1 | /* |
1 | /* |
2 | * static char *rcsid_main_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: main.C,v 1.22 2006/09/09 21:48:29 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
23 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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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 |
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34 | #include <des.h> |
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35 | #else |
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36 | # ifdef HAVE_CRYPT_H |
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37 | # include <crypt.h> |
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38 | # endif |
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39 | #endif |
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40 | |
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41 | #ifndef __CEXTRACT__ |
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42 | #include <sproto.h> |
29 | #include <sproto.h> |
43 | #endif |
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44 | |
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45 | #ifdef HAVE_TIME_H |
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46 | #include <time.h> |
30 | #include <time.h> |
47 | #endif |
31 | |
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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 | |
53 | static char days[7][4] = { |
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54 | "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat" |
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55 | }; |
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56 | |
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57 | void |
38 | void |
58 | version (object * op) |
39 | version (object *op) |
59 | { |
40 | { |
60 | if (op != NULL) |
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61 | clear_win_info (op); |
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62 | |
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63 | 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); |
64 | |
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65 | /* If in a socket, don't print out the list of authors. It confuses the |
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66 | * crossclient program. |
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67 | */ |
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68 | if (op == NULL) |
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69 | return; |
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70 | new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:"); |
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71 | new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)"); |
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72 | new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)"); |
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73 | new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)"); |
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74 | new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)"); |
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75 | new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)"); |
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76 | new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)"); |
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77 | new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)"); |
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78 | new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)"); |
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79 | new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)"); |
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80 | new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)"); |
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81 | new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)"); |
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82 | new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)"); |
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83 | new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)"); |
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84 | new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)"); |
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85 | new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)"); |
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86 | new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)"); |
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87 | new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)"); |
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88 | new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)"); |
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89 | new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)"); |
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90 | new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)"); |
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91 | new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)"); |
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92 | new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)"); |
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93 | new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)"); |
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94 | new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)"); |
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95 | new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)"); |
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96 | new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)"); |
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97 | new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)"); |
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98 | new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)"); |
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99 | new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)"); |
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100 | new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)"); |
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101 | new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)"); |
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102 | new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)"); |
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103 | new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)"); |
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104 | new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)"); |
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105 | new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)"); |
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106 | new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)"); |
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107 | new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)"); |
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108 | new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)"); |
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109 | new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]"); |
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110 | new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n"); |
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111 | new_draw_info (NDI_UNIQUE, 0, op, "Images and art:"); |
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112 | new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner"); |
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113 | new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]"); |
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114 | new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]"); |
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115 | new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]"); |
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116 | new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]"); |
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117 | new_draw_info (NDI_UNIQUE, 0, op, "And many more!"); |
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118 | } |
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119 | |
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120 | void |
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121 | info_keys (object * op) |
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122 | { |
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123 | clear_win_info (op); |
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124 | new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction."); |
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125 | new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run"); |
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126 | new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'"); |
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127 | new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters."); |
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128 | new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command"); |
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129 | new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look"); |
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130 | new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help"); |
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131 | new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw"); |
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132 | new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick"); |
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133 | new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version"); |
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134 | new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells"); |
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135 | new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type"); |
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136 | new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get"); |
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137 | new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands."); |
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138 | new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear"); |
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139 | new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands."); |
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140 | new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)"); |
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141 | } |
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142 | |
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143 | void |
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144 | start_info (object * op) |
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145 | { |
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146 | char buf[MAX_BUF]; |
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147 | |
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148 | sprintf (buf, "Welcome to Crossfire, v%s!", VERSION); |
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149 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
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150 | new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
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151 | new_draw_info (NDI_UNIQUE, 0, op, " "); |
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152 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name); |
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153 | if (!op->contr->name_changed) |
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154 | { |
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155 | new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name"); |
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156 | new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list."); |
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157 | new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)"); |
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158 | } |
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159 | } |
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160 | |
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161 | /* Really, there is no reason to crypt the passwords any system. But easier |
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162 | * to just leave this enabled for backward compatibility. Put the |
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163 | * simple case at top - no encryption - makes it easier to read. |
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164 | */ |
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165 | char * |
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166 | crypt_string (char *str, char *salt) |
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167 | { |
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168 | #if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES)) |
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169 | return (str); |
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170 | #else |
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171 | static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./"; |
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172 | char s[2]; |
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173 | |
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174 | if (salt == NULL) |
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175 | s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)]; |
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176 | else |
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177 | s[0] = salt[0], s[1] = salt[1]; |
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178 | |
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179 | # ifdef HAVE_LIBDES |
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180 | return (char *) des_crypt (str, s); |
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181 | # endif |
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182 | /* Default case - just use crypt */ |
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183 | return (char *) crypt (str, s); |
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184 | #endif |
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185 | } |
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186 | |
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187 | int |
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188 | check_password (char *typed, char *crypted) |
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189 | { |
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190 | return !strcmp (crypt_string (typed, crypted), crypted); |
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191 | } |
42 | } |
192 | |
43 | |
193 | /* 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 |
194 | * savebed. We do some error checking - its possible that the |
45 | * savebed. We do some error checking - its possible that the |
195 | * 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 |
196 | * goes someplace. |
47 | * goes someplace. |
197 | */ |
48 | */ |
198 | void |
49 | void |
199 | enter_player_savebed (object * op) |
50 | enter_player_savebed (object *op) |
200 | { |
51 | { |
201 | mapstruct *oldmap = op->map; |
52 | op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y); |
202 | object *tmp; |
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203 | |
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204 | tmp = get_object (); |
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205 | |
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206 | EXIT_PATH (tmp) = op->contr->savebed_map; |
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207 | EXIT_X (tmp) = op->contr->bed_x; |
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208 | EXIT_Y (tmp) = op->contr->bed_y; |
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209 | enter_exit (op, tmp); |
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210 | /* If the player has not changed maps and the name does not match |
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211 | * that of the savebed, his savebed map is gone. Lets go back |
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212 | * to the emergency path. Update what the players savebed is |
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213 | * while we're at it. |
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214 | */ |
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215 | if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path)) |
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216 | { |
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217 | LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n", |
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218 | settings.emergency_mapname, &op->name, op->contr->savebed_map); |
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219 | strcpy (op->contr->savebed_map, settings.emergency_mapname); |
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220 | op->contr->bed_x = settings.emergency_x; |
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221 | op->contr->bed_y = settings.emergency_y; |
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222 | EXIT_PATH (tmp) = op->contr->savebed_map; |
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223 | EXIT_X (tmp) = op->contr->bed_x; |
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224 | EXIT_Y (tmp) = op->contr->bed_y; |
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225 | enter_exit (op, tmp); |
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226 | } |
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227 | free_object (tmp); |
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228 | } |
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229 | |
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230 | /* All this really is is a glorified remove_object that also updates |
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231 | * the counts on the map if needed. |
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232 | */ |
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233 | void |
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234 | leave_map (object * op) |
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235 | { |
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236 | mapstruct *oldmap = op->map; |
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237 | |
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238 | remove_ob (op); |
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239 | |
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240 | if (oldmap) |
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241 | { |
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242 | if (!op->contr->hidden) |
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243 | oldmap->players--; |
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244 | if (oldmap->players <= 0) |
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245 | { /* can be less than zero due to errors in tracking this */ |
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246 | set_map_timeout (oldmap); |
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247 | } |
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248 | } |
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249 | } |
53 | } |
250 | |
54 | |
251 | /* |
55 | /* |
252 | * 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 |
253 | * 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 |
254 | * 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 |
255 | * whatever reason. If default map coordinates are to be used, then |
59 | * whatever reason. If default map coordinates are to be used, then |
256 | * the function that calls this should figure them out. |
60 | * the function that calls this should figure them out. |
257 | */ |
61 | */ |
258 | static void |
62 | void |
259 | enter_map (object * op, mapstruct * newmap, int x, int y) |
63 | object::enter_map (maptile *newmap, int x, int y) |
260 | { |
64 | { |
261 | mapstruct *oldmap = op->map; |
65 | if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE) |
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66 | return; |
262 | |
67 | |
263 | if (out_of_map (newmap, x, y)) |
68 | if (out_of_map (newmap, x, y)) |
264 | { |
69 | { |
265 | LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); |
70 | LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y); |
266 | x = MAP_ENTER_X (newmap); |
71 | x = newmap->enter_x; |
267 | y = MAP_ENTER_Y (newmap); |
72 | y = newmap->enter_y; |
268 | if (out_of_map (newmap, x, y)) |
73 | if (out_of_map (newmap, x, y)) |
269 | { |
74 | { |
270 | 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", |
271 | newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); |
76 | &newmap->path, x, y, newmap->width, newmap->height); |
272 | new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); |
77 | new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed"); |
273 | return; |
78 | return; |
274 | } |
79 | } |
275 | } |
80 | } |
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81 | |
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82 | if (contr && map != newmap && map) |
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83 | if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) |
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84 | return; |
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85 | |
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86 | // remove, so stupid blocked does not trigger a failure |
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87 | remove (); |
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88 | |
276 | /* try to find a spot for the player */ |
89 | /* try to find a spot for the player */ |
277 | if (ob_blocked (op, newmap, x, y)) |
90 | if (blocked (newmap, x, y)) |
278 | { /* First choice blocked */ |
91 | { /* First choice blocked */ |
279 | /* 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. |
280 | * 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, |
281 | * 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 |
282 | * if other spaces around are available. |
95 | * if other spaces around are available. |
283 | * 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 |
284 | * 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. |
285 | */ |
98 | */ |
286 | 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 | |
287 | if (i == -1) |
101 | if (i < 0) |
288 | { |
102 | { |
289 | i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); |
103 | i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1); |
290 | if (i == -1) |
104 | if (i < 0) |
291 | i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); |
105 | i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE); |
292 | } |
106 | } |
|
|
107 | |
293 | if (i != -1) |
108 | if (i >= 0) |
294 | { |
109 | { |
295 | x += freearr_x[i]; |
110 | x += freearr_x[i]; |
296 | y += freearr_y[i]; |
111 | y += freearr_y[i]; |
297 | } |
112 | } |
298 | else |
113 | else |
299 | { |
|
|
300 | /* not much we can do in this case. */ |
114 | /* not much we can do in this case. */ |
301 | 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); |
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); |
302 | } |
|
|
303 | } /* end if looking for free spot */ |
|
|
304 | |
|
|
305 | if (op->map != NULL) |
|
|
306 | { |
116 | } |
307 | INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap)); |
117 | |
308 | INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)); |
118 | if (contr && map != newmap) |
309 | } |
119 | { |
|
|
120 | if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) |
|
|
121 | return; |
310 | |
122 | |
311 | /* If it is a player login, he has yet to be inserted anyplace. |
123 | if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y))) |
312 | * otherwise, we need to deal with removing the player here. |
124 | return; |
313 | */ |
125 | } |
314 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
315 | remove_ob (op); |
|
|
316 | |
126 | |
317 | /* remove_ob clears these so they must be reset after the remove_ob call */ |
127 | newmap->insert (this, x, y, 0, INS_NO_WALK_ON); |
318 | op->x = x; |
|
|
319 | op->y = y; |
|
|
320 | op->map = newmap; |
|
|
321 | insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); |
|
|
322 | |
128 | |
323 | INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr)); |
129 | enemy = 0; |
324 | |
130 | |
325 | if (!op->contr->hidden) |
|
|
326 | newmap->players++; |
|
|
327 | |
|
|
328 | newmap->timeout = 0; |
|
|
329 | op->enemy = NULL; |
|
|
330 | |
|
|
331 | if (op->contr) |
131 | if (contr) |
332 | { |
132 | { |
333 | strcpy (op->contr->maplevel, newmap->path); |
133 | contr->maplevel = newmap->path; |
334 | op->contr->count = 0; |
134 | contr->count = 0; |
335 | } |
135 | } |
336 | |
136 | |
337 | /* Update any golems */ |
137 | /* Update any golems */ |
338 | if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) |
138 | if (type == PLAYER) |
339 | { |
139 | if (object *golem = contr->golem) |
340 | int i = find_free_spot (op->contr->ranges[range_golem], newmap, |
|
|
341 | x, y, 1, SIZEOFFREE); |
|
|
342 | remove_ob (op->contr->ranges[range_golem]); |
|
|
343 | if (i == -1) |
|
|
344 | { |
140 | { |
345 | remove_friendly_object (op->contr->ranges[range_golem]); |
141 | int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE); |
346 | free_object (op->contr->ranges[range_golem]); |
142 | |
347 | op->contr->ranges[range_golem] = NULL; |
143 | if (i < 0) |
348 | op->contr->golem_count = 0; |
144 | golem->drop_and_destroy (); |
349 | } |
|
|
350 | else |
145 | else |
351 | { |
|
|
352 | object *tmp; |
|
|
353 | for (tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) |
|
|
354 | { |
146 | { |
355 | tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); |
147 | newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]); |
356 | tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); |
148 | golem->direction = find_dir_2 (golem->x - x, golem->y - y); |
357 | tmp->map = newmap; |
|
|
358 | } |
149 | } |
359 | insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0); |
|
|
360 | op->contr->ranges[range_golem]->direction = |
|
|
361 | find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y); |
|
|
362 | } |
150 | } |
363 | } |
|
|
364 | op->direction = 0; |
|
|
365 | |
151 | |
366 | /* since the players map is already loaded, we don't need to worry |
152 | /* since the players map is already loaded, we don't need to worry |
367 | * about pending objects. |
153 | * about pending objects. |
368 | */ |
154 | */ |
369 | remove_all_pets (newmap); |
155 | remove_all_pets (newmap); |
370 | |
|
|
371 | /* If the player is changing maps, we need to do some special things |
|
|
372 | * Do this after the player is on the new map - otherwise the force swap of the |
|
|
373 | * old map does not work. |
|
|
374 | */ |
|
|
375 | if (oldmap != newmap) |
|
|
376 | { |
|
|
377 | if (oldmap) /* adjust old map */ |
|
|
378 | { |
|
|
379 | oldmap->players--; |
|
|
380 | |
|
|
381 | if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */ |
|
|
382 | set_map_timeout (oldmap); |
|
|
383 | } |
|
|
384 | } |
|
|
385 | } |
156 | } |
386 | |
|
|
387 | void |
|
|
388 | set_map_timeout (mapstruct * oldmap) |
|
|
389 | { |
|
|
390 | #if MAP_MAXTIMEOUT |
|
|
391 | oldmap->timeout = MAP_TIMEOUT (oldmap); |
|
|
392 | /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is |
|
|
393 | * lower than the min value. |
|
|
394 | */ |
|
|
395 | #if MAP_MINTIMEOUT |
|
|
396 | if (oldmap->timeout < MAP_MINTIMEOUT) |
|
|
397 | { |
|
|
398 | oldmap->timeout = MAP_MINTIMEOUT; |
|
|
399 | } |
|
|
400 | #endif |
|
|
401 | if (oldmap->timeout > MAP_MAXTIMEOUT) |
|
|
402 | { |
|
|
403 | oldmap->timeout = MAP_MAXTIMEOUT; |
|
|
404 | } |
|
|
405 | #else |
|
|
406 | /* save out the map */ |
|
|
407 | swap_map (oldmap); |
|
|
408 | #endif /* MAP_MAXTIMEOUT */ |
|
|
409 | } |
|
|
410 | |
|
|
411 | |
|
|
412 | /* clean_path takes a path and replaces all / with _ |
|
|
413 | * We do a strcpy so that we do not change the original string. |
|
|
414 | */ |
|
|
415 | char * |
|
|
416 | clean_path (const char *file) |
|
|
417 | { |
|
|
418 | static char newpath[MAX_BUF], *cp; |
|
|
419 | |
|
|
420 | strncpy (newpath, file, MAX_BUF - 1); |
|
|
421 | newpath[MAX_BUF - 1] = '\0'; |
|
|
422 | for (cp = newpath; *cp != '\0'; cp++) |
|
|
423 | { |
|
|
424 | if (*cp == '/') |
|
|
425 | *cp = '_'; |
|
|
426 | } |
|
|
427 | return newpath; |
|
|
428 | } |
|
|
429 | |
|
|
430 | |
|
|
431 | /* unclean_path takes a path and replaces all _ with / |
|
|
432 | * This basically undoes clean path. |
|
|
433 | * We do a strcpy so that we do not change the original string. |
|
|
434 | * We are smart enough to start after the last / in case we |
|
|
435 | * are getting passed a string that points to a unique map |
|
|
436 | * path. |
|
|
437 | */ |
|
|
438 | char * |
|
|
439 | unclean_path (const char *src) |
|
|
440 | { |
|
|
441 | static char newpath[MAX_BUF], *cp; |
|
|
442 | |
|
|
443 | cp = strrchr (src, '/'); |
|
|
444 | if (cp) |
|
|
445 | strncpy (newpath, cp + 1, MAX_BUF - 1); |
|
|
446 | else |
|
|
447 | strncpy (newpath, src, MAX_BUF - 1); |
|
|
448 | newpath[MAX_BUF - 1] = '\0'; |
|
|
449 | |
|
|
450 | for (cp = newpath; *cp != '\0'; cp++) |
|
|
451 | { |
|
|
452 | if (*cp == '_') |
|
|
453 | *cp = '/'; |
|
|
454 | } |
|
|
455 | return newpath; |
|
|
456 | } |
|
|
457 | |
|
|
458 | |
|
|
459 | /* The player is trying to enter a randomly generated map. In this case, generate the |
|
|
460 | * random map as needed. |
|
|
461 | */ |
|
|
462 | |
|
|
463 | static void |
|
|
464 | enter_random_map (object * pl, object * exit_ob) |
|
|
465 | { |
|
|
466 | mapstruct *new_map; |
|
|
467 | char newmap_name[HUGE_BUF], *cp; |
|
|
468 | static int reference_number = 0; |
|
|
469 | RMParms rp; |
|
|
470 | |
|
|
471 | memset (&rp, 0, sizeof (RMParms)); |
|
|
472 | rp.Xsize = -1; |
|
|
473 | rp.Ysize = -1; |
|
|
474 | rp.region = get_region_by_map (exit_ob->map); |
|
|
475 | if (exit_ob->msg) |
|
|
476 | set_random_map_variable (&rp, exit_ob->msg); |
|
|
477 | rp.origin_x = exit_ob->x; |
|
|
478 | rp.origin_y = exit_ob->y; |
|
|
479 | strcpy (rp.origin_map, pl->map->path); |
|
|
480 | |
|
|
481 | /* If we have a final_map, use it as a base name to give some clue |
|
|
482 | * as where the player is. Otherwise, use the origin map. |
|
|
483 | * Take the last component (after the last slash) to give |
|
|
484 | * shorter names without bogus slashes. |
|
|
485 | */ |
|
|
486 | if (rp.final_map[0]) |
|
|
487 | { |
|
|
488 | cp = strrchr (rp.final_map, '/'); |
|
|
489 | if (!cp) |
|
|
490 | cp = rp.final_map; |
|
|
491 | } |
|
|
492 | else |
|
|
493 | { |
|
|
494 | char buf[HUGE_BUF]; |
|
|
495 | |
|
|
496 | cp = strrchr (rp.origin_map, '/'); |
|
|
497 | if (!cp) |
|
|
498 | cp = rp.origin_map; |
|
|
499 | /* Need to strip of any trailing digits, if it has them */ |
|
|
500 | strcpy (buf, cp); |
|
|
501 | while (isdigit (buf[strlen (buf) - 1])) |
|
|
502 | buf[strlen (buf) - 1] = 0; |
|
|
503 | cp = buf; |
|
|
504 | } |
|
|
505 | |
|
|
506 | sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++); |
|
|
507 | |
|
|
508 | /* now to generate the actual map. */ |
|
|
509 | new_map = generate_random_map (newmap_name, &rp); |
|
|
510 | |
|
|
511 | /* Update the exit_ob so it now points directly at the newly created |
|
|
512 | * random maps. Not that it is likely to happen, but it does mean that a |
|
|
513 | * exit in a unique map leading to a random map will not work properly. |
|
|
514 | * It also means that if the created random map gets reset before |
|
|
515 | * the exit leading to it, that the exit will no longer work. |
|
|
516 | */ |
|
|
517 | if (new_map) |
|
|
518 | { |
|
|
519 | int x, y; |
|
|
520 | x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map); |
|
|
521 | y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map); |
|
|
522 | EXIT_PATH (exit_ob) = newmap_name; |
|
|
523 | strcpy (new_map->path, newmap_name); |
|
|
524 | enter_map (pl, new_map, x, y); |
|
|
525 | } |
|
|
526 | } |
|
|
527 | |
|
|
528 | /* The player is trying to enter a non-randomly generated template map. In this |
|
|
529 | * case, use a map file for a template |
|
|
530 | */ |
|
|
531 | |
|
|
532 | static void |
|
|
533 | enter_fixed_template_map (object * pl, object * exit_ob) |
|
|
534 | { |
|
|
535 | mapstruct *new_map; |
|
|
536 | char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap; |
|
|
537 | const char *new_map_name; |
|
|
538 | |
|
|
539 | /* Split the exit path string into two parts, one |
|
|
540 | * for where to store the map, and one for were |
|
|
541 | * to generate the map from. |
|
|
542 | */ |
|
|
543 | snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2); |
|
|
544 | sourcemap = strchr (exitpath, '!'); |
|
|
545 | if (!sourcemap) |
|
|
546 | { |
|
|
547 | new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name); |
|
|
548 | /* Should only occur when no source map is set. |
|
|
549 | */ |
|
|
550 | LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n", |
|
|
551 | &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); |
|
|
552 | return; |
|
|
553 | } |
|
|
554 | *sourcemap++ = '\0'; |
|
|
555 | |
|
|
556 | /* If we are not coming from a template map, we can use relative directories |
|
|
557 | * for the map to generate from. |
|
|
558 | */ |
|
|
559 | if (!exit_ob->map->templatemap) |
|
|
560 | { |
|
|
561 | sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap); |
|
|
562 | } |
|
|
563 | |
|
|
564 | /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord |
|
|
565 | * of the exit, and the name of the map the exit is on, respectively. |
|
|
566 | */ |
|
|
567 | sprintf (tmpnum, "%d", exit_ob->x); |
|
|
568 | replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname)); |
|
|
569 | |
|
|
570 | sprintf (tmpnum, "%d", exit_ob->y); |
|
|
571 | sprintf (tmpstring, "%s", resultname); |
|
|
572 | replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname)); |
|
|
573 | |
|
|
574 | sprintf (tmpstring, "%s", resultname); |
|
|
575 | replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname)); |
|
|
576 | |
|
|
577 | /* If we are coming from another template map, use reletive paths unless |
|
|
578 | * indicated otherwise. |
|
|
579 | */ |
|
|
580 | if (exit_ob->map->templatemap && (resultname[0] != '/')) |
|
|
581 | { |
|
|
582 | new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname); |
|
|
583 | } |
|
|
584 | else |
|
|
585 | { |
|
|
586 | new_map_name = create_template_pathname (resultname); |
|
|
587 | } |
|
|
588 | |
|
|
589 | /* Attempt to load the map, if unable to, then |
|
|
590 | * create the map from the template. |
|
|
591 | */ |
|
|
592 | new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE); |
|
|
593 | if (!new_map) |
|
|
594 | { |
|
|
595 | new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE); |
|
|
596 | if (new_map) |
|
|
597 | fix_auto_apply (new_map); |
|
|
598 | } |
|
|
599 | |
|
|
600 | if (new_map) |
|
|
601 | { |
|
|
602 | /* set the path of the map to where it should be |
|
|
603 | * so we don't just save over the source map. |
|
|
604 | */ |
|
|
605 | strcpy (new_map->path, new_map_name); |
|
|
606 | new_map->templatemap = 1; |
|
|
607 | enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob)); |
|
|
608 | } |
|
|
609 | else |
|
|
610 | { |
|
|
611 | new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name); |
|
|
612 | /* Should only occur when an invalid source map is set. |
|
|
613 | */ |
|
|
614 | LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n", |
|
|
615 | &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); |
|
|
616 | } |
|
|
617 | } |
|
|
618 | |
|
|
619 | |
|
|
620 | /* The player is trying to enter a randomly generated template map. In this |
|
|
621 | * case, generate the map as needed. |
|
|
622 | */ |
|
|
623 | |
|
|
624 | static void |
|
|
625 | enter_random_template_map (object * pl, object * exit_ob) |
|
|
626 | { |
|
|
627 | mapstruct *new_map; |
|
|
628 | char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF]; |
|
|
629 | const char *new_map_name; |
|
|
630 | RMParms rp; |
|
|
631 | |
|
|
632 | /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord |
|
|
633 | * of the exit, and the name of the map the exit is on, respectively. |
|
|
634 | */ |
|
|
635 | sprintf (tmpnum, "%d", exit_ob->x); |
|
|
636 | replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname)); |
|
|
637 | |
|
|
638 | sprintf (tmpnum, "%d", exit_ob->y); |
|
|
639 | sprintf (tmpstring, "%s", resultname); |
|
|
640 | replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname)); |
|
|
641 | |
|
|
642 | sprintf (tmpstring, "%s", resultname); |
|
|
643 | replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname)); |
|
|
644 | |
|
|
645 | /* If we are coming from another template map, use reletive paths unless |
|
|
646 | * indicated otherwise. |
|
|
647 | */ |
|
|
648 | if (exit_ob->map->templatemap && (resultname[0] != '/')) |
|
|
649 | { |
|
|
650 | new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname); |
|
|
651 | } |
|
|
652 | else |
|
|
653 | { |
|
|
654 | new_map_name = create_template_pathname (resultname); |
|
|
655 | } |
|
|
656 | |
|
|
657 | new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE); |
|
|
658 | if (!new_map) |
|
|
659 | { |
|
|
660 | memset (&rp, 0, sizeof (RMParms)); |
|
|
661 | rp.Xsize = -1; |
|
|
662 | rp.Ysize = -1; |
|
|
663 | rp.region = get_region_by_map (exit_ob->map); |
|
|
664 | if (exit_ob->msg) |
|
|
665 | set_random_map_variable (&rp, exit_ob->msg); |
|
|
666 | rp.origin_x = exit_ob->x; |
|
|
667 | rp.origin_y = exit_ob->y; |
|
|
668 | strcpy (rp.origin_map, pl->map->path); |
|
|
669 | |
|
|
670 | /* now to generate the actual map. */ |
|
|
671 | new_map = generate_random_map (new_map_name, &rp); |
|
|
672 | } |
|
|
673 | |
|
|
674 | |
|
|
675 | /* Update the exit_ob so it now points directly at the newly created |
|
|
676 | * random maps. Not that it is likely to happen, but it does mean that a |
|
|
677 | * exit in a unique map leading to a random map will not work properly. |
|
|
678 | * It also means that if the created random map gets reset before |
|
|
679 | * the exit leading to it, that the exit will no longer work. |
|
|
680 | */ |
|
|
681 | if (new_map) |
|
|
682 | { |
|
|
683 | int x, y; |
|
|
684 | x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map); |
|
|
685 | y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map); |
|
|
686 | new_map->templatemap = 1; |
|
|
687 | enter_map (pl, new_map, x, y); |
|
|
688 | } |
|
|
689 | } |
|
|
690 | |
|
|
691 | |
|
|
692 | /* Code to enter/detect a character entering a unique map. |
|
|
693 | */ |
|
|
694 | static void |
|
|
695 | enter_unique_map (object * op, object * exit_ob) |
|
|
696 | { |
|
|
697 | char apartment[HUGE_BUF]; |
|
|
698 | mapstruct *newmap; |
|
|
699 | |
|
|
700 | if (EXIT_PATH (exit_ob)[0] == '/') |
|
|
701 | { |
|
|
702 | sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob))); |
|
|
703 | newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE); |
|
|
704 | if (!newmap) |
|
|
705 | { |
|
|
706 | newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE); |
|
|
707 | if (newmap) |
|
|
708 | fix_auto_apply (newmap); |
|
|
709 | } |
|
|
710 | } |
|
|
711 | else |
|
|
712 | { /* relative directory */ |
|
|
713 | char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp; |
|
|
714 | |
|
|
715 | if (exit_ob->map->unique) |
|
|
716 | { |
|
|
717 | |
|
|
718 | strcpy (reldir, unclean_path (exit_ob->map->path)); |
|
|
719 | |
|
|
720 | /* Need to copy this over, as clean_path only has one static return buffer */ |
|
|
721 | strcpy (tmpc, clean_path (reldir)); |
|
|
722 | /* Remove final component, if any */ |
|
|
723 | if ((cp = strrchr (tmpc, '_')) != NULL) |
|
|
724 | *cp = 0; |
|
|
725 | |
|
|
726 | sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob))); |
|
|
727 | |
|
|
728 | newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE); |
|
|
729 | if (!newmap) |
|
|
730 | { |
|
|
731 | newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE); |
|
|
732 | if (newmap) |
|
|
733 | fix_auto_apply (newmap); |
|
|
734 | } |
|
|
735 | } |
|
|
736 | else |
|
|
737 | { |
|
|
738 | /* The exit is unique, but the map we are coming from is not unique. So |
|
|
739 | * use the basic logic - don't need to demangle the path name |
|
|
740 | */ |
|
|
741 | sprintf (apartment, "%s/%s/%s/%s", settings.localdir, |
|
|
742 | settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)))); |
|
|
743 | newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE); |
|
|
744 | if (!newmap) |
|
|
745 | { |
|
|
746 | newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0); |
|
|
747 | if (newmap) |
|
|
748 | fix_auto_apply (newmap); |
|
|
749 | } |
|
|
750 | } |
|
|
751 | } |
|
|
752 | |
|
|
753 | if (newmap) |
|
|
754 | { |
|
|
755 | strcpy (newmap->path, apartment); |
|
|
756 | newmap->unique = 1; |
|
|
757 | enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob)); |
|
|
758 | } |
|
|
759 | else |
|
|
760 | { |
|
|
761 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name); |
|
|
762 | /* Perhaps not critical, but I would think that the unique maps |
|
|
763 | * should be new enough this does not happen. This also creates |
|
|
764 | * a strange situation where some players could perhaps have visited |
|
|
765 | * such a map before it was removed, so they have the private |
|
|
766 | * map, but other players can't get it anymore. |
|
|
767 | */ |
|
|
768 | LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n", |
|
|
769 | &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); |
|
|
770 | } |
|
|
771 | |
|
|
772 | } |
|
|
773 | |
|
|
774 | |
|
|
775 | /* Tries to move 'op' to exit_ob. op is the character or monster that is |
|
|
776 | * using the exit, where exit_ob is the exit object (boat, door, teleporter, |
|
|
777 | * etc.) if exit_ob is null, then op->contr->maplevel contains that map to |
|
|
778 | * move the object to. This is used when loading the player. |
|
|
779 | * |
|
|
780 | * Largely redone by MSW 2001-01-21 - this function was overly complex |
|
|
781 | * and had some obscure bugs. |
|
|
782 | */ |
|
|
783 | |
|
|
784 | void |
|
|
785 | enter_exit (object * op, object * exit_ob) |
|
|
786 | { |
|
|
787 | #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */ |
|
|
788 | object *tmp; |
|
|
789 | /* It may be nice to support other creatures moving across |
|
|
790 | * exits, but right now a lot of the code looks at op->contr, |
|
|
791 | * so thta is an RFE. |
|
|
792 | */ |
|
|
793 | if (op->type != PLAYER) |
|
|
794 | return; |
|
|
795 | |
|
|
796 | /* First, lets figure out what map the player is going to go to */ |
|
|
797 | if (exit_ob) |
|
|
798 | { |
|
|
799 | |
|
|
800 | /* check to see if we make a template map */ |
|
|
801 | if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@') |
|
|
802 | { |
|
|
803 | if (EXIT_PATH (exit_ob)[2] == '!') |
|
|
804 | { |
|
|
805 | /* generate a template map randomly */ |
|
|
806 | enter_random_template_map (op, exit_ob); |
|
|
807 | } |
|
|
808 | else |
|
|
809 | { |
|
|
810 | /* generate a template map from a fixed template */ |
|
|
811 | enter_fixed_template_map (op, exit_ob); |
|
|
812 | } |
|
|
813 | } |
|
|
814 | /* check to see if we make a randomly generated map */ |
|
|
815 | else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!') |
|
|
816 | { |
|
|
817 | enter_random_map (op, exit_ob); |
|
|
818 | } |
|
|
819 | else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE)) |
|
|
820 | { |
|
|
821 | enter_unique_map (op, exit_ob); |
|
|
822 | } |
|
|
823 | else |
|
|
824 | { |
|
|
825 | int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob); |
|
|
826 | /* 'Normal' exits that do not do anything special |
|
|
827 | * Simple enough we don't need another routine for it. |
|
|
828 | */ |
|
|
829 | mapstruct *newmap; |
|
|
830 | if (exit_ob->map) |
|
|
831 | { |
|
|
832 | newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0); |
|
|
833 | /* Random map was previously generated, but is no longer about. Lets generate a new |
|
|
834 | * map. |
|
|
835 | */ |
|
|
836 | if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8)) |
|
|
837 | { |
|
|
838 | /* Maps that go down have a message set. However, maps that go |
|
|
839 | * up, don't. If the going home has reset, there isn't much |
|
|
840 | * point generating a random map, because it won't match the maps. |
|
|
841 | */ |
|
|
842 | if (exit_ob->msg) |
|
|
843 | { |
|
|
844 | enter_random_map (op, exit_ob); |
|
|
845 | } |
|
|
846 | else |
|
|
847 | { |
|
|
848 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name); |
|
|
849 | return; |
|
|
850 | } |
|
|
851 | |
|
|
852 | /* For exits that cause damages (like pits). Don't know if any |
|
|
853 | * random maps use this or not. |
|
|
854 | */ |
|
|
855 | if (exit_ob->stats.dam && op->type == PLAYER) |
|
|
856 | hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1); |
|
|
857 | return; |
|
|
858 | } |
|
|
859 | } |
|
|
860 | else |
|
|
861 | { |
|
|
862 | /* For word of recall and other force objects |
|
|
863 | * They contain the full pathname of the map to go back to, |
|
|
864 | * so we don't need to normalize it. |
|
|
865 | * But we do need to see if it is unique or not |
|
|
866 | */ |
|
|
867 | if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir))) |
|
|
868 | newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE); |
|
|
869 | else |
|
|
870 | newmap = ready_map_name (EXIT_PATH (exit_ob), 0); |
|
|
871 | } |
|
|
872 | if (!newmap) |
|
|
873 | { |
|
|
874 | if (exit_ob->name) |
|
|
875 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name); |
|
|
876 | /* don't cry to momma if name is not set - as in tmp objects |
|
|
877 | * used by the savebed code and character creation */ |
|
|
878 | return; |
|
|
879 | } |
|
|
880 | |
|
|
881 | /* This supports the old behaviour, but it really should not be used. |
|
|
882 | * I will note for example that with this method, it is impossible to |
|
|
883 | * set 0,0 destination coordinates. Really, if we want to support |
|
|
884 | * using the new maps default coordinates, the exit ob should use |
|
|
885 | * something like -1, -1 so it is clear to do that. |
|
|
886 | */ |
|
|
887 | if (x == 0 && y == 0) |
|
|
888 | { |
|
|
889 | x = MAP_ENTER_X (newmap); |
|
|
890 | y = MAP_ENTER_Y (newmap); |
|
|
891 | LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n", |
|
|
892 | &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>"); |
|
|
893 | } |
|
|
894 | |
|
|
895 | /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */ |
|
|
896 | if (QUERY_FLAG (exit_ob, FLAG_DAMNED)) |
|
|
897 | { |
|
|
898 | /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */ |
|
|
899 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
900 | { |
|
|
901 | if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME)) |
|
|
902 | break; |
|
|
903 | } |
|
|
904 | if (tmp) |
|
|
905 | { |
|
|
906 | remove_ob (tmp); |
|
|
907 | free_object (tmp); |
|
|
908 | } |
|
|
909 | |
|
|
910 | strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))); |
|
|
911 | op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob); |
|
|
912 | save_player (op, 1); |
|
|
913 | /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n", |
|
|
914 | * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y, |
|
|
915 | * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */ |
|
|
916 | } |
|
|
917 | |
|
|
918 | enter_map (op, newmap, x, y); |
|
|
919 | } |
|
|
920 | /* For exits that cause damages (like pits) */ |
|
|
921 | if (exit_ob->stats.dam && op->type == PLAYER) |
|
|
922 | hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1); |
|
|
923 | } |
|
|
924 | else |
|
|
925 | { |
|
|
926 | int flags = 0; |
|
|
927 | mapstruct *newmap; |
|
|
928 | |
|
|
929 | |
|
|
930 | /* Hypothetically, I guess its possible that a standard map matches |
|
|
931 | * the localdir, but that seems pretty unlikely - unlikely enough that |
|
|
932 | * I'm not going to attempt to try to deal with that possibility. |
|
|
933 | * We use the fact that when a player saves on a unique map, it prepends |
|
|
934 | * the localdir to that name. So its an easy way to see of the map is |
|
|
935 | * unique or not. |
|
|
936 | */ |
|
|
937 | if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir))) |
|
|
938 | flags = MAP_PLAYER_UNIQUE; |
|
|
939 | |
|
|
940 | /* newmap returns the map (if already loaded), or loads it for |
|
|
941 | * us. |
|
|
942 | */ |
|
|
943 | newmap = ready_map_name (op->contr->maplevel, flags); |
|
|
944 | if (!newmap) |
|
|
945 | { |
|
|
946 | LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel); |
|
|
947 | newmap = ready_map_name (settings.emergency_mapname, 0); |
|
|
948 | op->x = settings.emergency_x; |
|
|
949 | op->y = settings.emergency_y; |
|
|
950 | /* If we can't load the emergency map, something is probably really |
|
|
951 | * screwed up, so bail out now. |
|
|
952 | */ |
|
|
953 | if (!newmap) |
|
|
954 | { |
|
|
955 | LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n"); |
|
|
956 | abort (); |
|
|
957 | } |
|
|
958 | } |
|
|
959 | enter_map (op, newmap, op->x, op->y); |
|
|
960 | } |
|
|
961 | } |
|
|
962 | |
|
|
963 | /* |
|
|
964 | * process_active_maps(): Works like process_events(), but it only |
|
|
965 | * processes maps which a player is on. |
|
|
966 | * |
|
|
967 | */ |
|
|
968 | |
|
|
969 | #if 0 // dead code, schmorp |
|
|
970 | void |
|
|
971 | process_active_maps () |
|
|
972 | { |
|
|
973 | for (mapstruct * map = first_map; map != NULL; map = map->next) |
|
|
974 | if (map->in_memory == MAP_IN_MEMORY) |
|
|
975 | if (players_on_map (map, TRUE)) |
|
|
976 | process_events (map); |
|
|
977 | } |
|
|
978 | #endif |
|
|
979 | |
157 | |
980 | /* process_players1 and process_players2 do all the player related stuff. |
158 | /* process_players1 and process_players2 do all the player related stuff. |
981 | * I moved it out of process events and process_map. This was to some |
159 | * I moved it out of process events and process_map. This was to some |
982 | * extent for debugging as well as to get a better idea of the time used |
160 | * extent for debugging as well as to get a better idea of the time used |
983 | * by the various functions. process_players1() does the processing before |
161 | * by the various functions. process_players1() does the processing before |
984 | * objects have been updated, process_players2() does the processing that |
162 | * objects have been updated, process_players2() does the processing that |
985 | * is needed after the players have been updated. |
163 | * is needed after the players have been updated. |
986 | */ |
164 | */ |
987 | |
165 | static void |
988 | void |
166 | process_players1 () |
989 | process_players1 (mapstruct * map) |
|
|
990 | { |
167 | { |
991 | int flag; |
|
|
992 | player *pl, *plnext; |
|
|
993 | |
|
|
994 | /* Basically, we keep looping until all the players have done their actions. */ |
168 | /* Basically, we keep looping until all the players have done their actions. */ |
995 | for (flag = 1; flag != 0;) |
169 | for (int flag = 1; flag != 0;) |
996 | { |
170 | { |
997 | flag = 0; |
171 | flag = 0; |
998 | for (pl = first_player; pl != NULL; pl = plnext) |
172 | for_all_players (pl) |
999 | { |
173 | { |
1000 | plnext = pl->next; /* In case a player exits the game in handle_player() */ |
174 | pl->refcnt_chk (); |
1001 | |
175 | |
1002 | if (pl->ob == NULL) |
176 | if (expect_false (!pl->ob || !pl->ns || !pl->ob->active)) |
1003 | continue; |
177 | continue; |
1004 | |
178 | |
1005 | if (map != NULL && pl->ob->map != map) |
|
|
1006 | continue; |
|
|
1007 | |
|
|
1008 | if (pl->ob->speed_left > 0) |
|
|
1009 | { |
|
|
1010 | if (handle_newcs_player (pl->ob)) |
179 | if (handle_newcs_player (pl->ob)) |
1011 | flag = 1; |
180 | flag = 1; |
1012 | } /* end if player has speed left */ |
|
|
1013 | |
|
|
1014 | /* If the player is not actively playing, don't make a |
|
|
1015 | * backup save - nothing to save anyway. Plus, the |
|
|
1016 | * map may not longer be valid. This can happen when the |
|
|
1017 | * player quits - they exist for purposes of tracking on the map, |
|
|
1018 | * but don't actually reside on any actual map. |
|
|
1019 | */ |
|
|
1020 | if (QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
|
|
1021 | continue; |
|
|
1022 | |
|
|
1023 | #ifdef AUTOSAVE |
|
|
1024 | /* check for ST_PLAYING state so that we don't try to save off when |
|
|
1025 | * the player is logging in. |
|
|
1026 | */ |
|
|
1027 | if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING) |
|
|
1028 | { |
|
|
1029 | /* Don't save the player on unholy ground. Instead, increase the |
|
|
1030 | * tick time so it will be about 10 seconds before we try and save |
|
|
1031 | * again. |
|
|
1032 | */ |
|
|
1033 | // if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { |
|
|
1034 | // pl->last_save_tick += 100; |
|
|
1035 | // } else { |
|
|
1036 | save_player (pl->ob, 1); |
|
|
1037 | pl->last_save_tick = pticks; |
|
|
1038 | // } |
|
|
1039 | } |
181 | } |
1040 | #endif |
|
|
1041 | } /* end of for loop for all the players */ |
|
|
1042 | } /* for flag */ |
|
|
1043 | for (pl = first_player; pl != NULL; pl = pl->next) |
|
|
1044 | { |
182 | } |
1045 | if (map != NULL && (pl->ob == NULL || pl->ob->map != map)) |
183 | |
|
|
184 | for_all_players (pl) |
|
|
185 | { |
|
|
186 | object *ob = pl->ob; |
|
|
187 | |
|
|
188 | // process_objects destroys the speed_left value |
|
|
189 | pl->speed_left_save = ob->speed_left; |
|
|
190 | |
|
|
191 | if (expect_false (!ob || !pl->ns || !ob->active)) |
1046 | continue; |
192 | continue; |
1047 | if (settings.casting_time == TRUE) |
193 | |
1048 | { |
|
|
1049 | if (pl->ob->casting_time > 0) |
|
|
1050 | { |
|
|
1051 | pl->ob->casting_time--; |
|
|
1052 | pl->ob->start_holding = 1; |
|
|
1053 | } |
|
|
1054 | /* set spell_state so we can update the range in stats field */ |
|
|
1055 | if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) |
|
|
1056 | { |
|
|
1057 | pl->ob->start_holding = 0; |
|
|
1058 | } |
|
|
1059 | } |
|
|
1060 | do_some_living (pl->ob); |
194 | do_some_living (ob); |
1061 | /* draw(pl->ob);*//* updated in socket code */ |
|
|
1062 | } |
195 | } |
1063 | } |
196 | } |
1064 | |
197 | |
1065 | void |
198 | static void |
1066 | process_players2 (mapstruct * map) |
199 | process_players2 () |
1067 | { |
200 | { |
1068 | player *pl; |
|
|
1069 | |
|
|
1070 | /* Then check if any players should use weapon-speed instead of speed */ |
201 | /* Then check if any players should use weapon-speed instead of speed */ |
1071 | for (pl = first_player; pl != NULL; pl = pl->next) |
202 | for_all_players (pl) |
1072 | { |
203 | { |
1073 | if (map != NULL) |
204 | // restore speed_left value saved by process_players1 |
1074 | { |
|
|
1075 | if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
|
|
1076 | continue; |
|
|
1077 | else if (pl->loading != NULL) /* Player is blocked */ |
|
|
1078 | pl->ob->speed_left -= pl->ob->speed; |
|
|
1079 | if (pl->ob->map != map) |
|
|
1080 | continue; |
|
|
1081 | } |
|
|
1082 | |
|
|
1083 | /* The code that did weapon_sp handling here was out of place - |
|
|
1084 | * this isn't called until after the player has finished there |
|
|
1085 | * actions, and is thus out of place. All we do here is bounds |
|
|
1086 | * checking. |
|
|
1087 | */ |
|
|
1088 | if (pl->has_hit) |
|
|
1089 | { |
|
|
1090 | if (pl->ob->speed_left > pl->weapon_sp) |
|
|
1091 | pl->ob->speed_left = pl->weapon_sp; |
|
|
1092 | |
|
|
1093 | /* This needs to be here - if the player is running, we need to |
|
|
1094 | * clear this each tick, but new commands are not being received |
|
|
1095 | * so execute_newserver_command() is never called |
|
|
1096 | */ |
|
|
1097 | pl->has_hit = 0; |
|
|
1098 | |
|
|
1099 | } |
|
|
1100 | else if (pl->ob->speed_left > pl->ob->speed) |
|
|
1101 | pl->ob->speed_left = pl->ob->speed; |
205 | pl->ob->speed_left = pl->speed_left_save; |
1102 | } |
|
|
1103 | } |
|
|
1104 | |
206 | |
1105 | void |
207 | pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp); |
1106 | process_events (mapstruct * map) |
208 | pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed); |
1107 | { |
209 | } |
1108 | object *op; |
210 | } |
1109 | object *marker = get_object (); |
|
|
1110 | tag_t tag; |
|
|
1111 | |
211 | |
|
|
212 | static void |
|
|
213 | process_events () |
|
|
214 | { |
1112 | process_players1 (map); |
215 | process_players1 (); |
1113 | |
216 | |
1114 | marker->active_next = active_objects; |
217 | for_all_actives (op) |
1115 | |
|
|
1116 | if (marker->active_next) |
|
|
1117 | marker->active_next->active_prev = marker; |
|
|
1118 | |
|
|
1119 | marker->active_prev = NULL; |
|
|
1120 | active_objects = marker; |
|
|
1121 | |
|
|
1122 | while (marker->active_next) |
|
|
1123 | { |
218 | { |
1124 | op = marker->active_next; |
219 | // try to prefetch some stuff we expect to need |
1125 | tag = op->count; |
220 | // obviously, it should be grouped into the same cacheline. |
|
|
221 | // preliminary results indicate that this gives halves the speed |
|
|
222 | // used for the inner loop |
|
|
223 | if (_i < actives.size ()) // HACK, rely on _i :/ |
|
|
224 | { |
|
|
225 | object *next = actives [_i + 1]; |
1126 | |
226 | |
1127 | /* Move marker forward - swap op and marker */ |
227 | prefetch (&next->flag , 0, 1); |
1128 | op->active_prev = marker->active_prev; |
228 | prefetch (&next->speed , 0, 1); |
1129 | |
229 | prefetch (&next->anim_speed, 0, 1); |
1130 | if (op->active_prev) |
230 | prefetch (&next->contr , 0, 1); |
1131 | op->active_prev->active_next = op; |
231 | } |
1132 | else |
|
|
1133 | active_objects = op; |
|
|
1134 | |
|
|
1135 | marker->active_next = op->active_next; |
|
|
1136 | |
|
|
1137 | if (marker->active_next) |
|
|
1138 | marker->active_next->active_prev = marker; |
|
|
1139 | |
|
|
1140 | marker->active_prev = op; |
|
|
1141 | op->active_next = marker; |
|
|
1142 | |
232 | |
1143 | /* Now process op */ |
233 | /* Now process op */ |
1144 | if (QUERY_FLAG (op, FLAG_FREED)) |
234 | if (expect_false (op->flag [FLAG_FREED])) |
1145 | { |
235 | { |
1146 | LOG (llevError, "BUG: process_events(): Free object on list\n"); |
236 | LOG (llevError, "BUG: process_events(): Free object on list\n"); |
1147 | op->speed = 0; |
237 | op->set_speed (0); |
1148 | update_ob_speed (op); |
|
|
1149 | continue; |
238 | continue; |
1150 | } |
239 | } |
1151 | |
240 | |
1152 | /* I've seen occasional crashes due to this - the object is removed, |
241 | if (expect_false (!op->has_active_speed ())) |
1153 | * and thus the map it points to (last map it was on) may be bogus |
|
|
1154 | * The real bug is to try to find out the cause of this - someone |
|
|
1155 | * is probably calling remove_ob without either an insert_ob or |
|
|
1156 | * free_object afterwards, leaving an object dangling. But I'd |
|
|
1157 | * rather log this and continue on instead of crashing. |
|
|
1158 | * Don't remove players - when a player quits, the object is in |
|
|
1159 | * sort of a limbo, of removed, but something we want to keep |
|
|
1160 | * around. |
|
|
1161 | */ |
242 | { |
1162 | if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY) |
|
|
1163 | { |
|
|
1164 | LOG (llevError, "BUG: process_events(): Removed object on list\n"); |
243 | LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), " |
1165 | dump_object (op); |
244 | "but is on active list\n", op->debug_desc (), op->speed); |
1166 | LOG (llevError, errmsg); |
245 | op->set_speed (0); |
1167 | free_object (op); |
|
|
1168 | continue; |
246 | continue; |
1169 | } |
247 | } |
1170 | |
248 | |
1171 | if (!op->speed) |
249 | if (expect_false (op->flag [FLAG_REMOVED])) |
1172 | { |
250 | { |
1173 | LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); |
251 | LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n", |
1174 | update_ob_speed (op); |
252 | op->debug_desc ()); |
|
|
253 | op->set_speed (0); |
1175 | continue; |
254 | continue; |
1176 | } |
255 | } |
1177 | |
256 | |
1178 | if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL) |
|
|
1179 | { |
|
|
1180 | LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count); |
|
|
1181 | op->speed = 0; |
|
|
1182 | update_ob_speed (op); |
|
|
1183 | continue; |
|
|
1184 | } |
|
|
1185 | |
|
|
1186 | if (map != NULL && op->map != map) |
|
|
1187 | continue; |
|
|
1188 | |
|
|
1189 | /* Animate the object. Bug of feature that andim_speed |
257 | /* Animate the object. Bug or feature that anim_speed |
1190 | * is based on ticks, and not the creatures speed? |
258 | * is based on ticks, and not the creatures speed? |
1191 | */ |
259 | */ |
1192 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
260 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
1193 | { |
261 | { |
1194 | if ((op->type == PLAYER) || (op->type == MONSTER)) |
|
|
1195 | animate_object (op, op->facing); |
|
|
1196 | else |
|
|
1197 | animate_object (op, op->direction); |
262 | animate_object (op, op->contr ? op->facing : op->direction); |
1198 | |
|
|
1199 | op->last_anim = 1; |
263 | op->last_anim = 1; |
1200 | } |
264 | } |
1201 | else |
265 | else |
1202 | op->last_anim++; |
266 | ++op->last_anim; |
1203 | |
267 | |
1204 | if (op->speed_left > 0) |
268 | if (expect_false (op->speed_left > 0.f)) |
1205 | { |
|
|
1206 | #if 0 |
|
|
1207 | /* I've seen occasional crashes in move_symptom() with it |
|
|
1208 | * crashing because op is removed - add some debugging to |
|
|
1209 | * track if it is removed at this point. |
|
|
1210 | * This unfortunately is a bit too verbose it seems - not sure |
|
|
1211 | * why - I think what happens is a map is freed or something and |
|
|
1212 | * some objects get 'lost' - removed never to be reclaimed. |
|
|
1213 | * removed objects generally shouldn't exist. |
|
|
1214 | */ |
|
|
1215 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
1216 | { |
269 | { |
1217 | LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null"); |
|
|
1218 | } |
|
|
1219 | #endif |
|
|
1220 | --op->speed_left; |
270 | --op->speed_left; |
1221 | process_object (op); |
271 | process_object (op); |
1222 | if (was_destroyed (op, tag)) |
|
|
1223 | continue; |
|
|
1224 | } |
272 | } |
1225 | if (settings.casting_time == TRUE && op->casting_time > 0) |
|
|
1226 | op->casting_time--; |
|
|
1227 | if (op->speed_left <= 0) |
|
|
1228 | op->speed_left += FABS (op->speed); |
|
|
1229 | } |
|
|
1230 | |
273 | |
1231 | /* Remove marker object from active list */ |
274 | // this will destroy the speed_left value for players, but |
1232 | if (marker->active_prev != NULL) |
275 | // process_players1 and ..2 save/restore the real value, |
1233 | marker->active_prev->active_next = NULL; |
276 | // so we can avoid a costly test here. |
|
|
277 | op->speed_left = min (op->speed, op->speed_left + op->speed); |
|
|
278 | } |
|
|
279 | |
|
|
280 | process_players2 (); |
|
|
281 | } |
|
|
282 | |
|
|
283 | /* clean up everything before exiting */ |
|
|
284 | void |
|
|
285 | emergency_save () |
|
|
286 | { |
|
|
287 | LOG (llevDebug, "emergency save begin.\n"); |
|
|
288 | |
|
|
289 | cfperl_emergency_save (); |
|
|
290 | |
|
|
291 | LOG (llevDebug, "saving book archive.\n"); |
|
|
292 | write_book_archive (); |
|
|
293 | |
|
|
294 | LOG (llevDebug, "emergency save done.\n"); |
|
|
295 | } |
|
|
296 | |
|
|
297 | // send all clients some informational text |
|
|
298 | static void |
|
|
299 | cleanup_inform (const char *cause, bool make_core) |
|
|
300 | { |
|
|
301 | int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN); |
|
|
302 | |
|
|
303 | new_draw_info_format (flags, 0, 0, "The server will now shutdown."); |
|
|
304 | new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause); |
|
|
305 | |
|
|
306 | if (make_core) |
|
|
307 | new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved."); |
1234 | else |
308 | else |
1235 | active_objects = NULL; |
309 | new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now."); |
1236 | |
310 | |
1237 | process_players2 (map); |
311 | new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE); |
1238 | |
312 | |
1239 | free_object (marker); |
313 | client::flush_sockets (); |
1240 | } |
|
|
1241 | |
|
|
1242 | void |
|
|
1243 | clean_tmp_files (void) |
|
|
1244 | { |
|
|
1245 | mapstruct *m, *next; |
|
|
1246 | |
|
|
1247 | LOG (llevInfo, "Cleaning up...\n"); |
|
|
1248 | |
|
|
1249 | /* We save the maps - it may not be intuitive why, but if there are unique |
|
|
1250 | * items, we need to save the map so they get saved off. Perhaps we should |
|
|
1251 | * just make a special function that only saves the unique items. |
|
|
1252 | */ |
|
|
1253 | for (m = first_map; m != NULL; m = next) |
|
|
1254 | { |
|
|
1255 | next = m->next; |
|
|
1256 | if (m->in_memory == MAP_IN_MEMORY) |
|
|
1257 | { |
|
|
1258 | /* If we want to reuse the temp maps, swap it out (note that will also |
|
|
1259 | * update the log file. Otherwise, save the map (mostly for unique item |
|
|
1260 | * stuff). Note that the clean_tmp_map is called after the end of |
|
|
1261 | * the for loop but is in the #else bracket. IF we are recycling the maps, |
|
|
1262 | * we certainly don't want the temp maps removed. |
|
|
1263 | */ |
|
|
1264 | |
|
|
1265 | /* XXX The above comment is dead wrong */ |
|
|
1266 | if (settings.recycle_tmp_maps == TRUE) |
|
|
1267 | swap_map (m); |
|
|
1268 | else |
|
|
1269 | { |
|
|
1270 | new_save_map (m, 0); /* note we save here into a overlay map */ |
|
|
1271 | clean_tmp_map (m); |
|
|
1272 | } |
|
|
1273 | } |
|
|
1274 | } |
|
|
1275 | write_todclock (); /* lets just write the clock here */ |
|
|
1276 | } |
314 | } |
1277 | |
315 | |
1278 | /* clean up everything before exiting */ |
316 | /* clean up everything before exiting */ |
1279 | void |
317 | void |
1280 | cleanup (void) |
318 | cleanup (const char *cause, bool make_core) |
1281 | { |
319 | { |
|
|
320 | if (make_core) |
|
|
321 | fork_abort (cause); |
|
|
322 | |
|
|
323 | LOG (llevError, "cleanup cause: %s\n", cause); |
|
|
324 | |
|
|
325 | if (!make_core) |
|
|
326 | cleanup_inform (cause, make_core); |
|
|
327 | |
1282 | LOG (llevDebug, "Cleanup called. freeing data.\n"); |
328 | LOG (llevDebug, "cleanup begin.\n"); |
1283 | clean_tmp_files (); |
|
|
1284 | write_book_archive (); |
|
|
1285 | #ifdef MEMORY_DEBUG |
|
|
1286 | free_all_maps (); |
|
|
1287 | free_style_maps (); |
|
|
1288 | free_all_object_data (); |
|
|
1289 | free_all_archs (); |
|
|
1290 | free_all_treasures (); |
|
|
1291 | free_all_images (); |
|
|
1292 | free_all_newserver (); |
|
|
1293 | free_all_recipes (); |
|
|
1294 | free_all_readable (); |
|
|
1295 | free_all_god (); |
|
|
1296 | free_all_anim (); |
|
|
1297 | /* See what the string data that is out there that hasn't been freed. */ |
|
|
1298 | /* LOG(llevDebug, ss_dump_table(0xff));*/ |
|
|
1299 | #endif |
|
|
1300 | exit (0); |
|
|
1301 | } |
|
|
1302 | |
329 | |
1303 | void |
330 | if (init_done && !in_cleanup) |
1304 | leave (player * pl, int draw_exit) |
|
|
1305 | { |
|
|
1306 | if (pl != NULL) |
|
|
1307 | { |
|
|
1308 | /* We do this so that the socket handling routine can do the final |
|
|
1309 | * cleanup. We also leave that loop to actually handle the freeing |
|
|
1310 | * of the data. |
|
|
1311 | */ |
|
|
1312 | if (pl->ob->type != DEAD_OBJECT) |
|
|
1313 | { |
|
|
1314 | pl->socket.status = Ns_Dead; |
|
|
1315 | |
|
|
1316 | /* If a hidden dm dropped connection do not create |
|
|
1317 | * inconsistencies by showing that they have left the game |
|
|
1318 | */ |
|
|
1319 | if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden) |
|
|
1320 | && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD)) |
|
|
1321 | { |
|
|
1322 | if (pl->ob->map) |
|
|
1323 | { |
|
|
1324 | INVOKE_PLAYER (LOGOUT, pl); |
|
|
1325 | LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host); |
|
|
1326 | } |
|
|
1327 | |
|
|
1328 | char buf[MAX_BUF]; |
|
|
1329 | sprintf (buf, "%s left the game.", &pl->ob->name); |
|
|
1330 | new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf); |
|
|
1331 | } |
|
|
1332 | |
|
|
1333 | if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
|
|
1334 | leave_map (pl->ob); |
|
|
1335 | |
|
|
1336 | pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ |
|
|
1337 | } |
|
|
1338 | } |
331 | { |
1339 | } |
332 | in_cleanup = true; |
1340 | |
333 | emergency_save (); |
1341 | int |
|
|
1342 | forbid_play (void) |
|
|
1343 | { |
|
|
1344 | #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE) |
|
|
1345 | char buf[MAX_BUF], day[MAX_BUF]; |
|
|
1346 | FILE *fp; |
|
|
1347 | time_t clock; |
|
|
1348 | struct tm *tm; |
|
|
1349 | int i, start, stop, forbit = 0, comp; |
|
|
1350 | |
|
|
1351 | clock = time (NULL); |
|
|
1352 | tm = (struct tm *) localtime (&clock); |
|
|
1353 | |
|
|
1354 | sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); |
|
|
1355 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
1356 | return 0; |
|
|
1357 | |
|
|
1358 | while (fgets (buf, MAX_BUF, fp)) |
|
|
1359 | { |
334 | } |
1360 | if (buf[0] == '#') |
335 | else |
1361 | continue; |
336 | in_cleanup = true; |
1362 | if (!strncmp (buf, "msg", 3)) |
|
|
1363 | { |
|
|
1364 | if (forbit) |
|
|
1365 | while (fgets (buf, MAX_BUF, fp)) /* print message */ |
|
|
1366 | fputs (buf, logfile); |
|
|
1367 | break; |
|
|
1368 | |
337 | |
1369 | } |
338 | LOG (llevDebug, "running cleanup handlers.\n"); |
1370 | else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) |
339 | INVOKE_GLOBAL (CLEANUP); |
1371 | { |
|
|
1372 | LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n"); |
|
|
1373 | continue; |
|
|
1374 | } |
|
|
1375 | |
340 | |
1376 | for (i = 0; i < 7; i++) |
341 | LOG (llevDebug, "cleanup done.\n"); |
1377 | { |
342 | |
1378 | if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop)) |
343 | log_cleanup (); |
1379 | forbit = 1; |
344 | |
1380 | } |
345 | if (make_core) |
|
|
346 | cleanup_inform (cause, make_core); |
|
|
347 | else |
1381 | } |
348 | { |
|
|
349 | new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting."); |
|
|
350 | new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE); |
|
|
351 | client::flush_sockets (); |
|
|
352 | } |
1382 | |
353 | |
1383 | close_and_delete (fp, comp); |
354 | cfperl_cleanup (make_core); |
1384 | |
355 | _exit (make_core); |
1385 | return forbit; |
|
|
1386 | #else |
|
|
1387 | return 0; |
|
|
1388 | #endif |
|
|
1389 | } |
356 | } |
1390 | |
357 | |
1391 | /* |
358 | /* |
1392 | * do_specials() is a collection of functions to call from time to time. |
359 | * do_specials() is a collection of functions to call from time to time. |
1393 | * Modified 2000-1-14 MSW to use the global pticks count to determine how |
360 | * Modified 2000-1-14 MSW to use the global pticks count to determine how |
1394 | * often to do things. This will allow us to spred them out more often. |
361 | * often to do things. This will allow us to spred them out more often. |
1395 | * I use prime numbers for the factor count - in that way, it is less likely |
362 | * I use prime numbers for the factor count - in that way, it is less likely |
1396 | * these actions will fall on the same tick (compared to say using 500/2500/15000 |
363 | * these actions will fall on the same tick (compared to say using 500/2500/15000 |
1397 | * which would mean on that 15,000 tick count a whole bunch of stuff gets |
364 | * which would mean on that 15,000 tick count a whole bunch of stuff gets |
… | |
… | |
1399 | * done on the same tick, but that will happen very infrequently |
366 | * done on the same tick, but that will happen very infrequently |
1400 | * |
367 | * |
1401 | * I also think this code makes it easier to see how often we really are |
368 | * I also think this code makes it easier to see how often we really are |
1402 | * doing the various things. |
369 | * doing the various things. |
1403 | */ |
370 | */ |
1404 | |
371 | static void |
1405 | extern unsigned long todtick; |
|
|
1406 | |
|
|
1407 | void |
|
|
1408 | do_specials (void) |
372 | do_specials () |
1409 | { |
373 | { |
1410 | |
|
|
1411 | #ifdef WATCHDOG |
|
|
1412 | if (!(pticks % 503)) |
|
|
1413 | watchdog (); |
|
|
1414 | #endif |
|
|
1415 | |
|
|
1416 | if (!(pticks % PTICKS_PER_CLOCK)) |
|
|
1417 | tick_the_clock (); |
|
|
1418 | |
|
|
1419 | if (!(pticks % 7)) |
|
|
1420 | shstr::gc (); |
374 | shstr::gc (); |
|
|
375 | archetype::gc (); |
1421 | |
376 | |
1422 | if (!(pticks % 79)) |
377 | if (expect_false (!(pticks % TICKS_PER_HOUR))) |
1423 | flush_old_maps (); /* Clears the tmp-files of maps which have reset */ |
378 | maptile::adjust_daylight (); |
1424 | |
379 | |
1425 | if (!(pticks % 2503)) |
380 | if (expect_false (!(pticks % 2503))) |
1426 | fix_weight (); /* Hack to fix weightproblems caused by bugs */ |
381 | fix_weight (); /* Hack to fix weightproblems caused by bugs */ |
1427 | |
382 | |
1428 | if (!(pticks % 2521)) |
|
|
1429 | metaserver_update (); /* 2500 ticks is about 5 minutes */ |
|
|
1430 | |
|
|
1431 | if (!(pticks % 5003)) |
383 | if (expect_false (!(pticks % 5003))) |
1432 | write_book_archive (); |
384 | write_book_archive (); |
1433 | |
385 | |
1434 | if (!(pticks % 5009)) |
386 | if (expect_false (!(pticks % 5009))) |
1435 | clean_friendly_list (); |
387 | clean_friendly_list (); |
1436 | |
388 | |
1437 | if (!(pticks % 5011)) |
389 | if (expect_false (!(pticks % 5011))) |
1438 | obsolete_parties (); |
390 | obsolete_parties (); |
1439 | |
391 | |
1440 | if (!(pticks % 12503)) |
392 | if (expect_false (!(pticks % 12503))) |
1441 | fix_luck (); |
393 | fix_luck (); |
1442 | } |
394 | } |
1443 | |
395 | |
1444 | void |
396 | void |
1445 | server_tick () |
397 | server_tick () |
1446 | { |
398 | { |
1447 | nroferrors = 0; |
399 | // first do the user visible stuff |
1448 | |
|
|
1449 | doeric_server (); |
|
|
1450 | INVOKE_GLOBAL (CLOCK); |
400 | INVOKE_GLOBAL (CLOCK); |
1451 | process_events (NULL); /* "do" something with objects with speed */ |
401 | process_events (); // "do" something with objects with speed |
1452 | flush_sockets (); |
402 | client::clock (); // draw client maps etc. |
1453 | check_active_maps (); /* Removes unused maps after a certain timeout */ |
403 | |
|
|
404 | // then do some bookkeeping, should not really be here |
1454 | do_specials (); /* Routines called from time to time. */ |
405 | do_specials (); /* Routines called from time to time. */ |
1455 | object::free_mortals (); |
406 | attachable::check_mortals (); |
1456 | |
407 | |
1457 | ++pticks; |
408 | ++pticks; |
1458 | } |
|
|
1459 | |
409 | |
|
|
410 | if (object::object_count >= RESTART_COUNT) |
|
|
411 | cleanup ("running out of protocol ID values - need full restart"); |
|
|
412 | } |
|
|
413 | |
|
|
414 | // normal main |
1460 | int |
415 | int |
1461 | main (int argc, char **argv) |
416 | main (int argc, char **argv) |
1462 | { |
417 | { |
1463 | settings.argc = argc; |
418 | settings.argc = argc; |
1464 | settings.argv = argv; |
419 | settings.argv = argv; |
1465 | |
420 | |
1466 | cfperl_init (); |
421 | rndm.seed (time (0)); |
|
|
422 | g_thread_init (0); // for the slice allocator only |
1467 | |
423 | |
1468 | init (argc, argv); |
424 | init (argc, argv); |
1469 | |
|
|
1470 | initPlugins (); |
|
|
1471 | |
425 | |
1472 | for (;;) |
426 | for (;;) |
1473 | cfperl_main (); |
427 | cfperl_main (); |
1474 | |
|
|
1475 | // unreached |
|
|
1476 | emergency_save (0); |
|
|
1477 | cleanup (); |
|
|
1478 | |
|
|
1479 | return 0; |
|
|
1480 | } |
428 | } |
|
|
429 | |