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Comparing deliantra/server/server/main.C (file contents):
Revision 1.28 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.167 by root, Tue Oct 12 06:20:14 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <tod.h> 27#include <tod.h>
27 28
28#ifdef HAVE_DES_H
29# include <des.h>
30#else
31# ifdef HAVE_CRYPT_H
32# include <crypt.h>
33# endif
34#endif
35
36#ifndef __CEXTRACT__
37# include <sproto.h> 29#include <sproto.h>
38#endif
39
40#ifdef HAVE_TIME_H
41# include <time.h> 30#include <time.h>
42#endif
43 31
44#include <../random_maps/random_map.h> 32#include <glib.h>
45#include <../random_maps/rproto.h> 33
34#include <rmg.h>
35#include <rproto.h>
46#include "path.h" 36#include "path.h"
47
48static char days[7][4] = {
49 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
50};
51 37
52void 38void
53version (object *op) 39version (object *op)
54{ 40{
55 if (op != NULL)
56 clear_win_info (op);
57
58 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION); 41 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION);
59
60/* If in a socket, don't print out the list of authors. It confuses the
61 * crossclient program.
62 */
63 if (op == NULL)
64 return;
65 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
66 new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)");
67 new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)");
68 new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
69 new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
70 new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)");
71 new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
72 new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)");
73 new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)");
74 new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
75 new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
76 new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)");
77 new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)");
78 new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)");
79 new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
80 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
81 new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)");
82 new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)");
83 new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)");
84 new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)");
85 new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)");
86 new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)");
87 new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)");
88 new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)");
89 new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)");
90 new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)");
91 new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)");
92 new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
93 new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)");
94 new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)");
95 new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)");
96 new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)");
97 new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)");
98 new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)");
99 new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)");
100 new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)");
101 new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
102 new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)");
103 new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)");
104 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]");
105 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
108 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]");
109 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
110 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
111 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]");
112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
113}
114
115void
116info_keys (object *op)
117{
118 clear_win_info (op);
119 new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
120 new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
121 new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
122 new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
123 new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
124 new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
125 new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
126 new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
127 new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
128 new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
129 new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
130 new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
131 new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
132 new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
133 new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
134 new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
135 new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
136}
137
138void
139start_info (object *op)
140{
141 char buf[MAX_BUF];
142
143 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
144 new_draw_info (NDI_UNIQUE, 0, op, buf);
145 new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
146 new_draw_info (NDI_UNIQUE, 0, op, " ");
147 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
148 if (!op->contr->name_changed)
149 {
150 new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
151 new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
152 new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
153 }
154}
155
156/* Really, there is no reason to crypt the passwords any system. But easier
157 * to just leave this enabled for backward compatibility. Put the
158 * simple case at top - no encryption - makes it easier to read.
159 */
160char *
161crypt_string (char *str, char *salt)
162{
163#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
164 return (str);
165#else
166 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
167 char s[2];
168
169 if (salt == NULL)
170 s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
171 else
172 s[0] = salt[0], 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
183check_password (char *typed, char *crypted)
184{
185 return !strcmp (crypt_string (typed, crypted), crypted);
186} 42}
187 43
188/* This is a basic little function to put the player back to his 44/* This is a basic little function to put the player back to his
189 * savebed. We do some error checking - its possible that the 45 * savebed.
190 * savebed map may no longer exist, so we make sure the player
191 * goes someplace.
192 */ 46 */
193void 47void
194enter_player_savebed (object *op) 48enter_player_savebed (object *op)
195{ 49{
196 mapstruct *oldmap = op->map; 50 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
197 object *tmp;
198
199 tmp = get_object ();
200
201 EXIT_PATH (tmp) = op->contr->savebed_map;
202 EXIT_X (tmp) = op->contr->bed_x;
203 EXIT_Y (tmp) = op->contr->bed_y;
204 enter_exit (op, tmp);
205 /* If the player has not changed maps and the name does not match
206 * that of the savebed, his savebed map is gone. Lets go back
207 * to the emergency path. Update what the players savebed is
208 * while we're at it.
209 */
210 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
211 {
212 LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
213 settings.emergency_mapname, &op->name, op->contr->savebed_map);
214 strcpy (op->contr->savebed_map, settings.emergency_mapname);
215 op->contr->bed_x = settings.emergency_x;
216 op->contr->bed_y = settings.emergency_y;
217 EXIT_PATH (tmp) = op->contr->savebed_map;
218 EXIT_X (tmp) = op->contr->bed_x;
219 EXIT_Y (tmp) = op->contr->bed_y;
220 enter_exit (op, tmp);
221 }
222 free_object (tmp);
223}
224
225/* All this really is is a glorified remove_object that also updates
226 * the counts on the map if needed.
227 */
228void
229leave_map (object *op)
230{
231 mapstruct *oldmap = op->map;
232
233 remove_ob (op);
234
235 if (oldmap)
236 {
237 if (!op->contr->hidden)
238 oldmap->players--;
239 if (oldmap->players <= 0)
240 { /* can be less than zero due to errors in tracking this */
241 set_map_timeout (oldmap);
242 }
243 }
244} 51}
245 52
246/* 53/*
247 * enter_map(): Moves the player and pets from current map (if any) to 54 * enter_map(): Moves the player and pets from current map (if any) to
248 * new map. map, x, y must be set. map is the map we are moving the 55 * new map. map, x, y must be set. map is the map we are moving the
249 * player to - it could be the map he just came from if the load failed for 56 * player to - it could be the map he just came from if the load failed for
250 * whatever reason. If default map coordinates are to be used, then 57 * whatever reason. If default map coordinates are to be used, then
251 * the function that calls this should figure them out. 58 * the function that calls this should figure them out.
252 */ 59 */
253static void 60bool
254enter_map (object *op, mapstruct *newmap, int x, int y) 61object::enter_map (maptile *newmap, int x, int y)
255{ 62{
256 mapstruct *oldmap = op->map; 63 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
64 return false;
257 65
258 if (out_of_map (newmap, x, y)) 66 if (out_of_map (newmap, x, y))
259 { 67 {
260 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); 68 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
261 x = MAP_ENTER_X (newmap); 69 x = newmap->enter_x;
262 y = MAP_ENTER_Y (newmap); 70 y = newmap->enter_y;
263 if (out_of_map (newmap, x, y)) 71 if (out_of_map (newmap, x, y))
264 { 72 {
265 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 73 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
266 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); 74 &newmap->path, x, y, newmap->width, newmap->height);
267 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 75 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
268 return; 76 return false;
269 } 77 }
270 } 78 }
79
80 if (contr && map != newmap && map)
81 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
82 return false;
83
84 // remove, so stupid blocked does not trigger a failure
85 remove ();
86
271 /* try to find a spot for the player */ 87 /* try to find a spot for the player */
272 if (ob_blocked (op, newmap, x, y)) 88 if (blocked (newmap, x, y))
273 { /* First choice blocked */ 89 { /* First choice blocked */
274 /* We try to find a spot for the player, starting closest in. 90 /* We try to find a spot for the player, starting closest in.
275 * We could use find_first_free_spot, but that doesn't randomize it at all, 91 * We could use find_first_free_spot, but that doesn't randomize it at all,
276 * So for example, if the north space is free, you would always end up there even 92 * So for example, if the north space is free, you would always end up there even
277 * if other spaces around are available. 93 * if other spaces around are available.
278 * Note that for the second and third calls, we could start at a position other 94 * Note that for the second and third calls, we could start at a position other
279 * than one, but then we could end up on the other side of walls and so forth. 95 * than one, but then we could end up on the other side of walls and so forth.
280 */ 96 */
281 int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1); 97 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
282 98
283 if (i == -1) 99 if (i < 0)
284 { 100 {
285 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 101 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
286 if (i == -1) 102 if (i < 0)
287 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
288 }
289 if (i != -1)
290 { 104 }
105
106 if (i >= 0)
107 {
108 maptile *m = newmap;
291 x += freearr_x[i]; 109 sint16 nx = x + freearr_x[i];
292 y += freearr_y[i]; 110 sint16 ny = y + freearr_y[i];
111
112 if (xy_normalise (m, nx, ny))
113 {
114 newmap = m;
115 x = nx;
116 y = ny;
117 }
293 } 118 }
294 else 119 else
295 {
296 /* not much we can do in this case. */ 120 /* not much we can do in this case. */
297 LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", newmap->path, x, y); 121 LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", &newmap->path, x, y);
122 }
123
124 if (contr && map != newmap)
125 {
126 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
127 return false;
128
129 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
130 return false;
131 }
132
133 enemy = 0;
134
135 //newmap->insert (this, x, y);
136 newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT);
137
138 if (map == newmap) // see if we actually arrived there - insert might trigger a teleport
139 {
140 if (contr)
298 } 141 {
299 } /* end if looking for free spot */
300
301 if (op->map != NULL)
302 {
303 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
304 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
305 }
306
307 /* If it is a player login, he has yet to be inserted anyplace.
308 * otherwise, we need to deal with removing the player here.
309 */
310 if (!QUERY_FLAG (op, FLAG_REMOVED))
311 remove_ob (op);
312
313 /* remove_ob clears these so they must be reset after the remove_ob call */
314 op->x = x;
315 op->y = y;
316 op->map = newmap;
317 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
318
319 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
320
321 if (!op->contr->hidden)
322 newmap->players++;
323
324 newmap->timeout = 0;
325 op->enemy = NULL;
326
327 if (op->contr)
328 {
329 strcpy (op->contr->maplevel, newmap->path); 142 contr->maplevel = newmap->path;
330 op->contr->count = 0; 143 contr->count = 0;
331 }
332 144
333 /* Update any golems */ 145 /* Update any golems */
334 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 146 if (object *golem = contr->golem)
335 {
336 int i = find_free_spot (op->contr->ranges[range_golem], newmap,
337 x, y, 1, SIZEOFFREE);
338
339 remove_ob (op->contr->ranges[range_golem]);
340 if (i == -1)
341 {
342 remove_friendly_object (op->contr->ranges[range_golem]);
343 free_object (op->contr->ranges[range_golem]);
344 op->contr->ranges[range_golem] = NULL;
345 op->contr->golem_count = 0;
346 }
347 else
348 {
349 object *tmp;
350
351 for (tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
352 { 147 {
353 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); 148 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
354 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
355 tmp->map = newmap;
356 }
357 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
358 op->contr->ranges[range_golem]->direction =
359 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
360 }
361 }
362 op->direction = 0;
363 149
364 /* since the players map is already loaded, we don't need to worry
365 * about pending objects.
366 */
367 remove_all_pets (newmap);
368
369 /* If the player is changing maps, we need to do some special things
370 * Do this after the player is on the new map - otherwise the force swap of the
371 * old map does not work.
372 */
373 if (oldmap != newmap)
374 {
375 if (oldmap) /* adjust old map */
376 {
377 oldmap->players--;
378
379 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
380 set_map_timeout (oldmap);
381 }
382 }
383}
384
385void
386set_map_timeout (mapstruct *oldmap)
387{
388#if MAP_MAXTIMEOUT
389 oldmap->timeout = MAP_TIMEOUT (oldmap);
390 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
391 * lower than the min value.
392 */
393# if MAP_MINTIMEOUT
394 if (oldmap->timeout < MAP_MINTIMEOUT)
395 {
396 oldmap->timeout = MAP_MINTIMEOUT;
397 }
398# endif
399 if (oldmap->timeout > MAP_MAXTIMEOUT)
400 {
401 oldmap->timeout = MAP_MAXTIMEOUT;
402 }
403#else
404 /* save out the map */
405 swap_map (oldmap);
406#endif /* MAP_MAXTIMEOUT */
407}
408
409
410/* clean_path takes a path and replaces all / with _
411 * We do a strcpy so that we do not change the original string.
412 */
413char *
414clean_path (const char *file)
415{
416 static char newpath[MAX_BUF], *cp;
417 assign (newpath, file);
418
419 for (cp = newpath; *cp != '\0'; cp++)
420 if (*cp == '/')
421 *cp = '_';
422
423 return newpath;
424}
425
426
427/* unclean_path takes a path and replaces all _ with /
428 * This basically undoes clean path.
429 * We do a strcpy so that we do not change the original string.
430 * We are smart enough to start after the last / in case we
431 * are getting passed a string that points to a unique map
432 * path.
433 */
434char *
435unclean_path (const char *src)
436{
437 static char newpath[MAX_BUF], *cp;
438
439 cp = strrchr (src, '/');
440 assign (newpath, cp ? cp + 1 : src);
441
442 for (cp = newpath; *cp != '\0'; cp++)
443 if (*cp == '_')
444 *cp = '/';
445
446 return newpath;
447}
448
449
450/* The player is trying to enter a randomly generated map. In this case, generate the
451 * random map as needed.
452 */
453
454static void
455enter_random_map (object *pl, object *exit_ob)
456{
457 mapstruct *new_map;
458 char newmap_name[HUGE_BUF], *cp;
459 static int reference_number = 0;
460 RMParms rp;
461
462 memset (&rp, 0, sizeof (RMParms));
463 rp.Xsize = -1;
464 rp.Ysize = -1;
465 rp.region = get_region_by_map (exit_ob->map);
466 if (exit_ob->msg)
467 set_random_map_variable (&rp, exit_ob->msg);
468 rp.origin_x = exit_ob->x;
469 rp.origin_y = exit_ob->y;
470 strcpy (rp.origin_map, pl->map->path);
471
472 /* If we have a final_map, use it as a base name to give some clue
473 * as where the player is. Otherwise, use the origin map.
474 * Take the last component (after the last slash) to give
475 * shorter names without bogus slashes.
476 */
477 if (rp.final_map[0])
478 {
479 cp = strrchr (rp.final_map, '/');
480 if (!cp)
481 cp = rp.final_map;
482 }
483 else
484 {
485 char buf[HUGE_BUF];
486
487 cp = strrchr (rp.origin_map, '/');
488 if (!cp)
489 cp = rp.origin_map;
490 /* Need to strip of any trailing digits, if it has them */
491 strcpy (buf, cp);
492 while (isdigit (buf[strlen (buf) - 1]))
493 buf[strlen (buf) - 1] = 0;
494 cp = buf;
495 }
496
497 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
498
499 /* now to generate the actual map. */
500 new_map = generate_random_map (newmap_name, &rp);
501
502 /* Update the exit_ob so it now points directly at the newly created
503 * random maps. Not that it is likely to happen, but it does mean that a
504 * exit in a unique map leading to a random map will not work properly.
505 * It also means that if the created random map gets reset before
506 * the exit leading to it, that the exit will no longer work.
507 */
508 if (new_map)
509 {
510 int x, y;
511
512 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
513 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
514 EXIT_PATH (exit_ob) = newmap_name;
515 strcpy (new_map->path, newmap_name);
516 enter_map (pl, new_map, x, y);
517 }
518}
519
520/* The player is trying to enter a non-randomly generated template map. In this
521 * case, use a map file for a template
522 */
523
524static void
525enter_fixed_template_map (object *pl, object *exit_ob)
526{
527 mapstruct *new_map;
528 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
529 const char *new_map_name;
530
531 /* Split the exit path string into two parts, one
532 * for where to store the map, and one for were
533 * to generate the map from.
534 */
535 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
536 sourcemap = strchr (exitpath, '!');
537 if (!sourcemap)
538 {
539 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
540 /* Should only occur when no source map is set.
541 */
542 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
543 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
544 return;
545 }
546 *sourcemap++ = '\0';
547
548 /* If we are not coming from a template map, we can use relative directories
549 * for the map to generate from.
550 */
551 if (!exit_ob->map->templatemap)
552 {
553 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
554 }
555
556 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
557 * of the exit, and the name of the map the exit is on, respectively.
558 */
559 sprintf (tmpnum, "%d", exit_ob->x);
560 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
561
562 sprintf (tmpnum, "%d", exit_ob->y);
563 sprintf (tmpstring, "%s", resultname);
564 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
565
566 sprintf (tmpstring, "%s", resultname);
567 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
568
569 /* If we are coming from another template map, use reletive paths unless
570 * indicated otherwise.
571 */
572 if (exit_ob->map->templatemap && (resultname[0] != '/'))
573 {
574 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
575 }
576 else
577 {
578 new_map_name = create_template_pathname (resultname);
579 }
580
581 /* Attempt to load the map, if unable to, then
582 * create the map from the template.
583 */
584 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
585 if (!new_map)
586 {
587 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
588 if (new_map)
589 fix_auto_apply (new_map);
590 }
591
592 if (new_map)
593 {
594 /* set the path of the map to where it should be
595 * so we don't just save over the source map.
596 */
597 strcpy (new_map->path, new_map_name);
598 new_map->templatemap = 1;
599 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
600 }
601 else
602 {
603 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
604 /* Should only occur when an invalid source map is set.
605 */
606 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
607 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
608 }
609}
610
611
612/* The player is trying to enter a randomly generated template map. In this
613 * case, generate the map as needed.
614 */
615
616static void
617enter_random_template_map (object *pl, object *exit_ob)
618{
619 mapstruct *new_map;
620 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
621 const char *new_map_name;
622 RMParms rp;
623
624 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
625 * of the exit, and the name of the map the exit is on, respectively.
626 */
627 sprintf (tmpnum, "%d", exit_ob->x);
628 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
629
630 sprintf (tmpnum, "%d", exit_ob->y);
631 sprintf (tmpstring, "%s", resultname);
632 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
633
634 sprintf (tmpstring, "%s", resultname);
635 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
636
637 /* If we are coming from another template map, use reletive paths unless
638 * indicated otherwise.
639 */
640 if (exit_ob->map->templatemap && (resultname[0] != '/'))
641 {
642 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
643 }
644 else
645 {
646 new_map_name = create_template_pathname (resultname);
647 }
648
649 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
650 if (!new_map)
651 {
652 memset (&rp, 0, sizeof (RMParms));
653 rp.Xsize = -1;
654 rp.Ysize = -1;
655 rp.region = get_region_by_map (exit_ob->map);
656 if (exit_ob->msg)
657 set_random_map_variable (&rp, exit_ob->msg);
658 rp.origin_x = exit_ob->x;
659 rp.origin_y = exit_ob->y;
660 strcpy (rp.origin_map, pl->map->path);
661
662 /* now to generate the actual map. */
663 new_map = generate_random_map (new_map_name, &rp);
664 }
665
666
667 /* Update the exit_ob so it now points directly at the newly created
668 * random maps. Not that it is likely to happen, but it does mean that a
669 * exit in a unique map leading to a random map will not work properly.
670 * It also means that if the created random map gets reset before
671 * the exit leading to it, that the exit will no longer work.
672 */
673 if (new_map)
674 {
675 int x, y;
676
677 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
678 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
679 new_map->templatemap = 1;
680 enter_map (pl, new_map, x, y);
681 }
682}
683
684
685/* Code to enter/detect a character entering a unique map.
686 */
687static void
688enter_unique_map (object *op, object *exit_ob)
689{
690 char apartment[HUGE_BUF];
691 mapstruct *newmap;
692
693 if (EXIT_PATH (exit_ob)[0] == '/')
694 {
695 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
696 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
697 if (!newmap)
698 {
699 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
700 if (newmap)
701 fix_auto_apply (newmap);
702 }
703 }
704 else
705 { /* relative directory */
706 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
707
708 if (exit_ob->map->unique)
709 {
710
711 strcpy (reldir, unclean_path (exit_ob->map->path));
712
713 /* Need to copy this over, as clean_path only has one static return buffer */
714 strcpy (tmpc, clean_path (reldir));
715 /* Remove final component, if any */
716 if ((cp = strrchr (tmpc, '_')) != NULL)
717 *cp = 0;
718
719 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
720
721 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
722 if (!newmap)
723 {
724 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
725 if (newmap) 150 if (i < 0)
726 fix_auto_apply (newmap); 151 golem->drop_and_destroy ();
727 }
728 }
729 else
730 {
731 /* The exit is unique, but the map we are coming from is not unique. So
732 * use the basic logic - don't need to demangle the path name
733 */
734 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
735 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
736 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
737 if (!newmap)
738 {
739 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
740 if (newmap)
741 fix_auto_apply (newmap);
742 }
743 }
744 }
745
746 if (newmap)
747 {
748 strcpy (newmap->path, apartment);
749 newmap->unique = 1;
750 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
751 }
752 else
753 {
754 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
755 /* Perhaps not critical, but I would think that the unique maps
756 * should be new enough this does not happen. This also creates
757 * a strange situation where some players could perhaps have visited
758 * such a map before it was removed, so they have the private
759 * map, but other players can't get it anymore.
760 */
761 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
762 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
763 }
764
765}
766
767
768/* Tries to move 'op' to exit_ob. op is the character or monster that is
769 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
770 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
771 * move the object to. This is used when loading the player.
772 *
773 * Largely redone by MSW 2001-01-21 - this function was overly complex
774 * and had some obscure bugs.
775 */
776
777void
778enter_exit (object *op, object *exit_ob)
779{
780#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
781 object *tmp;
782
783 /* It may be nice to support other creatures moving across
784 * exits, but right now a lot of the code looks at op->contr,
785 * so thta is an RFE.
786 */
787 if (op->type != PLAYER)
788 return;
789
790 /* First, lets figure out what map the player is going to go to */
791 if (exit_ob)
792 {
793
794 /* check to see if we make a template map */
795 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
796 {
797 if (EXIT_PATH (exit_ob)[2] == '!')
798 {
799 /* generate a template map randomly */
800 enter_random_template_map (op, exit_ob);
801 }
802 else 152 else
803 {
804 /* generate a template map from a fixed template */
805 enter_fixed_template_map (op, exit_ob);
806 }
807 }
808 /* check to see if we make a randomly generated map */
809 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
810 {
811 enter_random_map (op, exit_ob);
812 }
813 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
814 {
815 enter_unique_map (op, exit_ob);
816 }
817 else
818 {
819 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
820
821 /* 'Normal' exits that do not do anything special
822 * Simple enough we don't need another routine for it.
823 */
824 mapstruct *newmap;
825
826 if (exit_ob->map)
827 {
828 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
829 /* Random map was previously generated, but is no longer about. Lets generate a new
830 * map.
831 */
832 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
833 { 153 {
834 /* Maps that go down have a message set. However, maps that go 154 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
835 * up, don't. If the going home has reset, there isn't much 155 golem->direction = find_dir_2 (golem->x - x, golem->y - y);
836 * point generating a random map, because it won't match the maps.
837 */
838 if (exit_ob->msg)
839 {
840 enter_random_map (op, exit_ob);
841 }
842 else
843 {
844 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
845 return;
846 }
847
848 /* For exits that cause damages (like pits). Don't know if any
849 * random maps use this or not.
850 */
851 if (exit_ob->stats.dam && op->type == PLAYER)
852 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
853 return;
854 } 156 }
855 } 157 }
856 else
857 {
858 /* For word of recall and other force objects
859 * They contain the full pathname of the map to go back to,
860 * so we don't need to normalize it.
861 * But we do need to see if it is unique or not
862 */
863 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
864 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
865 else
866 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
867 } 158 }
868 if (!newmap)
869 {
870 if (exit_ob->name)
871 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
872 /* don't cry to momma if name is not set - as in tmp objects
873 * used by the savebed code and character creation */
874 return;
875 }
876 159
877 /* This supports the old behaviour, but it really should not be used. 160 /* since the players map is already loaded, we don't need to worry
878 * I will note for example that with this method, it is impossible to 161 * about pending objects.
879 * set 0,0 destination coordinates. Really, if we want to support
880 * using the new maps default coordinates, the exit ob should use
881 * something like -1, -1 so it is clear to do that.
882 */
883 if (x == 0 && y == 0)
884 {
885 x = MAP_ENTER_X (newmap);
886 y = MAP_ENTER_Y (newmap);
887 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
888 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
889 }
890
891 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
892 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
893 {
894 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
896 {
897 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
898 break;
899 }
900 if (tmp)
901 {
902 remove_ob (tmp);
903 free_object (tmp);
904 }
905
906 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
907 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
908 save_player (op, 1);
909 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
910 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
911 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
912 }
913
914 enter_map (op, newmap, x, y);
915 }
916 /* For exits that cause damages (like pits) */
917 if (exit_ob->stats.dam && op->type == PLAYER)
918 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
919 }
920 else
921 {
922 int flags = 0;
923 mapstruct *newmap;
924
925
926 /* Hypothetically, I guess its possible that a standard map matches
927 * the localdir, but that seems pretty unlikely - unlikely enough that
928 * I'm not going to attempt to try to deal with that possibility.
929 * We use the fact that when a player saves on a unique map, it prepends
930 * the localdir to that name. So its an easy way to see of the map is
931 * unique or not.
932 */ 162 */
933 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir))) 163 move_all_pets ();
934 flags = MAP_PLAYER_UNIQUE;
935 164
936 /* newmap returns the map (if already loaded), or loads it for 165 return true;
937 * us.
938 */
939 newmap = ready_map_name (op->contr->maplevel, flags);
940 if (!newmap)
941 {
942 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
943 newmap = ready_map_name (settings.emergency_mapname, 0);
944 op->x = settings.emergency_x;
945 op->y = settings.emergency_y;
946 /* If we can't load the emergency map, something is probably really
947 * screwed up, so bail out now.
948 */
949 if (!newmap)
950 {
951 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
952 abort ();
953 }
954 }
955 enter_map (op, newmap, op->x, op->y);
956 } 166 }
957}
958 167
959/* 168 return false;
960 * process_active_maps(): Works like process_events(), but it only
961 * processes maps which a player is on.
962 *
963 */
964
965#if 0 // dead code, schmorp
966void
967process_active_maps ()
968{
969 for (mapstruct *map = first_map; map != NULL; map = map->next)
970 if (map->in_memory == MAP_IN_MEMORY)
971 if (players_on_map (map, TRUE))
972 process_events (map);
973} 169}
974#endif
975 170
976/* process_players1 and process_players2 do all the player related stuff. 171/* process_players1 and process_players2 do all the player related stuff.
977 * I moved it out of process events and process_map. This was to some 172 * I moved it out of process events and process_map. This was to some
978 * extent for debugging as well as to get a better idea of the time used 173 * extent for debugging as well as to get a better idea of the time used
979 * by the various functions. process_players1() does the processing before 174 * by the various functions. process_players1() does the processing before
980 * objects have been updated, process_players2() does the processing that 175 * objects have been updated, process_players2() does the processing that
981 * is needed after the players have been updated. 176 * is needed after the players have been updated.
982 */ 177 */
983 178static void
984void 179process_players1 ()
985process_players1 (mapstruct *map)
986{ 180{
987 int flag;
988 player *pl, *plnext;
989
990 /* Basically, we keep looping until all the players have done their actions. */ 181 /* Basically, we keep looping until all the players have done their actions. */
991 for (flag = 1; flag != 0;) 182 for (int flag = 1; flag != 0;)
992 { 183 {
993 flag = 0; 184 flag = 0;
994 for (pl = first_player; pl != NULL; pl = plnext) 185 for_all_players (pl)
995 { 186 {
996 plnext = pl->next; /* In case a player exits the game in handle_player() */ 187 pl->refcnt_chk ();
997 188
998 if (pl->ob == NULL) 189 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
999 continue; 190 continue;
1000 191
1001 if (map != NULL && pl->ob->map != map)
1002 continue;
1003
1004 if (pl->ob->speed_left > 0)
1005 {
1006 if (handle_newcs_player (pl->ob)) 192 if (handle_newcs_player (pl->ob))
1007 flag = 1; 193 flag = 1;
1008 } /* end if player has speed left */
1009
1010 /* If the player is not actively playing, don't make a
1011 * backup save - nothing to save anyway. Plus, the
1012 * map may not longer be valid. This can happen when the
1013 * player quits - they exist for purposes of tracking on the map,
1014 * but don't actually reside on any actual map.
1015 */
1016 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
1017 continue;
1018
1019#ifdef AUTOSAVE
1020 /* check for ST_PLAYING state so that we don't try to save off when
1021 * the player is logging in.
1022 */
1023 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
1024 {
1025 /* Don't save the player on unholy ground. Instead, increase the
1026 * tick time so it will be about 10 seconds before we try and save
1027 * again.
1028 */
1029// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1030// pl->last_save_tick += 100;
1031// } else {
1032 save_player (pl->ob, 1);
1033 pl->last_save_tick = pticks;
1034// }
1035 } 194 }
1036#endif
1037 } /* end of for loop for all the players */
1038 } /* for flag */
1039 for (pl = first_player; pl != NULL; pl = pl->next)
1040 { 195 }
1041 if (map != NULL && (pl->ob == NULL || pl->ob->map != map)) 196
197 for_all_players (pl)
198 {
199 object *ob = pl->ob;
200
201 // process_objects destroys the speed_left value
202 pl->speed_left_save = ob->speed_left;
203
204 if (expect_false (!ob || !pl->ns || !ob->active))
1042 continue; 205 continue;
1043 if (settings.casting_time == TRUE) 206
1044 {
1045 if (pl->ob->casting_time > 0)
1046 {
1047 pl->ob->casting_time--;
1048 pl->ob->start_holding = 1;
1049 }
1050 /* set spell_state so we can update the range in stats field */
1051 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1052 {
1053 pl->ob->start_holding = 0;
1054 }
1055 }
1056 do_some_living (pl->ob); 207 do_some_living (ob);
1057 /* draw(pl->ob); *//* updated in socket code */
1058 } 208 }
1059} 209}
1060 210
1061void 211static void
1062process_players2 (mapstruct *map) 212process_players2 ()
1063{ 213{
1064 player *pl;
1065
1066 /* Then check if any players should use weapon-speed instead of speed */ 214 /* Then check if any players should use weapon-speed instead of speed */
1067 for (pl = first_player; pl != NULL; pl = pl->next) 215 for_all_players (pl)
1068 { 216 {
1069 if (map != NULL) 217 // restore speed_left value saved by process_players1
1070 {
1071 if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1072 continue;
1073 else if (pl->loading != NULL) /* Player is blocked */
1074 pl->ob->speed_left -= pl->ob->speed;
1075 if (pl->ob->map != map)
1076 continue;
1077 }
1078
1079 /* The code that did weapon_sp handling here was out of place -
1080 * this isn't called until after the player has finished there
1081 * actions, and is thus out of place. All we do here is bounds
1082 * checking.
1083 */
1084 if (pl->has_hit)
1085 {
1086 if (pl->ob->speed_left > pl->weapon_sp)
1087 pl->ob->speed_left = pl->weapon_sp;
1088
1089 /* This needs to be here - if the player is running, we need to
1090 * clear this each tick, but new commands are not being received
1091 * so execute_newserver_command() is never called
1092 */
1093 pl->has_hit = 0;
1094
1095 }
1096 else if (pl->ob->speed_left > pl->ob->speed)
1097 pl->ob->speed_left = pl->ob->speed; 218 pl->ob->speed_left = pl->speed_left_save;
1098 }
1099}
1100 219
1101void 220 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
1102process_events (mapstruct *map) 221 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
1103{ 222 }
1104 object *op; 223}
1105 224
1106 static object *marker; 225static void
1107 if (!marker) 226process_events ()
1108 marker = get_object (); 227{
1109
1110 process_players1 (map); 228 process_players1 ();
1111 229
1112 marker->active_next = active_objects; 230 for_all_actives (op)
1113
1114 if (marker->active_next)
1115 marker->active_next->active_prev = marker;
1116
1117 marker->active_prev = NULL;
1118 active_objects = marker;
1119
1120 while (marker->active_next)
1121 { 231 {
1122 op = marker->active_next; 232 // try to prefetch some stuff we expect to need
233 // obviously, it should be grouped into the same cacheline.
234 // preliminary results indicate that this gives halves the speed
235 // used for the inner loop
236 if (_i < actives.size ()) // HACK, rely on _i :/
237 {
238 object *next = actives [_i + 1];
1123 239
1124 /* Move marker forward - swap op and marker */ 240 prefetch (&next->flag , 0, 1);
1125 op->active_prev = marker->active_prev; 241 prefetch (&next->speed , 0, 1);
1126 242 prefetch (&next->anim_speed, 0, 1);
1127 if (op->active_prev) 243 prefetch (&next->contr , 0, 1);
1128 op->active_prev->active_next = op; 244 }
1129 else
1130 active_objects = op;
1131
1132 marker->active_next = op->active_next;
1133
1134 if (marker->active_next)
1135 marker->active_next->active_prev = marker;
1136
1137 marker->active_prev = op;
1138 op->active_next = marker;
1139 245
1140 /* Now process op */ 246 /* Now process op */
1141 if (QUERY_FLAG (op, FLAG_FREED)) 247 if (expect_false (op->flag [FLAG_FREED]))
1142 { 248 {
1143 LOG (llevError, "BUG: process_events(): Free object on list\n"); 249 LOG (llevError, "BUG: process_events(): Free object on list (%s)\n", op->debug_desc ());
1144 op->speed = 0; 250 op->set_speed (0);
1145 update_ob_speed (op);
1146 continue; 251 continue;
1147 } 252 }
1148 253
1149 /* I've seen occasional crashes due to this - the object is removed, 254 if (expect_false (!op->has_active_speed ()))
1150 * and thus the map it points to (last map it was on) may be bogus
1151 * The real bug is to try to find out the cause of this - someone
1152 * is probably calling remove_ob without either an insert_ob or
1153 * free_object afterwards, leaving an object dangling. But I'd
1154 * rather log this and continue on instead of crashing.
1155 * Don't remove players - when a player quits, the object is in
1156 * sort of a limbo, of removed, but something we want to keep
1157 * around.
1158 */ 255 {
1159 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1160 {
1161 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 256 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1162 dump_object (op); 257 "but is on active list\n", op->debug_desc (), op->speed);
1163 LOG (llevError, errmsg); 258 op->set_speed (0);
1164 free_object (op);
1165 continue; 259 continue;
1166 } 260 }
1167 261
1168 if (!op->speed) 262 if (expect_false (op->flag [FLAG_REMOVED]))
1169 { 263 {
1170 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); 264 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
1171 update_ob_speed (op); 265 op->debug_desc ());
266 op->set_speed (0);
1172 continue; 267 continue;
1173 } 268 }
1174 269
1175 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL)
1176 {
1177 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count);
1178 op->speed = 0;
1179 update_ob_speed (op);
1180 continue;
1181 }
1182
1183 if (map != NULL && op->map != map)
1184 continue;
1185
1186 /* Animate the object. Bug of feature that andim_speed 270 /* Animate the object. Bug or feature that anim_speed
1187 * is based on ticks, and not the creatures speed? 271 * is based on ticks, and not the creatures speed?
1188 */ 272 */
1189 if (op->anim_speed && op->last_anim >= op->anim_speed) 273 if (op->anim_speed && op->last_anim >= op->anim_speed)
1190 { 274 {
1191 if ((op->type == PLAYER) || (op->type == MONSTER))
1192 animate_object (op, op->facing);
1193 else
1194 animate_object (op, op->direction); 275 animate_object (op, op->contr ? op->facing : op->direction);
1195
1196 op->last_anim = 1; 276 op->last_anim = 1;
1197 } 277 }
1198 else 278 else
1199 op->last_anim++; 279 ++op->last_anim;
1200 280
1201 if (op->speed_left > 0) 281 if (expect_false (op->speed_left > 0.f))
1202 {
1203#if 0
1204 /* I've seen occasional crashes in move_symptom() with it
1205 * crashing because op is removed - add some debugging to
1206 * track if it is removed at this point.
1207 * This unfortunately is a bit too verbose it seems - not sure
1208 * why - I think what happens is a map is freed or something and
1209 * some objects get 'lost' - removed never to be reclaimed.
1210 * removed objects generally shouldn't exist.
1211 */
1212 if (QUERY_FLAG (op, FLAG_REMOVED))
1213 { 282 {
1214 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1215 }
1216#endif
1217 --op->speed_left; 283 --op->speed_left;
1218 process_object (op); 284 process_object (op);
1219
1220 if (op->destroyed ())
1221 continue;
1222 } 285 }
1223 286
1224 if (settings.casting_time == TRUE && op->casting_time > 0) 287 // this will destroy the speed_left value for players, but
1225 op->casting_time--; 288 // process_players1 and ..2 save/restore the real value,
1226 289 // so we can avoid a costly test here.
1227 if (op->speed_left <= 0) 290 op->speed_left = min (op->speed, op->speed_left + op->speed);
1228 op->speed_left += FABS (op->speed);
1229 } 291 }
1230 292
1231 /* Remove marker object from active list */
1232 if (marker->active_prev != NULL)
1233 marker->active_prev->active_next = NULL;
1234 else
1235 active_objects = NULL;
1236
1237 process_players2 (map); 293 process_players2 ();
1238}
1239
1240void
1241clean_tmp_files (void)
1242{
1243 mapstruct *m, *next;
1244
1245 LOG (llevInfo, "Cleaning up...\n");
1246
1247 /* We save the maps - it may not be intuitive why, but if there are unique
1248 * items, we need to save the map so they get saved off. Perhaps we should
1249 * just make a special function that only saves the unique items.
1250 */
1251 for (m = first_map; m != NULL; m = next)
1252 {
1253 next = m->next;
1254 if (m->in_memory == MAP_IN_MEMORY)
1255 {
1256 /* If we want to reuse the temp maps, swap it out (note that will also
1257 * update the log file. Otherwise, save the map (mostly for unique item
1258 * stuff). Note that the clean_tmp_map is called after the end of
1259 * the for loop but is in the #else bracket. IF we are recycling the maps,
1260 * we certainly don't want the temp maps removed.
1261 */
1262
1263 /* XXX The above comment is dead wrong */
1264 if (settings.recycle_tmp_maps == TRUE)
1265 swap_map (m);
1266 else
1267 {
1268 new_save_map (m, 0); /* note we save here into a overlay map */
1269 clean_tmp_map (m);
1270 }
1271 }
1272 }
1273 write_todclock (); /* lets just write the clock here */
1274} 294}
1275 295
1276/* clean up everything before exiting */ 296/* clean up everything before exiting */
1277void 297void
1278cleanup (void) 298emergency_save ()
1279{ 299{
1280 LOG (llevDebug, "Cleanup called.\n"); 300 LOG (llevInfo, "emergency_save: enter\n");
301
302 LOG (llevInfo, "emergency_save: saving book archive\n");
1281 write_book_archive (); 303 write_book_archive ();
1282 304
305 cfperl_emergency_save ();
306
307 LOG (llevInfo, "emergency_save: leave\n");
308}
309
310// send all clients some informational text
311static void
312cleanup_inform (const char *cause, bool make_core)
313{
314 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
315
316 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
317 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
318
319 if (make_core)
320 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
321 else
322 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
323
324 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
325
326 client::flush_sockets ();
327}
328
329/* clean up everything before exiting */
330void
331cleanup (const char *cause, bool make_core)
332{
333 if (make_core)
334 fork_abort (cause);
335
336 LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause);
337
338 if (!make_core)
339 cleanup_inform (cause, make_core);
340
341 LOG (llevDebug, "cleanup begin.\n");
342
343 if (init_done && !in_cleanup)
344 {
345 in_cleanup = true;
346 emergency_save ();
347 }
348 else
349 in_cleanup = true;
350
351 LOG (llevDebug, "running cleanup handlers.\n");
1283 INVOKE_GLOBAL (CLEANUP); 352 INVOKE_GLOBAL (CLEANUP);
1284 353
1285 _exit (0); 354 LOG (llevDebug, "cleanup done.\n");
1286}
1287 355
1288void 356 log_cleanup ();
1289leave (player *pl, int draw_exit)
1290{
1291 if (pl != NULL)
1292 {
1293 /* We do this so that the socket handling routine can do the final
1294 * cleanup. We also leave that loop to actually handle the freeing
1295 * of the data.
1296 */
1297 if (pl->ob->type != DEAD_OBJECT)
1298 {
1299 pl->socket.status = Ns_Dead;
1300 357
1301 /* If a hidden dm dropped connection do not create 358 if (make_core)
1302 * inconsistencies by showing that they have left the game 359 cleanup_inform (cause, make_core);
1303 */ 360 else
1304 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1305 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1306 {
1307 if (pl->ob->map)
1308 {
1309 INVOKE_PLAYER (LOGOUT, pl);
1310 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1311 }
1312
1313 char buf[MAX_BUF];
1314
1315 sprintf (buf, "%s left the game.", &pl->ob->name);
1316 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1317 }
1318
1319 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1320 leave_map (pl->ob);
1321
1322 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1323 }
1324 } 361 {
1325} 362 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
1326 363 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
1327int 364 client::flush_sockets ();
1328forbid_play (void)
1329{
1330#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1331 char buf[MAX_BUF], day[MAX_BUF];
1332 FILE *fp;
1333 time_t clock;
1334 struct tm *tm;
1335 int i, start, stop, forbit = 0, comp;
1336
1337 clock = time (NULL);
1338 tm = (struct tm *) localtime (&clock);
1339
1340 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1341 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1342 return 0;
1343
1344 while (fgets (buf, MAX_BUF, fp))
1345 { 365 }
1346 if (buf[0] == '#')
1347 continue;
1348 if (!strncmp (buf, "msg", 3))
1349 {
1350 if (forbit)
1351 while (fgets (buf, MAX_BUF, fp)) /* print message */
1352 fputs (buf, logfile);
1353 break;
1354 366
1355 } 367 cfperl_cleanup (make_core);
1356 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) 368 _exit (make_core);
1357 {
1358 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1359 continue;
1360 }
1361
1362 for (i = 0; i < 7; i++)
1363 {
1364 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1365 forbit = 1;
1366 }
1367 }
1368
1369 close_and_delete (fp, comp);
1370
1371 return forbit;
1372#else
1373 return 0;
1374#endif
1375} 369}
1376 370
1377/* 371/*
1378 * do_specials() is a collection of functions to call from time to time. 372 * do_specials() is a collection of functions to call from time to time.
1379 * Modified 2000-1-14 MSW to use the global pticks count to determine how 373 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1380 * often to do things. This will allow us to spred them out more often. 374 * often to do things. This will allow us to spred them out more often.
1381 * I use prime numbers for the factor count - in that way, it is less likely 375 * I use prime numbers for the factor count - in that way, it is less likely
1382 * these actions will fall on the same tick (compared to say using 500/2500/15000 376 * these actions will fall on the same tick (compared to say using 500/2500/15000
1383 * which would mean on that 15,000 tick count a whole bunch of stuff gets 377 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1385 * done on the same tick, but that will happen very infrequently 379 * done on the same tick, but that will happen very infrequently
1386 * 380 *
1387 * I also think this code makes it easier to see how often we really are 381 * I also think this code makes it easier to see how often we really are
1388 * doing the various things. 382 * doing the various things.
1389 */ 383 */
1390 384static void
1391extern unsigned long todtick;
1392
1393void
1394do_specials (void) 385do_specials ()
1395{ 386{
1396
1397#ifdef WATCHDOG
1398 if (!(pticks % 503))
1399 watchdog ();
1400#endif
1401
1402 if (!(pticks % PTICKS_PER_CLOCK))
1403 tick_the_clock ();
1404
1405 if (!(pticks % 7))
1406 shstr::gc (); 387 shstr::gc ();
388 archetype::gc ();
1407 389
1408 if (!(pticks % 79)) 390 if (expect_false (!(pticks % TICKS_PER_HOUR)))
1409 flush_old_maps (); /* Clears the tmp-files of maps which have reset */ 391 maptile::adjust_daylight ();
1410 392
1411 if (!(pticks % 2503)) 393 if (expect_false (!(pticks % 2503)))
1412 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 394 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1413 395
1414 if (!(pticks % 2521))
1415 metaserver_update (); /* 2500 ticks is about 5 minutes */
1416
1417 if (!(pticks % 5003)) 396 if (expect_false (!(pticks % 5003)))
1418 write_book_archive (); 397 write_book_archive ();
1419 398
1420 if (!(pticks % 5009)) 399 if (expect_false (!(pticks % 5009)))
1421 clean_friendly_list (); 400 clean_friendly_list ();
1422 401
1423 if (!(pticks % 5011)) 402 if (expect_false (!(pticks % 5011)))
1424 obsolete_parties (); 403 obsolete_parties ();
1425 404
1426 if (!(pticks % 12503)) 405 if (expect_false (!(pticks % 12503)))
1427 fix_luck (); 406 fix_luck ();
1428} 407}
1429 408
1430void 409void
1431server_tick () 410server_tick ()
1432{ 411{
1433 nroferrors = 0; 412 // first do the user visible stuff
1434
1435 doeric_server ();
1436 INVOKE_GLOBAL (CLOCK); 413 INVOKE_GLOBAL (CLOCK);
1437 process_events (NULL); /* "do" something with objects with speed */ 414 process_events (); // "do" something with objects with speed
1438 flush_sockets (); 415 client::clock (); // draw client maps etc.
1439 check_active_maps (); /* Removes unused maps after a certain timeout */ 416
417 // then do some bookkeeping, should not really be here
1440 do_specials (); /* Routines called from time to time. */ 418 do_specials (); /* Routines called from time to time. */
1441 object::free_mortals (); 419 attachable::check_mortals ();
1442 420
1443 ++pticks; 421 ++pticks;
1444}
1445 422
423 if (object::object_count >= RESTART_COUNT)
424 cleanup ("running out of protocol ID values - need full restart");
425}
426
427// normal main
1446int 428int
1447main (int argc, char **argv) 429main (int argc, char **argv)
1448{ 430{
1449 settings.argc = argc; 431 settings.argc = argc;
1450 settings.argv = argv; 432 settings.argv = argv;
1451 433
1452 cfperl_init (); 434 rndm.seed (time (0));
435 g_thread_init (0); // for the slice allocator only
1453 436
437#if 0
438 // code sometiems used for timing benchmarks
439 random_number_generator<freeciv_random_generator> rng;
440 rng.seed(0);
441 for (int i = 0; i < 10; ++i)
442 printf ("%08x\n", rng.get_u32());
443 for (int i = 0; i < 1000000; ++i)
444 volatile int r = rng.get_u32 ();
445 cstamp s = stamp ();
446 for (int i = 0; i < 1000000; ++i)
447 volatile int r = rng.next ();
448 printf ("c %d\n", (int)measure (s));
449 exit (0);
450#endif
451
1454 init (argc, argv); 452 init (argc, argv);
1455
1456 initPlugins ();
1457 453
1458 for (;;) 454 for (;;)
1459 cfperl_main (); 455 cfperl_main ();
1460
1461 // unreached
1462 emergency_save (0);
1463 cleanup ();
1464
1465 return 0;
1466} 456}
457

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