the
916 * player quits - they exist for purposes of tracking on the map,
917 * but don't actually reside on any actual map.
918 */
919 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
920
921#ifdef AUTOSAVE
922 /* check for ST_PLAYING state so that we don't try to save off when
923 * the player is logging in.
924 */
925 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
926 /* Don't save the player on unholy ground. Instead, increase the
927 * tick time so it will be about 10 seconds before we try and save
928 * again.
929 */
930// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
931// pl->last_save_tick += 100;
932// } else {
933 save_player(pl->ob,1);
934 pl->last_save_tick = pticks;
935// }
936 }
937#endif
938 } /* end of for loop for all the players */
939 } /* for flag */
940 for(pl=first_player;pl!=NULL;pl=pl->next) {
941 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map))
942 continue; 181 continue;
943 if (settings.casting_time == TRUE) { 182
944 if (pl->ob->casting_time > 0){ 183 if (handle_newcs_player (pl->ob))
945 pl->ob->casting_time--; 184 flag = 1;
946 pl->ob->start_holding = 1;
947 } 185 }
948 /* set spell_state so we can update the range in stats field */ 186 }
949 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){ 187
950 pl->ob->start_holding = 0; 188 for_all_players (pl)
951 } 189 {
952 } 190 object *ob = pl->ob;
191
192 // process_objects destroys the speed_left value
193 pl->speed_left_save = ob->speed_left;
194
195 if (expect_false (!ob || !pl->ns || !ob->active))
196 continue;
197
953 do_some_living(pl->ob); 198 do_some_living (ob);
954/* draw(pl->ob);*/ /* updated in socket code */
955 } 199 }
956} 200}
957 201
958void process_players2(mapstruct *map) 202static void
203process_players2 ()
959{ 204{
960 player *pl;
961
962 /* Then check if any players should use weapon-speed instead of speed */ 205 /* Then check if any players should use weapon-speed instead of speed */
963 for(pl=first_player;pl!=NULL;pl=pl->next) { 206 for_all_players (pl)
964 if (map!=NULL) {
965 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
966 continue;
967 else if(pl->loading != NULL) /* Player is blocked */
968 pl->ob->speed_left -= pl->ob->speed;
969 if (pl->ob->map!=map) continue;
970 }
971
972 /* The code that did weapon_sp handling here was out of place -
973 * this isn't called until after the player has finished there
974 * actions, and is thus out of place. All we do here is bounds
975 * checking.
976 */
977 if (pl->has_hit) {
978 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
979
980 /* This needs to be here - if the player is running, we need to
981 * clear this each tick, but new commands are not being received
982 * so execute_newserver_command() is never called
983 */
984 pl->has_hit=0;
985
986 } else if (pl->ob->speed_left>pl->ob->speed)
987 pl->ob->speed_left = pl->ob->speed;
988 } 207 {
989} 208 // restore speed_left value saved by process_players1
209 pl->ob->speed_left = pl->speed_left_save;
990 210
991#define SPEED_DEBUG 211 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
212 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
213 }
214}
992 215
993 216static void
994void process_events (mapstruct *map) 217process_events ()
995{ 218{
996 object *op;
997 object marker;
998 tag_t tag;
999
1000 process_players1 (map); 219 process_players1 ();
1001 220
1002 memset(&marker, 0, sizeof(object)); 221 for_all_actives (op)
1003 /* Put marker object at beginning of active list */ 222 {
1004 marker.active_next = active_objects; 223 // try to prefetch some stuff we expect to need
1005 224 // obviously, it should be grouped into the same cacheline.
1006 if (marker.active_next) 225 // preliminary results indicate that this gives halves the speed
1007 marker.active_next->active_prev = &marker; 226 // used for the inner loop
1008 marker.active_prev = NULL; 227 if (_i < actives.size ()) // HACK, rely on _i :/
1009 active_objects = &marker;
1010
1011 while (marker.active_next) {
1012 op = marker.active_next;
1013 tag = op->count;
1014
1015 /* Move marker forward - swap op and marker */
1016 op->active_prev = marker.active_prev;
1017
1018 if (op->active_prev)
1019 op->active_prev->active_next = op;
1020 else 228 {
1021 active_objects = op; 229 object *next = actives [_i + 1];
1022 230
1023 marker.active_next = op->active_next; 231 prefetch (&next->flag , 0, 1);
232 prefetch (&next->speed , 0, 1);
233 prefetch (&next->anim_speed, 0, 1);
234 prefetch (&next->contr , 0, 1);
235 }
1024 236
1025 if (marker.active_next)
1026 marker.active_next->active_prev = &marker;
1027 marker.active_prev = op;
1028 op->active_next = &marker;
1029
1030 /* Now process op */ 237 /* Now process op */
1031 if (QUERY_FLAG (op, FLAG_FREED)) { 238 if (expect_false (QUERY_FLAG (op, FLAG_FREED)))
239 {
1032 LOG (llevError, "BUG: process_events(): Free object on list\n"); 240 LOG (llevError, "BUG: process_events(): Free object on list\n");
1033 op->speed = 0; 241 op->set_speed (0);
1034 update_ob_speed (op);
1035 continue; 242 continue;
243 }
244
245 if (expect_false (!op->has_active_speed ()))
1036 } 246 {
1037
1038 /* I've seen occasional crashes due to this - the object is removed,
1039 * and thus the map it points to (last map it was on) may be bogus
1040 * The real bug is to try to find out the cause of this - someone
1041 * is probably calling remove_ob without either an insert_ob or
1042 * free_object afterwards, leaving an object dangling. But I'd
1043 * rather log this and continue on instead of crashing.
1044 * Don't remove players - when a player quits, the object is in
1045 * sort of a limbo, of removed, but something we want to keep
1046 * around.
1047 */
1048 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1049 op->map && op->map->in_memory != MAP_IN_MEMORY) {
1050 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1051 dump_object(op);
1052 LOG(llevError, errmsg);
1053 free_object(op);
1054 continue;
1055 }
1056
1057 if ( ! op->speed) {
1058 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 247 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1059 "but is on active list\n", &op->arch->name); 248 "but is on active list\n", op->debug_desc (), op->speed);
1060 update_ob_speed (op); 249 op->set_speed (0);
1061 continue; 250 continue;
251 }
252
253 if (expect_false (op->flag [FLAG_REMOVED]))
1062 } 254 {
1063 255 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
1064 if (op->map == NULL && op->env == NULL && op->name && 256 op->debug_desc ());
1065 op->type != MAP && map == NULL) {
1066 LOG (llevError, "BUG: process_events(): Object without map or "
1067 "inventory is on active list: %s (%d)\n",
1068 &op->name, op->count);
1069 op->speed = 0; 257 op->set_speed (0);
1070 update_ob_speed (op);
1071 continue; 258 continue;
1072 } 259 }
1073 260
1074 if (map != NULL && op->map != map)
1075 continue;
1076
1077 /* Animate the object. Bug of feature that andim_speed 261 /* Animate the object. Bug or feature that anim_speed
1078 * is based on ticks, and not the creatures speed? 262 * is based on ticks, and not the creatures speed?
1079 */ 263 */
1080 if (op->anim_speed && op->last_anim >= op->anim_speed) 264 if (op->anim_speed && op->last_anim >= op->anim_speed)
1081 { 265 {
1082 if ((op->type==PLAYER)||(op->type==MONSTER)) 266 animate_object (op, op->contr ? op->facing : op->direction);
1083 animate_object(op, op->facing);
1084 else
1085 animate_object (op, op->direction);
1086
1087 op->last_anim = 1; 267 op->last_anim = 1;
1088 } 268 }
1089 else 269 else
1090 op->last_anim++; 270 ++op->last_anim;
1091 271
1092 if (op->speed_left > 0) { 272 if (expect_false (op->speed_left > 0.f))
1093#if 0 273 {
1094 /* I've seen occasional crashes in move_symptom() with it
1095 * crashing because op is removed - add some debugging to
1096 * track if it is removed at this point.
1097 * This unfortunately is a bit too verbose it seems - not sure
1098 * why - I think what happens is a map is freed or something and
1099 * some objects get 'lost' - removed never to be reclaimed.
1100 * removed objects generally shouldn't exist.
1101 */
1102 if (QUERY_FLAG(op, FLAG_REMOVED)) {
1103 LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1104 op->name?op->name:"null");
1105 }
1106#endif
1107 --op->speed_left; 274 --op->speed_left;
1108 process_object (op); 275 process_object (op);
1109 if (was_destroyed (op, tag))
1110 continue;
1111 }
1112 if (settings.casting_time == TRUE && op->casting_time > 0)
1113 op->casting_time--;
1114 if (op->speed_left <= 0)
1115 op->speed_left += FABS (op->speed);
1116 }
1117
1118 /* Remove marker object from active list */
1119 if (marker.active_prev != NULL)
1120 marker.active_prev->active_next = NULL;
1121 else
1122 active_objects = NULL;
1123
1124 process_players2 (map);
1125}
1126
1127void clean_tmp_files(void) {
1128 mapstruct *m, *next;
1129
1130 LOG(llevInfo,"Cleaning up...\n");
1131
1132 /* We save the maps - it may not be intuitive why, but if there are unique
1133 * items, we need to save the map so they get saved off. Perhaps we should
1134 * just make a special function that only saves the unique items.
1135 */
1136 for(m=first_map;m!=NULL;m=next) {
1137 next=m->next;
1138 if (m->in_memory == MAP_IN_MEMORY) {
1139 /* If we want to reuse the temp maps, swap it out (note that will also
1140 * update the log file. Otherwise, save the map (mostly for unique item
1141 * stuff). Note that the clean_tmp_map is called after the end of
1142 * the for loop but is in the #else bracket. IF we are recycling the maps,
1143 * we certainly don't want the temp maps removed.
1144 */
1145
1146 /* XXX The above comment is dead wrong */
1147 if (settings.recycle_tmp_maps == TRUE)
1148 swap_map(m);
1149 else {
1150 new_save_map(m, 0); /* note we save here into a overlay map */
1151 clean_tmp_map(m);
1152 } 276 }
277
278 // this will destroy the speed_left value for players, but
279 // process_players1 and ..2 save/restore the real value,
280 // so we can avoid a costly test here.
281 op->speed_left = min (abs (op->speed), op->speed_left + abs (op->speed));
1153 } 282 }
1154 } 283
1155 write_todclock(); /* lets just write the clock here */ 284 process_players2 ();
1156} 285}
1157 286
1158/* clean up everything before exiting */ 287/* clean up everything before exiting */
1159void cleanup(void) 288void
289emergency_save ()
1160{ 290{
1161 LOG(llevDebug,"Cleanup called. freeing data.\n"); 291 LOG (llevDebug, "emergency save begin.\n");
1162 clean_tmp_files(); 292
293 cfperl_emergency_save ();
294
295 LOG (llevDebug, "saving book archive.\n");
1163 write_book_archive(); 296 write_book_archive ();
1164#ifdef MEMORY_DEBUG
1165 free_all_maps();
1166 free_style_maps();
1167 free_all_object_data();
1168 free_all_archs();
1169 free_all_treasures();
1170 free_all_images();
1171 free_all_newserver();
1172 free_all_recipes();
1173 free_all_readable();
1174 free_all_god();
1175 free_all_anim();
1176 /* See what the string data that is out there that hasn't been freed. */
1177/* LOG(llevDebug, ss_dump_table(0xff));*/
1178#endif
1179 exit(0);
1180}
1181 297
1182void leave(player *pl, int draw_exit) { 298 LOG (llevDebug, "emergency save done.\n");
1183 if (pl != NULL) { 299}
1184 /* We do this so that the socket handling routine can do the final
1185 * cleanup. We also leave that loop to actually handle the freeing
1186 * of the data.
1187 */
1188 if (pl->ob->type != DEAD_OBJECT)
1189 {
1190 pl->socket.status = Ns_Dead;
1191 300
1192 /* If a hidden dm dropped connection do not create 301// send all clients some informational text
1193 * inconsistencies by showing that they have left the game 302static void
1194 */ 303cleanup_inform (const char *cause, bool make_core)
1195 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden) 304{
1196 && draw_exit 305 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
1197 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1198 {
1199 if (pl->ob->map)
1200 {
1201 INVOKE_PLAYER (LOGOUT, pl);
1202 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1203 }
1204 306
1205 char buf[MAX_BUF]; 307 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
1206 sprintf (buf, "%s left the game.", &pl->ob->name); 308 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
1207 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1208 }
1209 309
1210 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 310 if (make_core)
1211 leave_map (pl->ob); 311 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
312 else
313 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
1212 314
1213 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ 315 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
1214 } 316
317 client::flush_sockets ();
318}
319
320/* clean up everything before exiting */
321void
322cleanup (const char *cause, bool make_core)
323{
324 if (make_core)
325 fork_abort (cause);
326
327 LOG (llevError, "cleanup cause: %s\n", cause);
328
329 if (!make_core)
330 cleanup_inform (cause, make_core);
331
332 LOG (llevDebug, "cleanup begin.\n");
333
334 if (init_done && !in_cleanup)
1215 } 335 {
1216} 336 in_cleanup = true;
337 emergency_save ();
338 }
339 else
340 in_cleanup = true;
1217 341
1218int forbid_play(void) 342 LOG (llevDebug, "running cleanup handlers.\n");
1219{ 343 INVOKE_GLOBAL (CLEANUP);
1220#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1221 char buf[MAX_BUF], day[MAX_BUF];
1222 FILE *fp;
1223 time_t clock;
1224 struct tm *tm;
1225 int i, start, stop, forbit=0, comp;
1226 344
1227 clock = time (NULL); 345 LOG (llevDebug, "cleanup done.\n");
1228 tm = (struct tm *) localtime (&clock);
1229 346
1230 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); 347 log_cleanup ();
1231 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1232 return 0;
1233 348
1234 while (fgets (buf, MAX_BUF, fp)) { 349 if (make_core)
1235 if (buf[0]=='#') continue; 350 cleanup_inform (cause, make_core);
1236 if (!strncmp (buf, "msg", 3)) { 351 else
1237 if (forbit)
1238 while (fgets (buf, MAX_BUF, fp)) /* print message */
1239 fputs (buf, logfile);
1240 break;
1241
1242 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1243 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1244 continue;
1245 }
1246
1247 for (i=0; i< 7; i++) {
1248 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1249 (tm->tm_hour >= start) && (tm->tm_hour < stop))
1250 forbit = 1;
1251 }
1252 } 352 {
353 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
354 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
355 client::flush_sockets ();
356 }
1253 357
1254 close_and_delete(fp, comp); 358 cfperl_cleanup (make_core);
1255 359 _exit (make_core);
1256 return forbit;
1257#else
1258 return 0;
1259#endif
1260} 360}
1261 361
1262/* 362/*
1263 * do_specials() is a collection of functions to call from time to time. 363 * do_specials() is a collection of functions to call from time to time.
1264 * Modified 2000-1-14 MSW to use the global pticks count to determine how 364 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1265 * often to do things. This will allow us to spred them out more often. 365 * often to do things. This will allow us to spred them out more often.
1266 * I use prime numbers for the factor count - in that way, it is less likely 366 * I use prime numbers for the factor count - in that way, it is less likely
1267 * these actions will fall on the same tick (compared to say using 500/2500/15000 367 * these actions will fall on the same tick (compared to say using 500/2500/15000
1268 * which would mean on that 15,000 tick count a whole bunch of stuff gets 368 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1270 * done on the same tick, but that will happen very infrequently 370 * done on the same tick, but that will happen very infrequently
1271 * 371 *
1272 * I also think this code makes it easier to see how often we really are 372 * I also think this code makes it easier to see how often we really are
1273 * doing the various things. 373 * doing the various things.
1274 */ 374 */
1275 375static void
1276extern unsigned long todtick;
1277
1278void do_specials(void) { 376do_specials (void)
1279 377{
1280#ifdef WATCHDOG
1281 if (!(pticks % 503))
1282 watchdog();
1283#endif
1284
1285 if (!(pticks % PTICKS_PER_CLOCK))
1286 tick_the_clock();
1287
1288 if (!(pticks % 7))
1289 shstr::gc (); 378 shstr::gc ();
379 archetype::gc ();
1290 380
1291 if (!(pticks % 79)) 381 if (expect_false (!(pticks % TICKS_PER_HOUR)))
1292 flush_old_maps(); /* Clears the tmp-files of maps which have reset */ 382 maptile::adjust_daylight ();
1293 383
1294 if (!(pticks % 2503)) 384 if (expect_false (!(pticks % 2503)))
1295 fix_weight(); /* Hack to fix weightproblems caused by bugs */ 385 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1296 386
1297 if (!(pticks % 2521)) 387 if (expect_false (!(pticks % 5003)))
1298 metaserver_update(); /* 2500 ticks is about 5 minutes */
1299
1300 if (!(pticks % 5003))
1301 write_book_archive(); 388 write_book_archive ();
1302 389
1303 if (!(pticks % 5009)) 390 if (expect_false (!(pticks % 5009)))
1304 clean_friendly_list(); 391 clean_friendly_list ();
1305 392
1306 if (!(pticks % 5011)) 393 if (expect_false (!(pticks % 5011)))
1307 obsolete_parties(); 394 obsolete_parties ();
1308 395
1309 if (!(pticks % 12503)) 396 if (expect_false (!(pticks % 12503)))
1310 fix_luck(); 397 fix_luck ();
1311} 398}
1312 399
400void
1313void server_tick () 401server_tick ()
1314{ 402{
1315 nroferrors = 0; 403 // first do the user visible stuff
1316
1317 doeric_server();
1318 INVOKE_GLOBAL (CLOCK); 404 INVOKE_GLOBAL (CLOCK);
1319 process_events(NULL); /* "do" something with objects with speed */ 405 process_events (); // "do" something with objects with speed
1320 flush_sockets(); 406 client::clock (); // draw client maps etc.
1321 check_active_maps(); /* Removes unused maps after a certain timeout */ 407
408 // then do some bookkeeping, should not really be here
1322 do_specials(); /* Routines called from time to time. */ 409 do_specials (); /* Routines called from time to time. */
410 attachable::check_mortals ();
1323 411
1324 ++pticks; 412 ++pticks;
1325} 413}
1326 414
415// normal main
416int
1327int main(int argc, char **argv) 417main (int argc, char **argv)
1328{ 418{
1329 undead_name = "undead"; // what weird misoptimisation is this again?
1330
1331 settings.argc = argc; 419 settings.argc = argc;
1332 settings.argv = argv; 420 settings.argv = argv;
1333 421
1334 cfperl_init (); 422 rndm.seed (time (0));
423 g_thread_init (0); // for the slice allocator only
1335 424
1336 init (argc, argv); 425 init (argc, argv);
1337
1338 cfperl_boot ();
1339 initPlugins ();
1340 426
1341 for (;;) 427 for (;;)
1342 cfperl_main (); 428 cfperl_main ();
1343
1344 // unreached
1345 emergency_save (0);
1346 cleanup ();
1347
1348 return 0;
1349} 429}
430

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines