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 1.81 by root, Sun Jan 7 02:39:14 2007 UTC

1/*
2 * static char *rcsid_main_c =
3 * "$Id: main.C,v 1.18 2006/09/03 09:00:09 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 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 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
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 29#ifdef HAVE_DES_H
34#include <des.h> 30# include <des.h>
35#else 31#else
36# ifdef HAVE_CRYPT_H 32# ifdef HAVE_CRYPT_H
37# include <crypt.h> 33# include <crypt.h>
38# endif 34# endif
39#endif 35#endif
40 36
41#ifndef __CEXTRACT__
42#include <sproto.h> 37#include <sproto.h>
43#endif
44
45#ifdef HAVE_TIME_H
46#include <time.h> 38#include <time.h>
47#endif
48 39
49#include <../random_maps/random_map.h> 40#include <../random_maps/random_map.h>
50#include <../random_maps/rproto.h> 41#include <../random_maps/rproto.h>
51#include "path.h" 42#include "path.h"
52 43
53shstr undead_name;
54
55static char days[7][4] = { 44static char days[7][4] = {
56 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"}; 45 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
46};
57 47
48void
58void version(object *op) { 49version (object *op)
59 if(op!=NULL) 50{
51 if (op)
60 clear_win_info(op); 52 clear_win_info (op);
61 53
62 new_draw_info_format(NDI_UNIQUE, 0, op, "This is Crossfire v%s",VERSION); 54 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire+ v%s", VERSION);
63 55
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:"); 56 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
57 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>");
58 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
59 new_draw_info (NDI_UNIQUE, 0, op, "Pippijn van Steenhoven <pip88nl@gmail.com>");
69 new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)"); 60 new_draw_info (NDI_UNIQUE, 0, op, "Mark Wedel <mwedel@sonic.net>");
70 new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)"); 61 new_draw_info (NDI_UNIQUE, 0, op, "Frank Tore Johansen <frankj@ifi.uio.no>");
71 new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)"); 62 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Torgrim Homme <kjetilho@ifi.uio.no>");
72 new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)"); 63 new_draw_info (NDI_UNIQUE, 0, op, "Tyler Van Gorder <tvangod@ecst.csuchico.edu>");
73 new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)"); 64 new_draw_info (NDI_UNIQUE, 0, op, "Tony Elmroth <elmroth@cd.chalmers.se>");
74 new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)"); 65 new_draw_info (NDI_UNIQUE, 0, op, "Dougal Scott <dougal.scott@fcit.monasu.edu.au>");
75 new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)"); 66 new_draw_info (NDI_UNIQUE, 0, op, "William <wchuang@athena.mit.edu>");
76 new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)"); 67 new_draw_info (NDI_UNIQUE, 0, op, "Geoff Bailey <ftww@cs.su.oz.au>");
77 new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)"); 68 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Wiekhorst Jørgensen <jorgens@flipper.pvv.unit.no>");
78 new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)"); 69 new_draw_info (NDI_UNIQUE, 0, op, "Cameron Blackwood <c.blackwood@rdt.monash.edu.au>");
79 new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)"); 70 new_draw_info (NDI_UNIQUE, 0, op, "Joseph L. Traub <jtraub+@cmu.edu>");
80 new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)"); 71 new_draw_info (NDI_UNIQUE, 0, op, "Rupert G. Goldie <rgg@aaii.oz.au>");
81 new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)"); 72 new_draw_info (NDI_UNIQUE, 0, op, "Eric A. Anderson <eanders+@cmu.edu>");
82 new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)"); 73 new_draw_info (NDI_UNIQUE, 0, op, "Rickard Eneqvist <eneq@Prag.DoCS.UU.SE>");
83 new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)"); 74 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko Sonninen <Jarkko.Sonninen@lut.fi>");
84 new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)"); 75 new_draw_info (NDI_UNIQUE, 0, op, "Karl Holland <kholland@sunlab.cit.cornell.du>");
85 new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)"); 76 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Lundgren <vick@bern.docs.uu.se>");
86 new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)"); 77 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Olsson <mol@meryl.csd.uu.se>");
87 new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)"); 78 new_draw_info (NDI_UNIQUE, 0, op, "Tero Haatanen <Tero.Haatanen@lut.fi>");
88 new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)"); 79 new_draw_info (NDI_UNIQUE, 0, op, "Lasse Ylitalo <ylitalo@student.docs.uu.se>");
89 new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)"); 80 new_draw_info (NDI_UNIQUE, 0, op, "Niilo Neuvo <anipa@guru.magic.fi>");
90 new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)"); 81 new_draw_info (NDI_UNIQUE, 0, op, "Markku J{rvinen <mta@modeemi.cs.tut.fi>");
91 new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)"); 82 new_draw_info (NDI_UNIQUE, 0, op, "Sylvain Meunier <meunier@inf.enst.fr>");
92 new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)"); 83 new_draw_info (NDI_UNIQUE, 0, op, "Jason Fosback <jfosback@darmok.uoregon.edu>");
93 new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)"); 84 new_draw_info (NDI_UNIQUE, 0, op, "Carl Edman <cedman@capitalist.princeton.edu>");
94 new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)"); 85 new_draw_info (NDI_UNIQUE, 0, op, "Charles Henrich <henrich@crh.cl.msu.edu>");
95 new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)"); 86 new_draw_info (NDI_UNIQUE, 0, op, "Gregor Schmid <schmid@fb3-s7.math.tu-berlin.de>");
96 new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)"); 87 new_draw_info (NDI_UNIQUE, 0, op, "Raphael Quinet <quinet@montefiore.ulg.ac.be>");
97 new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)"); 88 new_draw_info (NDI_UNIQUE, 0, op, "Jari Vanhala <jam@modeemi.cs.tut.fi>");
98 new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)"); 89 new_draw_info (NDI_UNIQUE, 0, op, "Tero Kivinen <kivinen@joker.cs.hut.fi>");
99 new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)"); 90 new_draw_info (NDI_UNIQUE, 0, op, "Peter Mardahl <peterm@soda.berkeley.edu>");
100 new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)"); 91 new_draw_info (NDI_UNIQUE, 0, op, "Matthew Zeher <matt@cs.odu.edu>");
101 new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)"); 92 new_draw_info (NDI_UNIQUE, 0, op, "Scott R. Turner <srt@sun-dimas.aero.org>");
102 new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)"); 93 new_draw_info (NDI_UNIQUE, 0, op, "Ben Fennema <huma@netcom.com>");
103 new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)"); 94 new_draw_info (NDI_UNIQUE, 0, op, "Nick Williams <njw@cs.city.ac.uk>");
104 new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)"); 95 new_draw_info (NDI_UNIQUE, 0, op, "Laurent Wacrenier <Wacren@Gin.ObsPM.Fr>");
105 new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)"); 96 new_draw_info (NDI_UNIQUE, 0, op, "Brian Thomas <thomas@astro.psu.edu>");
106 new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)"); 97 new_draw_info (NDI_UNIQUE, 0, op, "John Steven Moerk <jsm@axon.ksc.nasa.gov>");
107 new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David [david.delbecq@mailandnews.com]"); 98 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"); 99 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann <yann.chachkoff@mailandnews.com>\n");
100
109 new_draw_info(NDI_UNIQUE, 0,op,"Images and art:"); 101 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
110 new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner"); 102 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
111 new_draw_info(NDI_UNIQUE, 0,op,"David Gervais [david_eg@mail.com]"); 103 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]"); 104 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]"); 105 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]"); 106 new_draw_info (NDI_UNIQUE, 0, op, "MÃ¥rten Woxberg <maxmc@telia.com>");
115 new_draw_info(NDI_UNIQUE, 0,op,"And many more!"); 107 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} 108}
185 109
186/* This is a basic little function to put the player back to his 110/* This is a basic little function to put the player back to his
187 * savebed. We do some error checking - its possible that the 111 * savebed. We do some error checking - its possible that the
188 * savebed map may no longer exist, so we make sure the player 112 * savebed map may no longer exist, so we make sure the player
189 * goes someplace. 113 * goes someplace.
190 */ 114 */
115void
191void enter_player_savebed(object *op) 116enter_player_savebed (object *op)
192{ 117{
193 mapstruct *oldmap = op->map; 118 object *tmp = object::create ();
194 object *tmp;
195
196 tmp=get_object();
197
198 EXIT_PATH(tmp) = op->contr->savebed_map; 119 EXIT_PATH (tmp) = op->contr->savebed_map;
199 EXIT_X(tmp) = op->contr->bed_x; 120 EXIT_X (tmp) = op->contr->bed_x;
200 EXIT_Y(tmp) = op->contr->bed_y; 121 EXIT_Y (tmp) = op->contr->bed_y;
201 enter_exit(op,tmp); 122 op->enter_exit (tmp);
202 /* If the player has not changed maps and the name does not match 123 tmp->destroy ();
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} 124}
238 125
239/* 126/*
240 * enter_map(): Moves the player and pets from current map (if any) to 127 * 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 128 * 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 129 * 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 130 * whatever reason. If default map coordinates are to be used, then
244 * the function that calls this should figure them out. 131 * the function that calls this should figure them out.
245 */ 132 */
246static void enter_map(object *op, mapstruct *newmap, int x, int y) { 133void
247 mapstruct *oldmap = op->map; 134object::enter_map (maptile *newmap, int x, int y)
135{
136 if (destroyed () || !newmap || newmap->in_memory != MAP_IN_MEMORY)
137 return;
248 138
249 if (out_of_map(newmap, x, y)) { 139 if (out_of_map (newmap, x, y))
140 {
250 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", 141 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
251 newmap->path, x, y); 142 x = newmap->enter_x;
252 x=MAP_ENTER_X(newmap); 143 y = newmap->enter_y;
253 y=MAP_ENTER_Y(newmap);
254 if (out_of_map(newmap, x, y)) { 144 if (out_of_map (newmap, x, y))
145 {
255 LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 146 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)); 147 &newmap->path, x, y, newmap->width, newmap->height);
257 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed"); 148 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
258 return; 149 return;
259 } 150 }
260 } 151 }
152
153 if (contr && map != newmap && map)
154 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
155 return;
156
157 /* If it is a player login, he has yet to be inserted anyplace.
158 * otherwise, we need to deal with removing the player here.
159 */
160 remove ();
161
261 /* try to find a spot for the player */ 162 /* try to find a spot for the player */
262 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */ 163 if (ob_blocked (this, newmap, x, y))
164 { /* First choice blocked */
263 /* We try to find a spot for the player, starting closest in. 165 /* 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, 166 * 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 167 * So for example, if the north space is free, you would always end up there even
266 * if other spaces around are available. 168 * if other spaces around are available.
267 * Note that for the second and third calls, we could start at a position other 169 * 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. 170 * than one, but then we could end up on the other side of walls and so forth.
269 */ 171 */
270 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1); 172 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
173
174 if (i == -1)
175 {
176 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
271 if (i==-1) { 177 if (i == -1)
272 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1); 178 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
179 }
180
273 if (i==-1) 181 if (i != -1)
274 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
275 } 182 {
276 if (i != -1 ) {
277 x += freearr_x[i]; 183 x += freearr_x[i];
278 y += freearr_y[i]; 184 y += freearr_y[i];
185 }
279 } else { 186 else
280 /* not much we can do in this case. */ 187 /* 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", 188 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);
283 }
284 } /* end if looking for free spot */
285
286 if (op->map!=NULL)
287 {
288 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
289 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
290 } 189 }
291 190
292 /* If it is a player login, he has yet to be inserted anyplace. 191 if (contr && map != newmap)
293 * otherwise, we need to deal with removing the player here. 192 {
294 */ 193 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
295 if(!QUERY_FLAG(op, FLAG_REMOVED)) 194 return;
296 remove_ob(op);
297 195
298 /* remove_ob clears these so they must be reset after the remove_ob call */ 196 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
299 op->x = x; 197 return;
300 op->y = y; 198 }
199
200 this->x = x;
201 this->y = y;
301 op->map = newmap; 202 map = newmap;
203
302 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON); 204 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
303 205
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; 206 enemy = NULL;
311 207
312 if (op->contr) { 208 if (contr)
209 {
313 strcpy(op->contr->maplevel, newmap->path); 210 contr->maplevel = newmap->path;
314 op->contr->count=0; 211 contr->count = 0;
315 } 212 }
316 213
317 /* Update any golems */ 214 /* Update any golems */
318 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) { 215 if (type == PLAYER && contr->ranges[range_golem])
216 {
319 int i = find_free_spot(op->contr->ranges[range_golem],newmap, 217 int i = find_free_spot (contr->ranges[range_golem], newmap,
320 x, y, 1, SIZEOFFREE); 218 x, y, 1, SIZEOFFREE);
321 remove_ob(op->contr->ranges[range_golem]); 219
220 contr->ranges[range_golem]->remove ();
221
322 if (i==-1) { 222 if (i == -1)
223 {
323 remove_friendly_object(op->contr->ranges[range_golem]); 224 remove_friendly_object (contr->ranges[range_golem]);
324 free_object(op->contr->ranges[range_golem]); 225 contr->ranges[range_golem]->destroy ();
325 op->contr->ranges[range_golem]=NULL; 226 contr->ranges[range_golem] = 0;
326 op->contr->golem_count=0; 227 }
228 else
327 } 229 {
328 else {
329 object *tmp;
330 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) { 230 for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
231 {
331 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x); 232 tmp->x = x + freearr_x[i] + (tmp->arch ? 0 : tmp->arch->clone.x);
332 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y); 233 tmp->y = y + freearr_y[i] + (tmp->arch ? 0 : tmp->arch->clone.y);
333 tmp->map = newmap; 234 tmp->map = newmap;
334 } 235 }
236
335 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0); 237 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
336 op->contr->ranges[range_golem]->direction = 238 contr->ranges[range_golem]->direction =
337 find_dir_2(op->x - op->contr->ranges[range_golem]->x, 239 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
338 op->y - op->contr->ranges[range_golem]->y);
339 } 240 }
340 } 241 }
341 op->direction=0;
342 242
343 /* since the players map is already loaded, we don't need to worry 243 /* since the players map is already loaded, we don't need to worry
344 * about pending objects. 244 * about pending objects.
345 */ 245 */
346 remove_all_pets(newmap); 246 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} 247}
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
884 248
885/* process_players1 and process_players2 do all the player related stuff. 249/* 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 250 * 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 251 * 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 252 * by the various functions. process_players1() does the processing before
889 * objects have been updated, process_players2() does the processing that 253 * objects have been updated, process_players2() does the processing that
890 * is needed after the players have been updated. 254 * is needed after the players have been updated.
891 */ 255 */
892 256static void
893void process_players1(mapstruct *map) 257process_players1 ()
894{ 258{
895 int flag; 259 int flag;
896 player *pl,*plnext;
897 260
898 /* Basically, we keep looping until all the players have done their actions. */ 261 /* Basically, we keep looping until all the players have done their actions. */
899 for(flag=1;flag!=0;) { 262 for (flag = 1; flag != 0;)
263 {
900 flag=0; 264 flag = 0;
901 for(pl=first_player;pl!=NULL;pl=plnext) { 265 for_all_players (pl)
902 plnext=pl->next; /* In case a player exits the game in handle_player() */ 266 {
267 pl->refcnt_chk ();
903 268
904 if (pl->ob == NULL) continue; 269 if (!pl->ob || !pl->ns || !pl->ob->active)
270 continue;
905 271
906 if (map!=NULL && pl->ob->map!=map) continue;
907
908 if(pl->ob->speed_left>0) { 272 if (pl->ob->speed_left > 0)
909 if (handle_newcs_player(pl->ob)) 273 if (handle_newcs_player (pl->ob))
910 flag=1; 274 flag = 1;
911 } /* end if player has speed left */
912 275
913 /* If the player is not actively playing, don't make a 276 /* If the player is not actively playing, don't make a
914 * backup save - nothing to save anyway. Plus, the 277 * backup save - nothing to save anyway. Plus, the
915 * map may not longer be valid. This can happen when the 278 * map may not longer be valid. This can happen when the
916 * player quits - they exist for purposes of tracking on the map, 279 * player quits - they exist for purposes of tracking on the map,
917 * but don't actually reside on any actual map. 280 * but don't actually reside on any actual map.
918 */ 281 */
919 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue; 282 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
283 continue;
284 } /* end of for loop for all the players */
285 } /* for flag */
920 286
921#ifdef AUTOSAVE 287 for_all_players (pl)
922 /* check for ST_PLAYING state so that we don't try to save off when 288 {
923 * the player is logging in. 289 if (!pl->ob || !pl->ns || !pl->ob->active)
290 continue;
291
292 if (settings.casting_time)
293 {
294 if (pl->ob->casting_time > 0)
295 {
296 pl->ob->casting_time--;
297 pl->ob->start_holding = 1;
298 }
299
300 /* set spell_state so we can update the range in stats field */
301 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
302 pl->ob->start_holding = 0;
303 }
304
305 do_some_living (pl->ob);
306 }
307}
308
309static void
310process_players2 ()
311{
312 /* Then check if any players should use weapon-speed instead of speed */
313 for_all_players (pl)
314 {
315 /* The code that did weapon_sp handling here was out of place -
316 * this isn't called until after the player has finished there
317 * actions, and is thus out of place. All we do here is bounds
318 * checking.
319 */
320 if (pl->has_hit)
321 {
322 if (pl->ob->speed_left > pl->weapon_sp)
323 pl->ob->speed_left = pl->weapon_sp;
324
325 /* This needs to be here - if the player is running, we need to
326 * clear this each tick, but new commands are not being received
327 * so execute_newserver_command() is never called
924 */ 328 */
925 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) { 329 pl->has_hit = 0;
926 /* Don't save the player on unholy ground. Instead, increase the 330 }
927 * tick time so it will be about 10 seconds before we try and save 331 else if (pl->ob->speed_left > pl->ob->speed)
928 * again. 332 pl->ob->speed_left = pl->ob->speed;
333 }
334}
335
336void
337process_events ()
338{
339 process_players1 ();
340
341 for_all_actives (op)
342 {
343 /* Now process op */
344 if (QUERY_FLAG (op, FLAG_FREED))
345 {
346 LOG (llevError, "BUG: process_events(): Free object on list\n");
347 op->set_speed (0);
348 continue;
349 }
350
351 /* I've seen occasional crashes due to this - the object is removed,
352 * and thus the map it points to (last map it was on) may be bogus
353 * The real bug is to try to find out the cause of this - someone
354 * is probably calling remove_ob without either an insert_ob or
355 * free_object afterwards, leaving an object dangling. But I'd
356 * rather log this and continue on instead of crashing.
357 * Don't remove players - when a player quits, the object is in
358 * sort of a limbo, of removed, but something we want to keep
359 * around.
360 */
361 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
362 {
363 LOG (llevError, "BUG: process_events(): Removed object on list\n");
364 char *dump = dump_object (op);
365 LOG (llevError, dump);
366 free (dump);
367 op->destroy ();
368 continue;
369 }
370
371 if (!op->has_active_speed ())
372 {
373 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
374 "but is on active list\n", op->debug_desc (), op->speed);
375 op->set_speed (0);
376 continue;
377 }
378
379 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
380 {
381 LOG (llevError, "BUG: process_events(): Object without map or "
382 "inventory is on active list: %s (%d)\n", &op->name, op->count);
383 op->set_speed (0);
384 continue;
385 }
386
387 /* Animate the object. Bug or feature that anim_speed
388 * is based on ticks, and not the creatures speed?
389 */
390 if (op->anim_speed && op->last_anim >= op->anim_speed)
391 {
392 if ((op->type == PLAYER))
393 animate_object (op, op->facing);
394 else
395 animate_object (op, op->direction);
396
397 op->last_anim = 1;
398 }
399 else
400 op->last_anim++;
401
402 if (op->speed_left > 0)
403 {
404#if 0
405 /* I've seen occasional crashes in move_symptom() with it
406 * crashing because op is removed - add some debugging to
407 * track if it is removed at this point.
408 * This unfortunately is a bit too verbose it seems - not sure
409 * why - I think what happens is a map is freed or something and
410 * some objects get 'lost' - removed never to be reclaimed.
411 * removed objects generally shouldn't exist.
929 */ 412 */
930// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { 413 if (QUERY_FLAG (op, FLAG_REMOVED))
931// pl->last_save_tick += 100; 414 {
932// } else { 415 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
933 save_player(pl->ob,1);
934 pl->last_save_tick = pticks;
935// }
936 } 416 }
937#endif 417#endif
938 } /* end of for loop for all the players */ 418 --op->speed_left;
939 } /* for flag */ 419 process_object (op);
940 for(pl=first_player;pl!=NULL;pl=pl->next) { 420
941 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) 421 if (op->destroyed ())
942 continue; 422 continue;
943 if (settings.casting_time == TRUE) {
944 if (pl->ob->casting_time > 0){
945 pl->ob->casting_time--;
946 pl->ob->start_holding = 1;
947 } 423 }
948 /* set spell_state so we can update the range in stats field */ 424
949 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){ 425 if (settings.casting_time == TRUE && op->casting_time > 0)
950 pl->ob->start_holding = 0; 426 op->casting_time--;
951 } 427
428 if (op->speed_left <= 0)
429 op->speed_left += FABS (op->speed);
430 }
431
432 process_players2 ();
433}
434
435/* clean up everything before exiting */
436void
437emergency_save ()
438{
439 LOG (llevDebug, "emergency save begin.\n");
440
441 maptile::emergency_save ();
442
443 LOG (llevDebug, "saving book archive.\n");
444 write_book_archive ();
445
446 LOG (llevDebug, "emergency save done.\n");
447}
448
449// send all clients some informational text
450static void
451cleanup_inform (const char *cause, bool make_core)
452{
453 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 0, 0, "The server will now shutdown.\n");
454 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 0, 0, "Cause for this shtudown: %s\n", cause);
455
456 if (make_core)
457 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 0, 0, "This is considered a crash.\n");
458 else
459 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 0, 0, "This is considered to be a clean shutdown.\n");
460
461 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 0, 0, "%s\n", CLEANUP_MESSAGE);
462
463 flush_sockets ();
464}
465
466/* clean up everything before exiting */
467void
468cleanup (const char *cause, bool make_core)
469{
470 LOG (llevError, "cleanup cause: %s\n", cause);
471
472 if (!make_core)
473 cleanup_inform (cause, make_core);
474
475 LOG (llevDebug, "cleanup begin.\n");
476
477 if (init_done && !in_cleanup)
478 {
479 in_cleanup = true;
480 emergency_save ();
481 }
482 else
483 in_cleanup = true;
484
485 LOG (llevDebug, "running cleanup handlers.\n");
486 INVOKE_GLOBAL (CLEANUP);
487
488 LOG (llevDebug, "cleanup done.\n");
489
490 if (make_core)
491 {
492 cleanup_inform (cause, make_core);
493 abort ();
494 }
495 else
496 _exit (0);
497}
498
499int
500forbid_play (void)
501{
502#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
503 char buf[MAX_BUF], day[MAX_BUF];
504 FILE *fp;
505 time_t clock;
506 struct tm *tm;
507 int i, start, stop, forbit = 0, comp;
508
509 clock = time (NULL);
510 tm = (struct tm *) localtime (&clock);
511
512 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
513 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
514 return 0;
515
516 while (fgets (buf, MAX_BUF, fp))
517 {
518 if (buf[0] == '#')
519 continue;
520
521 if (!strncmp (buf, "msg", 3))
952 } 522 {
953 do_some_living(pl->ob); 523 if (forbit)
954/* draw(pl->ob);*/ /* updated in socket code */ 524 while (fgets (buf, MAX_BUF, fp)) /* print message */
955 } 525 fputs (buf, logfile);
956} 526 break;
957 527 }
958void process_players2(mapstruct *map) 528 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
959{
960 player *pl;
961
962 /* Then check if any players should use weapon-speed instead of speed */
963 for(pl=first_player;pl!=NULL;pl=pl->next) {
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 } 529 {
971 530 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
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 }
989}
990
991#define SPEED_DEBUG
992
993
994void process_events (mapstruct *map)
995{
996 object *op;
997 object marker;
998 tag_t tag;
999
1000 process_players1 (map);
1001
1002 memset(&marker, 0, sizeof(object));
1003 /* Put marker object at beginning of active list */
1004 marker.active_next = active_objects;
1005
1006 if (marker.active_next)
1007 marker.active_next->active_prev = &marker;
1008 marker.active_prev = NULL;
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
1021 active_objects = op;
1022
1023 marker.active_next = op->active_next;
1024
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 */
1031 if (QUERY_FLAG (op, FLAG_FREED)) {
1032 LOG (llevError, "BUG: process_events(): Free object on list\n");
1033 op->speed = 0;
1034 update_ob_speed (op);
1035 continue; 531 continue;
1036 }
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, "
1059 "but is on active list\n", &op->arch->name);
1060 update_ob_speed (op);
1061 continue;
1062 }
1063
1064 if (op->map == NULL && op->env == NULL && op->name &&
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;
1070 update_ob_speed (op);
1071 continue;
1072 }
1073
1074 if (map != NULL && op->map != map)
1075 continue;
1076
1077 /* Animate the object. Bug of feature that andim_speed
1078 * is based on ticks, and not the creatures speed?
1079 */
1080 if (op->anim_speed && op->last_anim >= op->anim_speed)
1081 {
1082 if ((op->type==PLAYER)||(op->type==MONSTER))
1083 animate_object(op, op->facing);
1084 else
1085 animate_object (op, op->direction);
1086
1087 op->last_anim = 1;
1088 } 532 }
533
534 for (i = 0; i < 7; i++)
1089 else 535 {
1090 op->last_anim++; 536 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1091 537 forbit = 1;
1092 if (op->speed_left > 0) {
1093#if 0
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 } 538 }
539 }
540
541 close_and_delete (fp, comp);
542
543 return forbit;
544#else
545 return 0;
1106#endif 546#endif
1107 --op->speed_left;
1108 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 }
1153 }
1154 }
1155 write_todclock(); /* lets just write the clock here */
1156}
1157
1158/* clean up everything before exiting */
1159void cleanup(void)
1160{
1161 LOG(llevDebug,"Cleanup called. freeing data.\n");
1162 clean_tmp_files();
1163 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
1182void leave(player *pl, int draw_exit) {
1183 if (pl != NULL) {
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
1192 /* If a hidden dm dropped connection do not create
1193 * inconsistencies by showing that they have left the game
1194 */
1195 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden)
1196 && draw_exit
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
1205 char buf[MAX_BUF];
1206 sprintf (buf, "%s left the game.", &pl->ob->name);
1207 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1208 }
1209
1210 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1211 leave_map (pl->ob);
1212
1213 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1214 }
1215 }
1216}
1217
1218int forbid_play(void)
1219{
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
1227 clock = time (NULL);
1228 tm = (struct tm *) localtime (&clock);
1229
1230 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1231 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1232 return 0;
1233
1234 while (fgets (buf, MAX_BUF, fp)) {
1235 if (buf[0]=='#') continue;
1236 if (!strncmp (buf, "msg", 3)) {
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 }
1253
1254 close_and_delete(fp, comp);
1255
1256 return forbit;
1257#else
1258 return 0;
1259#endif
1260} 547}
1261 548
1262/* 549/*
1263 * do_specials() is a collection of functions to call from time to time. 550 * 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 551 * 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. 552 * 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 553 * 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 554 * 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 555 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1273 * doing the various things. 560 * doing the various things.
1274 */ 561 */
1275 562
1276extern unsigned long todtick; 563extern unsigned long todtick;
1277 564
565void
1278void do_specials(void) { 566do_specials (void)
1279 567{
1280#ifdef WATCHDOG
1281 if (!(pticks % 503))
1282 watchdog();
1283#endif
1284
1285 if (!(pticks % PTICKS_PER_CLOCK)) 568 if (!(pticks % PTICKS_PER_CLOCK))
1286 tick_the_clock(); 569 tick_the_clock ();
1287 570
1288 if (!(pticks % 7)) 571 if (!(pticks % 7))
1289 shstr::gc (); 572 shstr::gc ();
1290 573
1291 if (!(pticks % 79))
1292 flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1293
1294 if (!(pticks % 2503)) 574 if (!(pticks % 2503))
1295 fix_weight(); /* Hack to fix weightproblems caused by bugs */ 575 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1296 576
1297 if (!(pticks % 2521))
1298 metaserver_update(); /* 2500 ticks is about 5 minutes */
1299
1300 if (!(pticks % 5003)) 577 if (!(pticks % 5003))
1301 write_book_archive(); 578 write_book_archive ();
1302 579
1303 if (!(pticks % 5009)) 580 if (!(pticks % 5009))
1304 clean_friendly_list(); 581 clean_friendly_list ();
1305 582
1306 if (!(pticks % 5011)) 583 if (!(pticks % 5011))
1307 obsolete_parties(); 584 obsolete_parties ();
1308 585
1309 if (!(pticks % 12503)) 586 if (!(pticks % 12503))
1310 fix_luck(); 587 fix_luck ();
1311} 588}
1312 589
590void
1313void server_tick () 591server_tick ()
1314{ 592{
1315 nroferrors = 0; 593 // first do the user visible stuff
1316
1317 doeric_server(); 594 doeric_server ();
1318 INVOKE_GLOBAL (CLOCK); 595 INVOKE_GLOBAL (CLOCK);
1319 process_events(NULL); /* "do" something with objects with speed */ 596 process_events (); /* "do" something with objects with speed */
1320 flush_sockets(); 597 flush_sockets ();
1321 check_active_maps(); /* Removes unused maps after a certain timeout */ 598
599 // then do some bookkeeping, should not really be here
1322 do_specials(); /* Routines called from time to time. */ 600 do_specials (); /* Routines called from time to time. */
601 attachable::check_mortals ();
1323 602
1324 ++pticks; 603 ++pticks;
1325} 604}
1326 605
606int
1327int main(int argc, char **argv) 607main (int argc, char **argv)
1328{ 608{
1329 undead_name = "undead"; // what weird misoptimisation is this again?
1330
1331 settings.argc = argc; 609 settings.argc = argc;
1332 settings.argv = argv; 610 settings.argv = argv;
1333 611
1334 cfperl_init ();
1335
1336 init (argc, argv); 612 init (argc, argv);
1337 613
1338 cfperl_boot ();
1339 initPlugins (); 614 initPlugins ();
1340 615
1341 for (;;) 616 for (;;)
1342 cfperl_main (); 617 cfperl_main ();
1343
1344 // unreached
1345 emergency_save (0);
1346 cleanup ();
1347
1348 return 0;
1349} 618}
619

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines