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

Comparing deliantra/server/server/main.C (file contents):
Revision 1.34 by root, Sat Sep 30 23:48:57 2006 UTC vs.
Revision 1.162 by root, Sun May 2 19:16:16 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 31
32#include <glib.h>
43 33
44#include <../random_maps/random_map.h> 34#include <../random_maps/random_map.h>
45#include <../random_maps/rproto.h> 35#include <../random_maps/rproto.h>
46#include "path.h" 36#include "path.h"
47 37
48static char days[7][4] = {
49 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
50};
51
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 maptile *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 maptile *oldmap = op->map;
232
233 remove_ob (op);
234
235 if (oldmap)
236 {
237 if (!op->contr->hidden)
238 oldmap->players--;
239
240 if (oldmap->players <= 0)
241 /* can be less than zero due to errors in tracking this */
242 set_map_timeout (oldmap);
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, maptile *newmap, int x, int y) 61object::enter_map (maptile *newmap, int x, int y)
255{ 62{
256 maptile *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 ();
271 86
272 /* try to find a spot for the player */ 87 /* try to find a spot for the player */
273 if (ob_blocked (op, newmap, x, y)) 88 if (blocked (newmap, x, y))
274 { /* First choice blocked */ 89 { /* First choice blocked */
275 /* 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.
276 * 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,
277 * 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
278 * if other spaces around are available. 93 * if other spaces around are available.
279 * 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
280 * 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.
281 */ 96 */
282 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);
283 98
284 if (i == -1) 99 if (i < 0)
285 { 100 {
286 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 101 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
287 if (i == -1) 102 if (i < 0)
288 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
289 } 104 }
290 105
291 if (i != -1) 106 if (i >= 0)
292 { 107 {
293 x += freearr_x[i]; 108 x += freearr_x[i];
294 y += freearr_y[i]; 109 y += freearr_y[i];
295 } 110 }
296 else 111 else
297 {
298 /* not much we can do in this case. */ 112 /* not much we can do in this case. */
299 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); 113 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);
300 } 114 }
301 } /* end if looking for free spot */
302 115
303 if (op->map != NULL) 116 if (contr && map != newmap)
304 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 117 {
305 return;
306
307 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 118 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
308 return; 119 return false;
309 120
310 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y))) 121 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
311 return; 122 return false;
312
313 /* If it is a player login, he has yet to be inserted anyplace.
314 * otherwise, we need to deal with removing the player here.
315 */
316 remove_ob (op);
317
318 /* remove_ob clears these so they must be reset after the remove_ob call */
319 op->x = x;
320 op->y = y;
321 op->map = newmap;
322
323 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
324
325 if (!op->contr->hidden)
326 newmap->players++;
327
328 newmap->timeout = 0;
329 op->enemy = NULL;
330
331 if (op->contr)
332 { 123 }
333 strcpy (op->contr->maplevel, newmap->path); 124
334 op->contr->count = 0; 125 enemy = 0;
126
127 //newmap->insert (this, x, y);
128 newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT);
129
130 if (map == newmap) // see if we actually arrived there - insert might trigger a teleport
335 } 131 {
336 132 if (contr)
337 /* Update any golems */
338 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
339 {
340 int i = find_free_spot (op->contr->ranges[range_golem], newmap,
341 x, y, 1, SIZEOFFREE);
342
343 remove_ob (op->contr->ranges[range_golem]);
344
345 if (i == -1)
346 {
347 remove_friendly_object (op->contr->ranges[range_golem]);
348 free_object (op->contr->ranges[range_golem]);
349 op->contr->ranges[range_golem] = NULL;
350 op->contr->golem_count = 0;
351 } 133 {
352 else 134 contr->maplevel = newmap->path;
353 { 135 contr->count = 0;
354 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) 136
137 /* Update any golems */
138 if (object *golem = contr->golem)
355 { 139 {
356 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); 140 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
357 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
358 tmp->map = newmap;
359 }
360 141
361 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
362 op->contr->ranges[range_golem]->direction =
363 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
364 }
365 }
366
367 op->direction = 0;
368
369 /* since the players map is already loaded, we don't need to worry
370 * about pending objects.
371 */
372 remove_all_pets (newmap);
373
374 /* If the player is changing maps, we need to do some special things
375 * Do this after the player is on the new map - otherwise the force swap of the
376 * old map does not work.
377 */
378 if (oldmap != newmap)
379 {
380 if (oldmap) /* adjust old map */
381 {
382 oldmap->players--;
383
384 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
385 set_map_timeout (oldmap);
386 }
387 }
388}
389
390void
391set_map_timeout (maptile *oldmap)
392{
393#if MAP_MAXTIMEOUT
394 oldmap->timeout = MAP_TIMEOUT (oldmap);
395 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
396 * lower than the min value.
397 */
398# if MAP_MINTIMEOUT
399 if (oldmap->timeout < MAP_MINTIMEOUT)
400 oldmap->timeout = MAP_MINTIMEOUT;
401# endif
402
403 if (oldmap->timeout > MAP_MAXTIMEOUT)
404 oldmap->timeout = MAP_MAXTIMEOUT;
405
406#else
407 /* save out the map */
408 swap_map (oldmap);
409#endif /* MAP_MAXTIMEOUT */
410}
411
412
413/* clean_path takes a path and replaces all / with _
414 * We do a strcpy so that we do not change the original string.
415 */
416char *
417clean_path (const char *file)
418{
419 static char newpath[MAX_BUF], *cp;
420 assign (newpath, file);
421
422 for (cp = newpath; *cp != '\0'; cp++)
423 if (*cp == '/')
424 *cp = '_';
425
426 return newpath;
427}
428
429
430/* unclean_path takes a path and replaces all _ with /
431 * This basically undoes clean path.
432 * We do a strcpy so that we do not change the original string.
433 * We are smart enough to start after the last / in case we
434 * are getting passed a string that points to a unique map
435 * path.
436 */
437char *
438unclean_path (const char *src)
439{
440 static char newpath[MAX_BUF], *cp;
441
442 cp = strrchr (src, '/');
443 assign (newpath, cp ? cp + 1 : src);
444
445 for (cp = newpath; *cp != '\0'; cp++)
446 if (*cp == '_')
447 *cp = '/';
448
449 return newpath;
450}
451
452
453/* The player is trying to enter a randomly generated map. In this case, generate the
454 * random map as needed.
455 */
456
457static void
458enter_random_map (object *pl, object *exit_ob)
459{
460 maptile *new_map;
461 char newmap_name[HUGE_BUF], *cp;
462 static int reference_number = 0;
463 RMParms rp;
464
465 memset (&rp, 0, sizeof (RMParms));
466 rp.Xsize = -1;
467 rp.Ysize = -1;
468 rp.region = get_region_by_map (exit_ob->map);
469 if (exit_ob->msg)
470 set_random_map_variable (&rp, exit_ob->msg);
471 rp.origin_x = exit_ob->x;
472 rp.origin_y = exit_ob->y;
473 strcpy (rp.origin_map, pl->map->path);
474
475 /* If we have a final_map, use it as a base name to give some clue
476 * as where the player is. Otherwise, use the origin map.
477 * Take the last component (after the last slash) to give
478 * shorter names without bogus slashes.
479 */
480 if (rp.final_map[0])
481 {
482 cp = strrchr (rp.final_map, '/');
483 if (!cp)
484 cp = rp.final_map;
485 }
486 else
487 {
488 char buf[HUGE_BUF];
489
490 cp = strrchr (rp.origin_map, '/');
491 if (!cp)
492 cp = rp.origin_map;
493 /* Need to strip of any trailing digits, if it has them */
494 strcpy (buf, cp);
495 while (isdigit (buf[strlen (buf) - 1]))
496 buf[strlen (buf) - 1] = 0;
497 cp = buf;
498 }
499
500 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
501
502 /* now to generate the actual map. */
503 new_map = generate_random_map (newmap_name, &rp);
504
505 /* Update the exit_ob so it now points directly at the newly created
506 * random maps. Not that it is likely to happen, but it does mean that a
507 * exit in a unique map leading to a random map will not work properly.
508 * It also means that if the created random map gets reset before
509 * the exit leading to it, that the exit will no longer work.
510 */
511 if (new_map)
512 {
513 int x, y;
514
515 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
516 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
517 EXIT_PATH (exit_ob) = newmap_name;
518 strcpy (new_map->path, newmap_name);
519 enter_map (pl, new_map, x, y);
520 }
521}
522
523/* The player is trying to enter a non-randomly generated template map. In this
524 * case, use a map file for a template
525 */
526
527static void
528enter_fixed_template_map (object *pl, object *exit_ob)
529{
530 maptile *new_map;
531 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
532 const char *new_map_name;
533
534 /* Split the exit path string into two parts, one
535 * for where to store the map, and one for were
536 * to generate the map from.
537 */
538 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
539 sourcemap = strchr (exitpath, '!');
540 if (!sourcemap)
541 {
542 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
543 /* Should only occur when no source map is set.
544 */
545 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
546 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
547 return;
548 }
549
550 *sourcemap++ = '\0';
551
552 /* If we are not coming from a template map, we can use relative directories
553 * for the map to generate from.
554 */
555 if (!exit_ob->map->templatemap)
556 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
557
558 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
559 * of the exit, and the name of the map the exit is on, respectively.
560 */
561 sprintf (tmpnum, "%d", exit_ob->x);
562 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
563
564 sprintf (tmpnum, "%d", exit_ob->y);
565 sprintf (tmpstring, "%s", resultname);
566 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
567
568 sprintf (tmpstring, "%s", resultname);
569 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
570
571 /* If we are coming from another template map, use reletive paths unless
572 * indicated otherwise.
573 */
574 if (exit_ob->map->templatemap && (resultname[0] != '/'))
575 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
576 else
577 new_map_name = create_template_pathname (resultname);
578
579 /* Attempt to load the map, if unable to, then
580 * create the map from the template.
581 */
582 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
583 if (!new_map)
584 {
585 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
586 if (new_map)
587 fix_auto_apply (new_map);
588 }
589
590 if (new_map)
591 {
592 /* set the path of the map to where it should be
593 * so we don't just save over the source map.
594 */
595 strcpy (new_map->path, new_map_name);
596 new_map->templatemap = 1;
597 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
598 }
599 else
600 {
601 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
602 /* Should only occur when an invalid source map is set.
603 */
604 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
605 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
606 }
607}
608
609/* The player is trying to enter a randomly generated template map. In this
610 * case, generate the map as needed.
611 */
612
613static void
614enter_random_template_map (object *pl, object *exit_ob)
615{
616 maptile *new_map;
617 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
618 const char *new_map_name;
619 RMParms rp;
620
621 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
622 * of the exit, and the name of the map the exit is on, respectively.
623 */
624 sprintf (tmpnum, "%d", exit_ob->x);
625 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
626
627 sprintf (tmpnum, "%d", exit_ob->y);
628 sprintf (tmpstring, "%s", resultname);
629 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
630
631 sprintf (tmpstring, "%s", resultname);
632 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
633
634 /* If we are coming from another template map, use reletive paths unless
635 * indicated otherwise.
636 */
637 if (exit_ob->map->templatemap && (resultname[0] != '/'))
638 {
639 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
640 }
641 else
642 {
643 new_map_name = create_template_pathname (resultname);
644 }
645
646 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
647 if (!new_map)
648 {
649 memset (&rp, 0, sizeof (RMParms));
650 rp.Xsize = -1;
651 rp.Ysize = -1;
652 rp.region = get_region_by_map (exit_ob->map);
653 if (exit_ob->msg)
654 set_random_map_variable (&rp, exit_ob->msg);
655 rp.origin_x = exit_ob->x;
656 rp.origin_y = exit_ob->y;
657 strcpy (rp.origin_map, pl->map->path);
658
659 /* now to generate the actual map. */
660 new_map = generate_random_map (new_map_name, &rp);
661 }
662
663
664 /* Update the exit_ob so it now points directly at the newly created
665 * random maps. Not that it is likely to happen, but it does mean that a
666 * exit in a unique map leading to a random map will not work properly.
667 * It also means that if the created random map gets reset before
668 * the exit leading to it, that the exit will no longer work.
669 */
670 if (new_map)
671 {
672 int x, y;
673
674 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
675 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
676 new_map->templatemap = 1;
677 enter_map (pl, new_map, x, y);
678 }
679}
680
681
682/* Code to enter/detect a character entering a unique map.
683 */
684static void
685enter_unique_map (object *op, object *exit_ob)
686{
687 char apartment[HUGE_BUF];
688 maptile *newmap;
689
690 if (EXIT_PATH (exit_ob)[0] == '/')
691 {
692 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
693 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
694 if (!newmap)
695 {
696 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
697 if (newmap)
698 fix_auto_apply (newmap);
699 }
700 }
701 else
702 { /* relative directory */
703 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
704
705 if (exit_ob->map->unique)
706 {
707
708 strcpy (reldir, unclean_path (exit_ob->map->path));
709
710 /* Need to copy this over, as clean_path only has one static return buffer */
711 strcpy (tmpc, clean_path (reldir));
712 /* Remove final component, if any */
713 if ((cp = strrchr (tmpc, '_')) != NULL)
714 *cp = 0;
715
716 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
717
718 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
719 if (!newmap)
720 {
721 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
722 if (newmap) 142 if (i < 0)
723 fix_auto_apply (newmap); 143 golem->drop_and_destroy ();
724 }
725 }
726 else
727 {
728 /* The exit is unique, but the map we are coming from is not unique. So
729 * use the basic logic - don't need to demangle the path name
730 */
731 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
732 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
733 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
734 if (!newmap)
735 {
736 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
737 if (newmap)
738 fix_auto_apply (newmap);
739 }
740 }
741 }
742
743 if (newmap)
744 {
745 strcpy (newmap->path, apartment);
746 newmap->unique = 1;
747 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
748 }
749 else
750 {
751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
752 /* Perhaps not critical, but I would think that the unique maps
753 * should be new enough this does not happen. This also creates
754 * a strange situation where some players could perhaps have visited
755 * such a map before it was removed, so they have the private
756 * map, but other players can't get it anymore.
757 */
758 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
759 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
760 }
761
762}
763
764
765/* Tries to move 'op' to exit_ob. op is the character or monster that is
766 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
767 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
768 * move the object to. This is used when loading the player.
769 *
770 * Largely redone by MSW 2001-01-21 - this function was overly complex
771 * and had some obscure bugs.
772 */
773
774void
775enter_exit (object *op, object *exit_ob)
776{
777#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
778 object *tmp;
779
780 /* It may be nice to support other creatures moving across
781 * exits, but right now a lot of the code looks at op->contr,
782 * so thta is an RFE.
783 */
784 if (op->type != PLAYER)
785 return;
786
787 /* First, lets figure out what map the player is going to go to */
788 if (exit_ob)
789 {
790 /* check to see if we make a template map */
791 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
792 {
793 if (EXIT_PATH (exit_ob)[2] == '!')
794 {
795 /* generate a template map randomly */
796 enter_random_template_map (op, exit_ob);
797 }
798 else 144 else
799 {
800 /* generate a template map from a fixed template */
801 enter_fixed_template_map (op, exit_ob);
802 }
803 }
804 /* check to see if we make a randomly generated map */
805 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
806 {
807 enter_random_map (op, exit_ob);
808 }
809 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
810 {
811 enter_unique_map (op, exit_ob);
812 }
813 else
814 {
815 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
816
817 /* 'Normal' exits that do not do anything special
818 * Simple enough we don't need another routine for it.
819 */
820 maptile *newmap;
821
822 if (exit_ob->map)
823 {
824 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
825 /* Random map was previously generated, but is no longer about. Lets generate a new
826 * map.
827 */
828 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
829 { 145 {
830 /* Maps that go down have a message set. However, maps that go 146 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
831 * up, don't. If the going home has reset, there isn't much 147 golem->direction = find_dir_2 (golem->x - x, golem->y - y);
832 * point generating a random map, because it won't match the maps.
833 */
834 if (exit_ob->msg)
835 {
836 enter_random_map (op, exit_ob);
837 }
838 else
839 {
840 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
841 return;
842 }
843
844 /* For exits that cause damages (like pits). Don't know if any
845 * random maps use this or not.
846 */
847 if (exit_ob->stats.dam && op->type == PLAYER)
848 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
849 return;
850 } 148 }
851 } 149 }
852 else
853 {
854 /* For word of recall and other force objects
855 * They contain the full pathname of the map to go back to,
856 * so we don't need to normalize it.
857 * But we do need to see if it is unique or not
858 */
859 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
860 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
861 else
862 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
863 } 150 }
864 if (!newmap)
865 {
866 if (exit_ob->name)
867 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
868 /* don't cry to momma if name is not set - as in tmp objects
869 * used by the savebed code and character creation */
870 return;
871 }
872 151
873 /* This supports the old behaviour, but it really should not be used. 152 /* since the players map is already loaded, we don't need to worry
874 * I will note for example that with this method, it is impossible to 153 * about pending objects.
875 * set 0,0 destination coordinates. Really, if we want to support
876 * using the new maps default coordinates, the exit ob should use
877 * something like -1, -1 so it is clear to do that.
878 */
879 if (x == 0 && y == 0)
880 {
881 x = MAP_ENTER_X (newmap);
882 y = MAP_ENTER_Y (newmap);
883 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
884 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
885 }
886
887 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
888 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
889 {
890 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
892 {
893 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
894 break;
895 }
896 if (tmp)
897 {
898 remove_ob (tmp);
899 free_object (tmp);
900 }
901
902 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
903 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
904 save_player (op, 1);
905 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
906 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
907 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
908 }
909
910 enter_map (op, newmap, x, y);
911 }
912 /* For exits that cause damages (like pits) */
913 if (exit_ob->stats.dam && op->type == PLAYER)
914 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
915 }
916 else
917 {
918 int flags = 0;
919 maptile *newmap;
920
921 /* Hypothetically, I guess its possible that a standard map matches
922 * the localdir, but that seems pretty unlikely - unlikely enough that
923 * I'm not going to attempt to try to deal with that possibility.
924 * We use the fact that when a player saves on a unique map, it prepends
925 * the localdir to that name. So its an easy way to see of the map is
926 * unique or not.
927 */ 154 */
928 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir))) 155 move_all_pets ();
929 flags = MAP_PLAYER_UNIQUE;
930 156
931 /* newmap returns the map (if already loaded), or loads it for 157 return true;
932 * us.
933 */
934 newmap = ready_map_name (op->contr->maplevel, flags);
935 if (!newmap)
936 {
937 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
938 newmap = ready_map_name (settings.emergency_mapname, 0);
939 op->x = settings.emergency_x;
940 op->y = settings.emergency_y;
941 /* If we can't load the emergency map, something is probably really
942 * screwed up, so bail out now.
943 */
944 if (!newmap)
945 {
946 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
947 abort ();
948 }
949 }
950
951 enter_map (op, newmap, op->x, op->y);
952 } 158 }
953}
954 159
955/* 160 return false;
956 * process_active_maps(): Works like process_events(), but it only
957 * processes maps which a player is on.
958 *
959 */
960
961#if 0 // dead code, schmorp
962void
963process_active_maps ()
964{
965 for (maptile *map = first_map; map != NULL; map = map->next)
966 if (map->in_memory == MAP_IN_MEMORY)
967 if (players_on_map (map, TRUE))
968 process_events (map);
969} 161}
970#endif
971 162
972/* process_players1 and process_players2 do all the player related stuff. 163/* process_players1 and process_players2 do all the player related stuff.
973 * I moved it out of process events and process_map. This was to some 164 * I moved it out of process events and process_map. This was to some
974 * extent for debugging as well as to get a better idea of the time used 165 * extent for debugging as well as to get a better idea of the time used
975 * by the various functions. process_players1() does the processing before 166 * by the various functions. process_players1() does the processing before
976 * objects have been updated, process_players2() does the processing that 167 * objects have been updated, process_players2() does the processing that
977 * is needed after the players have been updated. 168 * is needed after the players have been updated.
978 */ 169 */
979 170static void
980void
981process_players1 (maptile *map) 171process_players1 ()
982{ 172{
983 int flag;
984 player *pl, *plnext;
985
986 /* Basically, we keep looping until all the players have done their actions. */ 173 /* Basically, we keep looping until all the players have done their actions. */
987 for (flag = 1; flag != 0;) 174 for (int flag = 1; flag != 0;)
988 { 175 {
989 flag = 0; 176 flag = 0;
990 for (pl = first_player; pl != NULL; pl = plnext) 177 for_all_players (pl)
991 { 178 {
992 plnext = pl->next; /* In case a player exits the game in handle_player() */ 179 pl->refcnt_chk ();
993 180
994 if (pl->ob == NULL) 181 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
995 continue; 182 continue;
996 183
997 if (map != NULL && pl->ob->map != map)
998 continue;
999
1000 if (pl->ob->speed_left > 0)
1001 {
1002 if (handle_newcs_player (pl->ob)) 184 if (handle_newcs_player (pl->ob))
1003 flag = 1; 185 flag = 1;
1004 } /* end if player has speed left */
1005
1006 /* If the player is not actively playing, don't make a
1007 * backup save - nothing to save anyway. Plus, the
1008 * map may not longer be valid. This can happen when the
1009 * player quits - they exist for purposes of tracking on the map,
1010 * but don't actually reside on any actual map.
1011 */
1012 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
1013 continue;
1014
1015#ifdef AUTOSAVE
1016 /* check for ST_PLAYING state so that we don't try to save off when
1017 * the player is logging in.
1018 */
1019 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
1020 {
1021 /* Don't save the player on unholy ground. Instead, increase the
1022 * tick time so it will be about 10 seconds before we try and save
1023 * again.
1024 */
1025// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1026// pl->last_save_tick += 100;
1027// } else {
1028 save_player (pl->ob, 1);
1029 pl->last_save_tick = pticks;
1030// }
1031 } 186 }
1032#endif
1033 } /* end of for loop for all the players */
1034 } /* for flag */
1035 for (pl = first_player; pl != NULL; pl = pl->next)
1036 { 187 }
1037 if (map != NULL && (pl->ob == NULL || pl->ob->map != map)) 188
189 for_all_players (pl)
190 {
191 object *ob = pl->ob;
192
193 // process_objects destroys the speed_left value
194 pl->speed_left_save = ob->speed_left;
195
196 if (expect_false (!ob || !pl->ns || !ob->active))
1038 continue; 197 continue;
1039 if (settings.casting_time == TRUE) 198
1040 {
1041 if (pl->ob->casting_time > 0)
1042 {
1043 pl->ob->casting_time--;
1044 pl->ob->start_holding = 1;
1045 }
1046 /* set spell_state so we can update the range in stats field */
1047 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1048 {
1049 pl->ob->start_holding = 0;
1050 }
1051 }
1052 do_some_living (pl->ob); 199 do_some_living (ob);
1053 /* draw(pl->ob); *//* updated in socket code */
1054 } 200 }
1055} 201}
1056 202
1057void 203static void
1058process_players2 (maptile *map) 204process_players2 ()
1059{ 205{
1060 player *pl;
1061
1062 /* Then check if any players should use weapon-speed instead of speed */ 206 /* Then check if any players should use weapon-speed instead of speed */
1063 for (pl = first_player; pl != NULL; pl = pl->next) 207 for_all_players (pl)
1064 { 208 {
1065 if (map != NULL) 209 // restore speed_left value saved by process_players1
1066 {
1067 if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1068 continue;
1069 else if (pl->loading != NULL) /* Player is blocked */
1070 pl->ob->speed_left -= pl->ob->speed;
1071 if (pl->ob->map != map)
1072 continue;
1073 }
1074
1075 /* The code that did weapon_sp handling here was out of place -
1076 * this isn't called until after the player has finished there
1077 * actions, and is thus out of place. All we do here is bounds
1078 * checking.
1079 */
1080 if (pl->has_hit)
1081 {
1082 if (pl->ob->speed_left > pl->weapon_sp)
1083 pl->ob->speed_left = pl->weapon_sp;
1084
1085 /* This needs to be here - if the player is running, we need to
1086 * clear this each tick, but new commands are not being received
1087 * so execute_newserver_command() is never called
1088 */
1089 pl->has_hit = 0;
1090
1091 }
1092 else if (pl->ob->speed_left > pl->ob->speed)
1093 pl->ob->speed_left = pl->ob->speed; 210 pl->ob->speed_left = pl->speed_left_save;
1094 }
1095}
1096 211
1097void 212 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
1098process_events (maptile *map) 213 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
1099{ 214 }
1100 object *op; 215}
1101 216
1102 static object *marker; 217static void
1103 if (!marker) 218process_events ()
1104 marker = get_object (); 219{
1105
1106 process_players1 (map); 220 process_players1 ();
1107 221
1108 marker->active_next = active_objects; 222 for_all_actives (op)
1109
1110 if (marker->active_next)
1111 marker->active_next->active_prev = marker;
1112
1113 marker->active_prev = NULL;
1114 active_objects = marker;
1115
1116 while (marker->active_next)
1117 { 223 {
1118 op = marker->active_next; 224 // try to prefetch some stuff we expect to need
225 // obviously, it should be grouped into the same cacheline.
226 // preliminary results indicate that this gives halves the speed
227 // used for the inner loop
228 if (_i < actives.size ()) // HACK, rely on _i :/
229 {
230 object *next = actives [_i + 1];
1119 231
1120 /* Move marker forward - swap op and marker */ 232 prefetch (&next->flag , 0, 1);
1121 op->active_prev = marker->active_prev; 233 prefetch (&next->speed , 0, 1);
1122 234 prefetch (&next->anim_speed, 0, 1);
1123 if (op->active_prev) 235 prefetch (&next->contr , 0, 1);
1124 op->active_prev->active_next = op; 236 }
1125 else
1126 active_objects = op;
1127
1128 marker->active_next = op->active_next;
1129
1130 if (marker->active_next)
1131 marker->active_next->active_prev = marker;
1132
1133 marker->active_prev = op;
1134 op->active_next = marker;
1135 237
1136 /* Now process op */ 238 /* Now process op */
1137 if (QUERY_FLAG (op, FLAG_FREED)) 239 if (expect_false (op->flag [FLAG_FREED]))
1138 { 240 {
1139 LOG (llevError, "BUG: process_events(): Free object on list\n"); 241 LOG (llevError, "BUG: process_events(): Free object on list (%s)\n", op->debug_desc ());
1140 op->speed = 0; 242 op->set_speed (0);
1141 update_ob_speed (op);
1142 continue; 243 continue;
1143 } 244 }
1144 245
1145 /* I've seen occasional crashes due to this - the object is removed, 246 if (expect_false (!op->has_active_speed ()))
1146 * and thus the map it points to (last map it was on) may be bogus
1147 * The real bug is to try to find out the cause of this - someone
1148 * is probably calling remove_ob without either an insert_ob or
1149 * free_object afterwards, leaving an object dangling. But I'd
1150 * rather log this and continue on instead of crashing.
1151 * Don't remove players - when a player quits, the object is in
1152 * sort of a limbo, of removed, but something we want to keep
1153 * around.
1154 */ 247 {
1155 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1156 {
1157 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 248 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1158 dump_object (op); 249 "but is on active list\n", op->debug_desc (), op->speed);
1159 LOG (llevError, errmsg); 250 op->set_speed (0);
1160 free_object (op);
1161 continue; 251 continue;
1162 } 252 }
1163 253
1164 if (!op->speed) 254 if (expect_false (op->flag [FLAG_REMOVED]))
1165 { 255 {
1166 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); 256 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
1167 update_ob_speed (op); 257 op->debug_desc ());
258 op->set_speed (0);
1168 continue; 259 continue;
1169 } 260 }
1170 261
1171 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL)
1172 {
1173 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count);
1174 op->speed = 0;
1175 update_ob_speed (op);
1176 continue;
1177 }
1178
1179 if (map != NULL && op->map != map)
1180 continue;
1181
1182 /* Animate the object. Bug of feature that andim_speed 262 /* Animate the object. Bug or feature that anim_speed
1183 * is based on ticks, and not the creatures speed? 263 * is based on ticks, and not the creatures speed?
1184 */ 264 */
1185 if (op->anim_speed && op->last_anim >= op->anim_speed) 265 if (op->anim_speed && op->last_anim >= op->anim_speed)
1186 { 266 {
1187 if ((op->type == PLAYER) || (op->type == MONSTER))
1188 animate_object (op, op->facing);
1189 else
1190 animate_object (op, op->direction); 267 animate_object (op, op->contr ? op->facing : op->direction);
1191
1192 op->last_anim = 1; 268 op->last_anim = 1;
1193 } 269 }
1194 else 270 else
1195 op->last_anim++; 271 ++op->last_anim;
1196 272
1197 if (op->speed_left > 0) 273 if (expect_false (op->speed_left > 0.f))
1198 {
1199#if 0
1200 /* I've seen occasional crashes in move_symptom() with it
1201 * crashing because op is removed - add some debugging to
1202 * track if it is removed at this point.
1203 * This unfortunately is a bit too verbose it seems - not sure
1204 * why - I think what happens is a map is freed or something and
1205 * some objects get 'lost' - removed never to be reclaimed.
1206 * removed objects generally shouldn't exist.
1207 */
1208 if (QUERY_FLAG (op, FLAG_REMOVED))
1209 { 274 {
1210 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1211 }
1212#endif
1213 --op->speed_left; 275 --op->speed_left;
1214 process_object (op); 276 process_object (op);
1215
1216 if (op->destroyed ())
1217 continue;
1218 } 277 }
1219 278
1220 if (settings.casting_time == TRUE && op->casting_time > 0) 279 // this will destroy the speed_left value for players, but
1221 op->casting_time--; 280 // process_players1 and ..2 save/restore the real value,
1222 281 // so we can avoid a costly test here.
1223 if (op->speed_left <= 0) 282 op->speed_left = min (op->speed, op->speed_left + op->speed);
1224 op->speed_left += FABS (op->speed);
1225 } 283 }
1226 284
1227 /* Remove marker object from active list */
1228 if (marker->active_prev != NULL)
1229 marker->active_prev->active_next = NULL;
1230 else
1231 active_objects = NULL;
1232
1233 process_players2 (map); 285 process_players2 ();
1234}
1235
1236void
1237clean_tmp_files (void)
1238{
1239 maptile *m, *next;
1240
1241 LOG (llevInfo, "Cleaning up...\n");
1242
1243 /* We save the maps - it may not be intuitive why, but if there are unique
1244 * items, we need to save the map so they get saved off. Perhaps we should
1245 * just make a special function that only saves the unique items.
1246 */
1247 for (m = first_map; m != NULL; m = next)
1248 {
1249 next = m->next;
1250 if (m->in_memory == MAP_IN_MEMORY)
1251 {
1252 /* If we want to reuse the temp maps, swap it out (note that will also
1253 * update the log file. Otherwise, save the map (mostly for unique item
1254 * stuff). Note that the clean_tmp_map is called after the end of
1255 * the for loop but is in the #else bracket. IF we are recycling the maps,
1256 * we certainly don't want the temp maps removed.
1257 */
1258
1259 /* XXX The above comment is dead wrong */
1260 if (settings.recycle_tmp_maps == TRUE)
1261 swap_map (m);
1262 else
1263 {
1264 new_save_map (m, 0); /* note we save here into a overlay map */
1265 clean_tmp_map (m);
1266 }
1267 }
1268 }
1269 write_todclock (); /* lets just write the clock here */
1270} 286}
1271 287
1272/* clean up everything before exiting */ 288/* clean up everything before exiting */
1273void 289void
1274cleanup (void) 290emergency_save ()
1275{ 291{
1276 LOG (llevDebug, "Cleanup called.\n"); 292 LOG (llevInfo, "emergency_save: enter\n");
1277 293
1278 for (player *pl = first_player; pl != NULL; pl = pl->next) 294 LOG (llevInfo, "emergency_save: saving book archive\n");
1279 save_player (pl->ob, 0);
1280
1281 for (player *pl = first_player; pl != NULL; pl = pl->next)
1282 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1283 leave_map (pl->ob);
1284
1285 clean_tmp_files ();
1286 write_book_archive (); 295 write_book_archive ();
1287 296
297 cfperl_emergency_save ();
298
299 LOG (llevInfo, "emergency_save: leave\n");
300}
301
302// send all clients some informational text
303static void
304cleanup_inform (const char *cause, bool make_core)
305{
306 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
307
308 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
309 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
310
311 if (make_core)
312 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.");
313 else
314 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.");
315
316 new_draw_info_format (flags, 0, 0, "%s", CLEANUP_MESSAGE);
317
318 client::flush_sockets ();
319}
320
321/* clean up everything before exiting */
322void
323cleanup (const char *cause, bool make_core)
324{
325 if (make_core)
326 fork_abort (cause);
327
328 LOG (make_core ? llevError : llevInfo, "cleanup cause: %s\n", cause);
329
330 if (!make_core)
331 cleanup_inform (cause, make_core);
332
333 LOG (llevDebug, "cleanup begin.\n");
334
335 if (init_done && !in_cleanup)
336 {
337 in_cleanup = true;
338 emergency_save ();
339 }
340 else
341 in_cleanup = true;
342
343 LOG (llevDebug, "running cleanup handlers.\n");
1288 INVOKE_GLOBAL (CLEANUP); 344 INVOKE_GLOBAL (CLEANUP);
1289 345
1290 _exit (0); 346 LOG (llevDebug, "cleanup done.\n");
1291}
1292 347
1293void 348 log_cleanup ();
1294leave (player *pl, int draw_exit)
1295{
1296 if (pl != NULL)
1297 {
1298 /* We do this so that the socket handling routine can do the final
1299 * cleanup. We also leave that loop to actually handle the freeing
1300 * of the data.
1301 */
1302 if (pl->ob->type != DEAD_OBJECT)
1303 {
1304 pl->socket.status = Ns_Dead;
1305 349
1306 /* If a hidden dm dropped connection do not create 350 if (make_core)
1307 * inconsistencies by showing that they have left the game 351 cleanup_inform (cause, make_core);
1308 */ 352 else
1309 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1310 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1311 {
1312 if (pl->ob->map)
1313 {
1314 INVOKE_PLAYER (LOGOUT, pl);
1315 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1316 }
1317
1318 char buf[MAX_BUF];
1319
1320 sprintf (buf, "%s left the game.", &pl->ob->name);
1321 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1322 }
1323
1324 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1325 leave_map (pl->ob);
1326
1327 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1328 }
1329 } 353 {
1330} 354 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
1331 355 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
1332int 356 client::flush_sockets ();
1333forbid_play (void)
1334{
1335#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1336 char buf[MAX_BUF], day[MAX_BUF];
1337 FILE *fp;
1338 time_t clock;
1339 struct tm *tm;
1340 int i, start, stop, forbit = 0, comp;
1341
1342 clock = time (NULL);
1343 tm = (struct tm *) localtime (&clock);
1344
1345 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1346 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1347 return 0;
1348
1349 while (fgets (buf, MAX_BUF, fp))
1350 { 357 }
1351 if (buf[0] == '#')
1352 continue;
1353 if (!strncmp (buf, "msg", 3))
1354 {
1355 if (forbit)
1356 while (fgets (buf, MAX_BUF, fp)) /* print message */
1357 fputs (buf, logfile);
1358 break;
1359 358
1360 } 359 cfperl_cleanup (make_core);
1361 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) 360 _exit (make_core);
1362 {
1363 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1364 continue;
1365 }
1366
1367 for (i = 0; i < 7; i++)
1368 {
1369 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1370 forbit = 1;
1371 }
1372 }
1373
1374 close_and_delete (fp, comp);
1375
1376 return forbit;
1377#else
1378 return 0;
1379#endif
1380} 361}
1381 362
1382/* 363/*
1383 * do_specials() is a collection of functions to call from time to time. 364 * do_specials() is a collection of functions to call from time to time.
1384 * Modified 2000-1-14 MSW to use the global pticks count to determine how 365 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1385 * often to do things. This will allow us to spred them out more often. 366 * often to do things. This will allow us to spred them out more often.
1386 * I use prime numbers for the factor count - in that way, it is less likely 367 * I use prime numbers for the factor count - in that way, it is less likely
1387 * these actions will fall on the same tick (compared to say using 500/2500/15000 368 * these actions will fall on the same tick (compared to say using 500/2500/15000
1388 * which would mean on that 15,000 tick count a whole bunch of stuff gets 369 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1390 * done on the same tick, but that will happen very infrequently 371 * done on the same tick, but that will happen very infrequently
1391 * 372 *
1392 * I also think this code makes it easier to see how often we really are 373 * I also think this code makes it easier to see how often we really are
1393 * doing the various things. 374 * doing the various things.
1394 */ 375 */
1395 376static void
1396extern unsigned long todtick;
1397
1398void
1399do_specials (void) 377do_specials ()
1400{ 378{
1401
1402#ifdef WATCHDOG
1403 if (!(pticks % 503))
1404 watchdog ();
1405#endif
1406
1407 if (!(pticks % PTICKS_PER_CLOCK))
1408 tick_the_clock ();
1409
1410 if (!(pticks % 7))
1411 shstr::gc (); 379 shstr::gc ();
380 archetype::gc ();
1412 381
1413 if (!(pticks % 79)) 382 if (expect_false (!(pticks % TICKS_PER_HOUR)))
1414 flush_old_maps (); /* Clears the tmp-files of maps which have reset */ 383 maptile::adjust_daylight ();
1415 384
1416 if (!(pticks % 2503)) 385 if (expect_false (!(pticks % 2503)))
1417 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 386 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1418 387
1419 if (!(pticks % 2521))
1420 metaserver_update (); /* 2500 ticks is about 5 minutes */
1421
1422 if (!(pticks % 5003)) 388 if (expect_false (!(pticks % 5003)))
1423 write_book_archive (); 389 write_book_archive ();
1424 390
1425 if (!(pticks % 5009)) 391 if (expect_false (!(pticks % 5009)))
1426 clean_friendly_list (); 392 clean_friendly_list ();
1427 393
1428 if (!(pticks % 5011)) 394 if (expect_false (!(pticks % 5011)))
1429 obsolete_parties (); 395 obsolete_parties ();
1430 396
1431 if (!(pticks % 12503)) 397 if (expect_false (!(pticks % 12503)))
1432 fix_luck (); 398 fix_luck ();
1433} 399}
1434 400
1435void 401void
1436server_tick () 402server_tick ()
1437{ 403{
1438 nroferrors = 0; 404 // first do the user visible stuff
1439
1440 doeric_server ();
1441 INVOKE_GLOBAL (CLOCK); 405 INVOKE_GLOBAL (CLOCK);
1442 process_events (NULL); /* "do" something with objects with speed */ 406 process_events (); // "do" something with objects with speed
1443 flush_sockets (); 407 client::clock (); // draw client maps etc.
1444 check_active_maps (); /* Removes unused maps after a certain timeout */ 408
409 // then do some bookkeeping, should not really be here
1445 do_specials (); /* Routines called from time to time. */ 410 do_specials (); /* Routines called from time to time. */
1446 object::free_mortals (); 411 attachable::check_mortals ();
1447 412
1448 ++pticks; 413 ++pticks;
1449}
1450 414
415 if (object::object_count >= RESTART_COUNT)
416 cleanup ("running out of protocol ID values - need full restart");
417}
418
419// normal main
1451int 420int
1452main (int argc, char **argv) 421main (int argc, char **argv)
1453{ 422{
1454 settings.argc = argc; 423 settings.argc = argc;
1455 settings.argv = argv; 424 settings.argv = argv;
425
426 rndm.seed (time (0));
427 g_thread_init (0); // for the slice allocator only
1456 428
1457 init (argc, argv); 429 init (argc, argv);
1458
1459 initPlugins ();
1460 430
1461 for (;;) 431 for (;;)
1462 cfperl_main (); 432 cfperl_main ();
1463
1464 // unreached
1465 emergency_save (0);
1466 cleanup ();
1467
1468 return 0;
1469} 433}
434

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines