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Comparing deliantra/server/server/main.C (file contents):
Revision 1.5 by root, Thu Aug 24 17:29:30 2006 UTC vs.
Revision 1.169 by root, Sat Apr 23 04:56:56 2011 UTC

1/* 1/*
2 * static char *rcsid_main_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: main.C,v 1.5 2006/08/24 17:29:30 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29#include <global.h> 25#include <global.h>
30#include <object.h> 26#include <object.h>
31#include <tod.h> 27#include <tod.h>
32 28
33#ifdef HAVE_DES_H
34#include <des.h>
35#else
36# ifdef HAVE_CRYPT_H
37# include <crypt.h>
38# endif
39#endif
40
41#ifndef __CEXTRACT__
42#include <sproto.h> 29#include <sproto.h>
43#endif
44
45#ifdef HAVE_TIME_H
46#include <time.h> 30#include <time.h>
47#endif
48 31
49#include <../random_maps/random_map.h> 32#include <glib.h>
50#include <../random_maps/rproto.h> 33
34#include <rmg.h>
35#include <rproto.h>
51#include "path.h" 36#include "path.h"
52 37
53static char days[7][4] = { 38void
54 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};
55
56void version(object *op) { 39version (object *op)
57 if(op!=NULL) 40{
58 clear_win_info(op);
59
60 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);
42}
61 43
62/* If in a socket, don't print out the list of authors. It confuses the 44/* This is a basic little function to put the player back to his
63 * crossclient program. 45 * savebed.
64 */ 46 */
65 if (op==NULL) return; 47void
66 new_draw_info(NDI_UNIQUE, 0,op,"Authors and contributors to this program:");
67 new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)");
68 new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)");
69 new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
70 new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
71 new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)");
72 new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
73 new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)");
74 new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)");
75 new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
76 new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
77 new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)");
78 new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)");
79 new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)");
80 new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
81 new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
82 new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)");
83 new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)");
84 new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)");
85 new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)");
86 new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)");
87 new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)");
88 new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)");
89 new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)");
90 new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)");
91 new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)");
92 new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)");
93 new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
94 new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)");
95 new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)");
96 new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)");
97 new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)");
98 new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)");
99 new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)");
100 new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)");
101 new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)");
102 new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
103 new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)");
104 new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)");
105 new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David [david.delbecq@mailandnews.com]");
106 new_draw_info(NDI_UNIQUE, 0,op,"Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
107 new_draw_info(NDI_UNIQUE, 0,op,"Images and art:");
108 new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner");
109 new_draw_info(NDI_UNIQUE, 0,op,"David Gervais [david_eg@mail.com]");
110 new_draw_info(NDI_UNIQUE, 0,op,"Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
111 new_draw_info(NDI_UNIQUE, 0,op,"Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
112 new_draw_info(NDI_UNIQUE, 0,op,"Mårten Woxberg [maxmc@telia.com]");
113 new_draw_info(NDI_UNIQUE, 0,op,"And many more!");
114}
115
116void info_keys(object *op) {
117 clear_win_info(op);
118 new_draw_info(NDI_UNIQUE, 0,op,"Push `hjklynub' to walk in a direction.");
119 new_draw_info(NDI_UNIQUE, 0,op,"Shift + dir = fire, Ctrl + dir = run");
120 new_draw_info(NDI_UNIQUE, 0,op,"(To fire at yourself, hit `.'");
121 new_draw_info(NDI_UNIQUE, 0,op,"To attack, walk into the monsters.");
122 new_draw_info(NDI_UNIQUE, 0,op,"\" = speak ' = extended command");
123 new_draw_info(NDI_UNIQUE, 0,op,"i = inventory , = get : = look");
124 new_draw_info(NDI_UNIQUE, 0,op,"<> = rotate d = drop ? = help");
125 new_draw_info(NDI_UNIQUE, 0,op,"a = apply A = apply below t = throw");
126 new_draw_info(NDI_UNIQUE, 0,op,"e = examine E = exa below @ = autopick");
127 new_draw_info(NDI_UNIQUE, 0,op,"C = configure s = brace v = version");
128 new_draw_info(NDI_UNIQUE, 0,op,"+- = change range <tab> = browse spells");
129 new_draw_info(NDI_UNIQUE, 0,op,"x = change inventory type");
130 new_draw_info(NDI_UNIQUE, 0,op,"Mouse: L = examine, M = apply, R = drop/get");
131 new_draw_info(NDI_UNIQUE, 0,op,"'help = info about extended commands.");
132 new_draw_info(NDI_UNIQUE, 0,op,"Ctrl-R = refresh Ctrl-C = clear");
133 new_draw_info(NDI_UNIQUE, 0,op,"You can type a number before most commands.");
134 new_draw_info(NDI_UNIQUE, 0,op,"(For instance 3d drops 3 items.)");
135}
136
137void start_info(object *op) {
138 char buf[MAX_BUF];
139
140 sprintf(buf,"Welcome to Crossfire, v%s!",VERSION);
141 new_draw_info(NDI_UNIQUE, 0,op,buf);
142 new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help");
143 new_draw_info(NDI_UNIQUE, 0,op," ");
144 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op,
145 "%s entered the game.",op->name);
146 if(!op->contr->name_changed) {
147 new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name");
148 new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list.");
149 new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)");
150 }
151}
152
153/* Really, there is no reason to crypt the passwords any system. But easier
154 * to just leave this enabled for backward compatibility. Put the
155 * simple case at top - no encryption - makes it easier to read.
156 */
157char *crypt_string(char *str, char *salt) {
158#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
159 return(str);
160#else
161 static char *c=
162 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
163 char s[2];
164
165 if(salt==NULL)
166 s[0]= c[RANDOM() % (int)strlen(c)],
167 s[1]= c[RANDOM() % (int)strlen(c)];
168 else
169 s[0]= salt[0],
170 s[1]= salt[1];
171
172# ifdef HAVE_LIBDES
173 return (char*)des_crypt(str,s);
174# endif
175 /* Default case - just use crypt */
176 return (char*)crypt(str,s);
177#endif
178}
179
180int check_password(char *typed,char *crypted) {
181 return !strcmp(crypt_string(typed,crypted),crypted);
182}
183
184/* This is a basic little function to put the player back to his
185 * savebed. We do some error checking - its possible that the
186 * savebed map may no longer exist, so we make sure the player
187 * goes someplace.
188 */
189void enter_player_savebed(object *op) 48enter_player_savebed (object *op)
190{ 49{
191 mapstruct *oldmap = op->map; 50 op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y);
192 object *tmp;
193
194 tmp=get_object();
195
196 EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
197 EXIT_X(tmp) = op->contr->bed_x;
198 EXIT_Y(tmp) = op->contr->bed_y;
199 enter_exit(op,tmp);
200 /* If the player has not changed maps and the name does not match
201 * that of the savebed, his savebed map is gone. Lets go back
202 * to the emergency path. Update what the players savebed is
203 * while we're at it.
204 */
205 if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
206 LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n",
207 settings.emergency_mapname, op->name, op->contr->savebed_map);
208 strcpy(op->contr->savebed_map, settings.emergency_mapname);
209 op->contr->bed_x = settings.emergency_x;
210 op->contr->bed_y = settings.emergency_y;
211 free_string(op->contr->savebed_map);
212 EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
213 EXIT_X(tmp) = op->contr->bed_x;
214 EXIT_Y(tmp) = op->contr->bed_y;
215 enter_exit(op,tmp);
216 }
217 free_object(tmp);
218}
219
220/* All this really is is a glorified remove_object that also updates
221 * the counts on the map if needed.
222 */
223void leave_map(object *op)
224{
225 mapstruct *oldmap = op->map;
226
227 remove_ob(op);
228
229 if (oldmap) {
230 if (!op->contr->hidden)
231 oldmap->players--;
232 if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */
233 set_map_timeout(oldmap);
234 }
235 }
236} 51}
237 52
238/* 53/*
239 * 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
240 * 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
241 * 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
242 * whatever reason. If default map coordinates are to be used, then 57 * whatever reason. If default map coordinates are to be used, then
243 * the function that calls this should figure them out. 58 * the function that calls this should figure them out.
244 */ 59 */
245static void enter_map(object *op, mapstruct *newmap, int x, int y) { 60bool
246 mapstruct *oldmap = op->map; 61object::enter_map (maptile *newmap, int x, int y)
62{
63 if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE)
64 return false;
247 65
66 if (out_of_map (newmap, x, y))
67 {
68 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
69 x = newmap->enter_x;
70 y = newmap->enter_y;
248 if (out_of_map(newmap, x, y)) { 71 if (out_of_map (newmap, x, y))
249 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", 72 {
250 newmap->path, x, y);
251 x=MAP_ENTER_X(newmap);
252 y=MAP_ENTER_Y(newmap);
253 if (out_of_map(newmap, x, y)) {
254 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",
255 newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap)); 74 &newmap->path, x, y, newmap->width, newmap->height);
256 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed"); 75 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
257 return; 76 return false;
258 } 77 }
259 } 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
260 /* try to find a spot for the player */ 87 /* try to find a spot for the player */
261 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */ 88 if (blocked (newmap, x, y))
89 { /* First choice blocked */
262 /* 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.
263 * 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,
264 * 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
265 * if other spaces around are available. 93 * if other spaces around are available.
266 * 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
267 * 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.
268 */
269 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1);
270 if (i==-1) {
271 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1);
272 if (i==-1)
273 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
274 }
275 if (i != -1 ) {
276 x += freearr_x[i];
277 y += freearr_y[i];
278 } else {
279 /* not much we can do in this case. */
280 LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n",
281 newmap->path, x , y);
282 }
283 } /* end if looking for free spot */
284
285
286 /* If it is a player login, he has yet to be inserted anyplace.
287 * otherwise, we need to deal with removing the playe here.
288 */
289 if(!QUERY_FLAG(op, FLAG_REMOVED))
290 remove_ob(op);
291 if (op->map!=NULL)
292 {
293 /* Lauwenmark : Here we handle the MAPLEAVE global event */
294 execute_global_event(EVENT_MAPLEAVE, op);
295 }
296 /* remove_ob clears these so they must be reset after the remove_ob call */
297 op->x = x;
298 op->y = y;
299 op->map = newmap;
300 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON);
301
302 /* Lauwenmark : Here we handle the MAPENTER global event */
303 execute_global_event(EVENT_MAPENTER, op);
304
305 if (!op->contr->hidden)
306 newmap->players++;
307
308 newmap->timeout=0;
309 op->enemy = NULL;
310
311 if (op->contr) {
312 strcpy(op->contr->maplevel, newmap->path);
313 op->contr->count=0;
314 }
315
316 /* Update any golems */
317 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
318 int i = find_free_spot(op->contr->ranges[range_golem],newmap,
319 x, y, 1, SIZEOFFREE);
320 remove_ob(op->contr->ranges[range_golem]);
321 if (i==-1) {
322 remove_friendly_object(op->contr->ranges[range_golem]);
323 free_object(op->contr->ranges[range_golem]);
324 op->contr->ranges[range_golem]=NULL;
325 op->contr->golem_count=0;
326 }
327 else {
328 object *tmp;
329 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) {
330 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x);
331 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y);
332 tmp->map = newmap;
333 }
334 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0);
335 op->contr->ranges[range_golem]->direction =
336 find_dir_2(op->x - op->contr->ranges[range_golem]->x,
337 op->y - op->contr->ranges[range_golem]->y);
338 }
339 }
340 op->direction=0;
341
342 /* since the players map is already loaded, we don't need to worry
343 * about pending objects.
344 */
345 remove_all_pets(newmap);
346
347 /* If the player is changing maps, we need to do some special things
348 * Do this after the player is on the new map - otherwise the force swap of the
349 * old map does not work.
350 */
351 if (oldmap != newmap) {
352 if (oldmap) /* adjust old map */
353 {
354 oldmap->players--;
355
356 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
357 set_map_timeout(oldmap);
358 }
359 }
360 swap_below_max (newmap->path);
361}
362
363void set_map_timeout(mapstruct *oldmap)
364{
365#if MAP_MAXTIMEOUT
366 oldmap->timeout = MAP_TIMEOUT(oldmap);
367 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
368 * lower than the min value.
369 */
370#if MAP_MINTIMEOUT
371 if (oldmap->timeout < MAP_MINTIMEOUT) {
372 oldmap->timeout = MAP_MINTIMEOUT;
373 }
374#endif
375 if (oldmap->timeout > MAP_MAXTIMEOUT) {
376 oldmap->timeout = MAP_MAXTIMEOUT;
377 }
378#else
379 /* save out the map */
380 swap_map(oldmap);
381#endif /* MAP_MAXTIMEOUT */
382}
383
384
385/* clean_path takes a path and replaces all / with _
386 * We do a strcpy so that we do not change the original string.
387 */
388char *clean_path(const char *file)
389{
390 static char newpath[MAX_BUF],*cp;
391
392 strncpy(newpath, file, MAX_BUF-1);
393 newpath[MAX_BUF-1]='\0';
394 for (cp=newpath; *cp!='\0'; cp++) {
395 if (*cp=='/') *cp='_';
396 }
397 return newpath;
398}
399
400
401/* unclean_path takes a path and replaces all _ with /
402 * This basically undoes clean path.
403 * We do a strcpy so that we do not change the original string.
404 * We are smart enough to start after the last / in case we
405 * are getting passed a string that points to a unique map
406 * path.
407 */
408char *unclean_path(const char *src)
409{
410 static char newpath[MAX_BUF],*cp;
411
412 cp=strrchr(src, '/');
413 if (cp)
414 strncpy(newpath, cp+1, MAX_BUF-1);
415 else
416 strncpy(newpath, src, MAX_BUF-1);
417 newpath[MAX_BUF-1]='\0';
418
419 for (cp=newpath; *cp!='\0'; cp++) {
420 if (*cp=='_') *cp='/';
421 }
422 return newpath;
423}
424
425
426/* The player is trying to enter a randomly generated map. In this case, generate the
427 * random map as needed.
428 */
429
430static void enter_random_map(object *pl, object *exit_ob)
431{
432 mapstruct *new_map;
433 char newmap_name[HUGE_BUF], *cp;
434 static int reference_number = 0;
435 RMParms rp;
436
437 memset(&rp, 0, sizeof(RMParms));
438 rp.Xsize=-1;
439 rp.Ysize=-1;
440 rp.region=get_region_by_map(exit_ob->map);
441 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
442 rp.origin_x = exit_ob->x;
443 rp.origin_y = exit_ob->y;
444 strcpy(rp.origin_map, pl->map->path);
445
446 /* If we have a final_map, use it as a base name to give some clue
447 * as where the player is. Otherwise, use the origin map.
448 * Take the last component (after the last slash) to give
449 * shorter names without bogus slashes.
450 */
451 if (rp.final_map[0]) {
452 cp = strrchr(rp.final_map, '/');
453 if (!cp) cp = rp.final_map;
454 } else {
455 char buf[HUGE_BUF];
456
457 cp = strrchr(rp.origin_map, '/');
458 if (!cp) cp = rp.origin_map;
459 /* Need to strip of any trailing digits, if it has them */
460 strcpy(buf, cp);
461 while (isdigit(buf[strlen(buf) - 1]))
462 buf[strlen(buf) - 1] = 0;
463 cp = buf;
464 }
465
466 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
467
468 /* now to generate the actual map. */
469 new_map=generate_random_map(newmap_name,&rp);
470
471 /* Update the exit_ob so it now points directly at the newly created
472 * random maps. Not that it is likely to happen, but it does mean that a
473 * exit in a unique map leading to a random map will not work properly.
474 * It also means that if the created random map gets reset before
475 * the exit leading to it, that the exit will no longer work.
476 */
477 if(new_map) {
478 int x, y;
479 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
480 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
481 EXIT_PATH(exit_ob) = add_string(newmap_name);
482 strcpy(new_map->path, newmap_name);
483 enter_map(pl, new_map, x, y);
484 }
485}
486
487/* The player is trying to enter a non-randomly generated template map. In this
488 * case, use a map file for a template
489 */
490
491static void enter_fixed_template_map(object *pl, object *exit_ob)
492{
493 mapstruct *new_map;
494 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
495 const char *new_map_name;
496
497 /* Split the exit path string into two parts, one
498 * for where to store the map, and one for were
499 * to generate the map from.
500 */
501 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
502 sourcemap = strchr(exitpath, '!');
503 if (!sourcemap) {
504 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
505 /* Should only occur when no source map is set.
506 */
507 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
508 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
509 return;
510 }
511 *sourcemap++ = '\0';
512
513 /* If we are not coming from a template map, we can use relative directories
514 * for the map to generate from.
515 */
516 if (!exit_ob->map->templatemap) {
517 sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap);
518 }
519
520 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
521 * of the exit, and the name of the map the exit is on, respectively.
522 */
523 sprintf(tmpnum ,"%d", exit_ob->x);
524 replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
525
526 sprintf(tmpnum ,"%d", exit_ob->y);
527 sprintf(tmpstring, "%s", resultname);
528 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
529
530 sprintf(tmpstring, "%s", resultname);
531 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
532
533 /* If we are coming from another template map, use reletive paths unless
534 * indicated otherwise.
535 */
536 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
537 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
538 } else {
539 new_map_name = create_template_pathname(resultname);
540 }
541
542 /* Attempt to load the map, if unable to, then
543 * create the map from the template.
544 */
545 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
546 if (!new_map) {
547 new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE);
548 if (new_map) fix_auto_apply(new_map);
549 }
550
551 if (new_map) {
552 /* set the path of the map to where it should be
553 * so we don't just save over the source map.
554 */ 96 */
555 strcpy(new_map->path, new_map_name); 97 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
556 new_map->templatemap = 1;
557 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
558 } else {
559 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
560 /* Should only occur when an invalid source map is set.
561 */
562 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
563 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
564 }
565}
566 98
99 if (i < 0)
100 {
101 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
102 if (i < 0)
103 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
104 }
567 105
568/* The player is trying to enter a randomly generated template map. In this 106 if (i >= 0)
569 * case, generate the map as needed. 107 {
570 */ 108 maptile *m = newmap;
109 sint16 nx = x + freearr_x[i];
110 sint16 ny = y + freearr_y[i];
571 111
572static void enter_random_template_map(object *pl, object *exit_ob) 112 if (xy_normalise (m, nx, ny))
573{
574 mapstruct *new_map;
575 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
576 const char *new_map_name;
577 RMParms rp;
578
579 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
580 * of the exit, and the name of the map the exit is on, respectively.
581 */
582 sprintf(tmpnum ,"%d", exit_ob->x);
583 replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
584
585 sprintf(tmpnum ,"%d", exit_ob->y);
586 sprintf(tmpstring, "%s", resultname);
587 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
588
589 sprintf(tmpstring, "%s", resultname);
590 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
591
592 /* If we are coming from another template map, use reletive paths unless
593 * indicated otherwise.
594 */
595 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
596 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
597 } else {
598 new_map_name = create_template_pathname(resultname);
599 }
600
601 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
602 if (!new_map) {
603 memset(&rp, 0, sizeof(RMParms));
604 rp.Xsize=-1;
605 rp.Ysize=-1;
606 rp.region=get_region_by_map(exit_ob->map);
607 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
608 rp.origin_x = exit_ob->x;
609 rp.origin_y = exit_ob->y;
610 strcpy(rp.origin_map, pl->map->path);
611
612 /* now to generate the actual map. */
613 new_map=generate_random_map(new_map_name,&rp);
614 }
615
616
617 /* Update the exit_ob so it now points directly at the newly created
618 * random maps. Not that it is likely to happen, but it does mean that a
619 * exit in a unique map leading to a random map will not work properly.
620 * It also means that if the created random map gets reset before
621 * the exit leading to it, that the exit will no longer work.
622 */
623 if(new_map) {
624 int x, y;
625 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
626 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
627 new_map->templatemap = 1;
628 enter_map(pl, new_map, x, y);
629 }
630}
631
632
633/* Code to enter/detect a character entering a unique map.
634 */
635static void enter_unique_map(object *op, object *exit_ob)
636{
637 char apartment[HUGE_BUF];
638 mapstruct *newmap;
639
640 if (EXIT_PATH(exit_ob)[0]=='/') {
641 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
642 settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob)));
643 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
644 if (!newmap) {
645 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
646 if (newmap) fix_auto_apply(newmap);
647 }
648 } else { /* relative directory */
649 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
650
651 if (exit_ob->map->unique) {
652
653 strcpy(reldir, unclean_path(exit_ob->map->path));
654
655 /* Need to copy this over, as clean_path only has one static return buffer */
656 strcpy(tmpc, clean_path(reldir));
657 /* Remove final component, if any */
658 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
659
660 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
661 settings.playerdir, op->name, tmpc,
662 clean_path(EXIT_PATH(exit_ob)));
663
664 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
665 if (!newmap) {
666 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
667 if (newmap) fix_auto_apply(newmap);
668 }
669 }
670 else {
671 /* The exit is unique, but the map we are coming from is not unique. So
672 * use the basic logic - don't need to demangle the path name
673 */
674 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
675 settings.playerdir, op->name,
676 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
677 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
678 if (!newmap) {
679 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
680 if (newmap) fix_auto_apply(newmap);
681 }
682 }
683 }
684
685 if (newmap) {
686 strcpy(newmap->path, apartment);
687 newmap->unique = 1;
688 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
689 } else {
690 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
691 /* Perhaps not critical, but I would think that the unique maps
692 * should be new enough this does not happen. This also creates
693 * a strange situation where some players could perhaps have visited
694 * such a map before it was removed, so they have the private
695 * map, but other players can't get it anymore.
696 */
697 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
698 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
699 }
700
701}
702
703
704/* Tries to move 'op' to exit_ob. op is the character or monster that is
705 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
706 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
707 * move the object to. This is used when loading the player.
708 *
709 * Largely redone by MSW 2001-01-21 - this function was overly complex
710 * and had some obscure bugs.
711 */
712
713void enter_exit(object *op, object *exit_ob) {
714 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
715 object *tmp;
716 /* It may be nice to support other creatures moving across
717 * exits, but right now a lot of the code looks at op->contr,
718 * so thta is an RFE.
719 */
720 if (op->type != PLAYER) return;
721
722 /* Need to remove player from transport */
723 if (op->contr->transport) apply_transport(op, op->contr->transport, AP_UNAPPLY);
724
725 /* First, lets figure out what map the player is going to go to */
726 if (exit_ob){
727
728 /* check to see if we make a template map */
729 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
730 if (EXIT_PATH(exit_ob)[2]=='!') {
731 /* generate a template map randomly */
732 enter_random_template_map(op, exit_ob);
733 } else { 113 {
734 /* generate a template map from a fixed template */ 114 newmap = m;
735 enter_fixed_template_map(op, exit_ob); 115 x = nx;
116 y = ny;
736 } 117 }
737 } 118 }
738 /* check to see if we make a randomly generated map */ 119 else
739 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') { 120 /* not much we can do in this case. */
740 enter_random_map(op, exit_ob); 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);
741 }
742 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
743 enter_unique_map(op, exit_ob);
744 } else {
745 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
746 /* 'Normal' exits that do not do anything special
747 * Simple enough we don't need another routine for it.
748 */
749 mapstruct *newmap;
750 if (exit_ob->map) {
751 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
752 /* Random map was previously generated, but is no longer about. Lets generate a new
753 * map.
754 */
755 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
756 /* Maps that go down have a message set. However, maps that go
757 * up, don't. If the going home has reset, there isn't much
758 * point generating a random map, because it won't match the maps.
759 */
760 if (exit_ob->msg) {
761 enter_random_map(op, exit_ob);
762 } else {
763 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
764 return;
765 }
766
767 /* For exits that cause damages (like pits). Don't know if any
768 * random maps use this or not.
769 */
770 if(exit_ob->stats.dam && op->type==PLAYER)
771 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
772 return;
773 }
774 } else {
775 /* For word of recall and other force objects
776 * They contain the full pathname of the map to go back to,
777 * so we don't need to normalize it.
778 * But we do need to see if it is unique or not
779 */
780 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
781 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
782 else
783 newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
784 } 122 }
785 if (!newmap) 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)
141 {
142 contr->maplevel = newmap->path;
143 contr->count = 0;
144
145 /* Update any golems */
146 if (object *golem = contr->golem)
786 { 147 {
787 if (exit_ob->name) 148 int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE);
788 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
789 /* don't cry to momma if name is not set - as in tmp objects
790 * used by the savebed code and character creation */
791 return;
792 }
793 149
794 /* This supports the old behaviour, but it really should not be used. 150 if (i < 0)
795 * I will note for example that with this method, it is impossible to 151 golem->drop_and_destroy ();
796 * set 0,0 destination coordinates. Really, if we want to support 152 else
797 * using the new maps default coordinates, the exit ob should use 153 {
798 * something like -1, -1 so it is clear to do that. 154 newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]);
799 */ 155 golem->direction = find_dir_2 (golem->x - x, golem->y - y);
800 if (x==0 && y==0) {
801 x=MAP_ENTER_X(newmap);
802 y=MAP_ENTER_Y(newmap);
803 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
804 exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
805 exit_ob->map?exit_ob->map->path:"(none)");
806 }
807
808 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
809 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
810 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
811 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
812 if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;
813 } 156 }
814 if(tmp) {
815 remove_ob(tmp);
816 free_object(tmp);
817 }
818
819 strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));
820 op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
821 save_player(op, 1);
822 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
823 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
824 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
825 } 157 }
826
827 enter_map(op, newmap, x, y);
828 }
829 /* For exits that cause damages (like pits) */
830 if(exit_ob->stats.dam && op->type==PLAYER)
831 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
832 } else {
833 int flags = 0;
834 mapstruct *newmap;
835
836
837 /* Hypothetically, I guess its possible that a standard map matches
838 * the localdir, but that seems pretty unlikely - unlikely enough that
839 * I'm not going to attempt to try to deal with that possibility.
840 * We use the fact that when a player saves on a unique map, it prepends
841 * the localdir to that name. So its an easy way to see of the map is
842 * unique or not.
843 */
844 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
845 flags = MAP_PLAYER_UNIQUE;
846
847 /* newmap returns the map (if already loaded), or loads it for
848 * us.
849 */
850 newmap = ready_map_name(op->contr->maplevel, flags);
851 if (!newmap)
852 { 158 }
853 LOG(llevError, 159
854 "enter_exit: Pathname to map does not exist! (%s)\n", 160 /* since the players map is already loaded, we don't need to worry
855 op->contr->maplevel); 161 * about pending objects.
856 newmap = ready_map_name(settings.emergency_mapname, 0);
857 op->x = settings.emergency_x;
858 op->y = settings.emergency_y;
859 /* If we can't load the emergency map, something is probably really
860 * screwed up, so bail out now.
861 */ 162 */
862 if (!newmap) { 163 move_all_pets ();
863 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n"); 164
864 abort(); 165 return true;
865 } 166 }
866 }
867 enter_map(op, newmap, op->x, op->y);
868 }
869}
870 167
871/* 168 return false;
872 * process_active_maps(): Works like process_events(), but it only
873 * processes maps which a player is on.
874 *
875 */
876
877#if 0 // dead code, schmorp
878void process_active_maps ()
879{
880 for (mapstruct *map = first_map; map != NULL; map = map->next)
881 if (map->in_memory == MAP_IN_MEMORY)
882 if (players_on_map (map, TRUE))
883 process_events (map);
884} 169}
885#endif
886 170
887/* process_players1 and process_players2 do all the player related stuff. 171/* process_players1 and process_players2 do all the player related stuff.
888 * 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
889 * 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
890 * by the various functions. process_players1() does the processing before 174 * by the various functions. process_players1() does the processing before
891 * objects have been updated, process_players2() does the processing that 175 * objects have been updated, process_players2() does the processing that
892 * is needed after the players have been updated. 176 * is needed after the players have been updated.
893 */ 177 */
894 178static void
895void process_players1(mapstruct *map) 179process_players1 ()
896{ 180{
897 int flag;
898 player *pl,*plnext;
899
900 /* 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. */
901 for(flag=1;flag!=0;) { 182 for (int flag = 1; flag != 0;)
902 flag=0; 183 {
903 for(pl=first_player;pl!=NULL;pl=plnext) { 184 flag = 0;
904 plnext=pl->next; /* In case a player exits the game in handle_player() */ 185 for_all_players (pl)
186 {
187 pl->refcnt_chk ();
905 188
906 if (pl->ob == NULL) continue; 189 if (expect_false (!pl->ob || !pl->ns || !pl->ob->active))
190 continue;
907 191
908 if (map!=NULL && pl->ob->map!=map) continue;
909
910 if(pl->ob->speed_left>0) {
911 if (handle_newcs_player(pl->ob)) 192 if (handle_newcs_player (pl->ob))
912 flag=1; 193 flag = 1;
913 } /* end if player has speed left */ 194 }
914
915 /* If the player is not actively playing, don't make a
916 * backup save - nothing to save anyway. Plus, the
917 * map may not longer be valid. This can happen when the
918 * player quits - they exist for purposes of tracking on the map,
919 * but don't actually reside on any actual map.
920 */
921 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
922
923#ifdef AUTOSAVE
924 /* check for ST_PLAYING state so that we don't try to save off when
925 * the player is logging in.
926 */
927 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
928 /* Don't save the player on unholy ground. Instead, increase the
929 * tick time so it will be about 10 seconds before we try and save
930 * again.
931 */
932// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
933// pl->last_save_tick += 100;
934// } else {
935 save_player(pl->ob,1);
936 pl->last_save_tick = pticks;
937// }
938 } 195 }
939#endif 196
940 } /* end of for loop for all the players */ 197 for_all_players (pl)
941 } /* for flag */ 198 {
942 for(pl=first_player;pl!=NULL;pl=pl->next) { 199 object *ob = pl->ob;
943 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) 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))
944 continue; 205 continue;
945 if (settings.casting_time == TRUE) { 206
946 if (pl->ob->casting_time > 0){ 207 do_some_living (ob);
947 pl->ob->casting_time--;
948 pl->ob->start_holding = 1;
949 } 208 }
950 /* set spell_state so we can update the range in stats field */
951 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
952 pl->ob->start_holding = 0;
953 }
954 }
955 do_some_living(pl->ob);
956/* draw(pl->ob);*/ /* updated in socket code */
957 }
958} 209}
959 210
960void process_players2(mapstruct *map) 211static void
212process_players2 ()
961{ 213{
962 player *pl;
963
964 /* 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 */
965 for(pl=first_player;pl!=NULL;pl=pl->next) { 215 for_all_players (pl)
966 if (map!=NULL) { 216 {
967 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED)) 217 // restore speed_left value saved by process_players1
968 continue;
969 else if(pl->loading != NULL) /* Player is blocked */
970 pl->ob->speed_left -= pl->ob->speed;
971 if (pl->ob->map!=map) continue;
972 }
973
974 /* The code that did weapon_sp handling here was out of place -
975 * this isn't called until after the player has finished there
976 * actions, and is thus out of place. All we do here is bounds
977 * checking.
978 */
979 if (pl->has_hit) {
980 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
981
982 /* This needs to be here - if the player is running, we need to
983 * clear this each tick, but new commands are not being received
984 * so execute_newserver_command() is never called
985 */
986 pl->has_hit=0;
987
988 } else if (pl->ob->speed_left>pl->ob->speed)
989 pl->ob->speed_left = pl->ob->speed; 218 pl->ob->speed_left = pl->speed_left_save;
990 }
991}
992 219
993#define SPEED_DEBUG 220 pl->weapon_sp_left = min (pl->weapon_sp, pl->weapon_sp_left + pl->weapon_sp);
221 pl->ob->speed_left = min (pl->ob->speed, pl->ob->speed_left + pl->ob->speed);
222 }
223}
994 224
995 225static void
996void process_events (mapstruct *map) 226process_events ()
997{ 227{
998 object *op;
999 object marker;
1000 tag_t tag;
1001
1002 process_players1 (map); 228 process_players1 ();
1003 229
1004 memset(&marker, 0, sizeof(object)); 230 for_all_actives (op)
1005 /* Put marker object at beginning of active list */ 231 {
1006 marker.active_next = active_objects; 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];
1007 239
1008 if (marker.active_next) 240 prefetch (&next->flag , 0, 1);
1009 marker.active_next->active_prev = &marker; 241 prefetch (&next->speed , 0, 1);
1010 marker.active_prev = NULL; 242 prefetch (&next->anim_speed, 0, 1);
1011 active_objects = &marker; 243 prefetch (&next->contr , 0, 1);
1012 244 }
1013 while (marker.active_next) {
1014 op = marker.active_next;
1015 tag = op->count;
1016 245
1017 /* Move marker forward - swap op and marker */
1018 op->active_prev = marker.active_prev;
1019
1020 if (op->active_prev)
1021 op->active_prev->active_next = op;
1022 else
1023 active_objects = op;
1024
1025 marker.active_next = op->active_next;
1026
1027 if (marker.active_next)
1028 marker.active_next->active_prev = &marker;
1029 marker.active_prev = op;
1030 op->active_next = &marker;
1031
1032 /* Now process op */ 246 /* Now process op */
1033 if (QUERY_FLAG (op, FLAG_FREED)) { 247 if (expect_false (op->flag [FLAG_FREED]))
248 {
1034 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 ());
1035 op->speed = 0; 250 op->set_speed (0);
1036 update_ob_speed (op);
1037 continue; 251 continue;
1038 } 252 }
1039 253
1040 /* I've seen occasional crashes due to this - the object is removed, 254 if (expect_false (!op->has_active_speed ()))
1041 * and thus the map it points to (last map it was on) may be bogus 255 {
1042 * The real bug is to try to find out the cause of this - someone
1043 * is probably calling remove_ob without either an insert_ob or
1044 * free_object afterwards, leaving an object dangling. But I'd
1045 * rather log this and continue on instead of crashing.
1046 * Don't remove players - when a player quits, the object is in
1047 * sort of a limbo, of removed, but something we want to keep
1048 * around.
1049 */
1050 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1051 op->map && op->map->in_memory != MAP_IN_MEMORY) {
1052 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1053 dump_object(op);
1054 LOG(llevError, errmsg);
1055 free_object(op);
1056 continue;
1057 }
1058
1059 if ( ! op->speed) {
1060 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 256 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1061 "but is on active list\n", op->arch->name); 257 "but is on active list\n", op->debug_desc (), op->speed);
1062 update_ob_speed (op); 258 op->set_speed (0);
1063 continue; 259 continue;
1064 } 260 }
1065 261
1066 if (op->map == NULL && op->env == NULL && op->name && 262 if (expect_false (op->flag [FLAG_REMOVED]))
1067 op->type != MAP && map == NULL) { 263 {
1068 LOG (llevError, "BUG: process_events(): Object without map or " 264 LOG (llevError, "BUG: process_events(): removed object is on active list: %s\n",
1069 "inventory is on active list: %s (%d)\n", 265 op->debug_desc ());
1070 op->name, op->count); 266 op->set_speed (0);
1071 op->speed = 0;
1072 update_ob_speed (op);
1073 continue; 267 continue;
1074 } 268 }
1075 269
1076 if (map != NULL && op->map != map)
1077 continue;
1078
1079 /* Animate the object. Bug of feature that andim_speed 270 /* Animate the object. Bug or feature that anim_speed
1080 * is based on ticks, and not the creatures speed? 271 * is based on ticks, and not the creatures speed?
1081 */ 272 */
1082 if (op->anim_speed && op->last_anim >= op->anim_speed) 273 if (op->anim_speed && op->last_anim >= op->anim_speed)
1083 { 274 {
1084 if ((op->type==PLAYER)||(op->type==MONSTER)) 275 animate_object (op, op->contr ? op->facing : op->direction);
1085 animate_object(op, op->facing);
1086 else
1087 animate_object (op, op->direction);
1088
1089 op->last_anim = 1; 276 op->last_anim = 1;
1090 } 277 }
1091 else 278 else
1092 op->last_anim++; 279 ++op->last_anim;
1093 280
1094 if (op->speed_left > 0) { 281 if (expect_false (op->speed_left > 0.f))
1095#if 0 282 {
1096 /* I've seen occasional crashes in move_symptom() with it 283 --op->speed_left;
1097 * crashing because op is removed - add some debugging to 284 process_object (op);
1098 * track if it is removed at this point. 285 }
1099 * This unfortunately is a bit too verbose it seems - not sure 286
1100 * why - I think what happens is a map is freed or something and 287 // this will destroy the speed_left value for players, but
1101 * some objects get 'lost' - removed never to be reclaimed. 288 // process_players1 and ..2 save/restore the real value,
1102 * removed objects generally shouldn't exist. 289 // so we can avoid a costly test here.
1103 */ 290 op->speed_left = min (op->speed, op->speed_left + op->speed);
1104 if (QUERY_FLAG(op, FLAG_REMOVED)) {
1105 LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1106 op->name?op->name:"null");
1107 } 291 }
1108#endif
1109 --op->speed_left;
1110 process_object (op);
1111 if (was_destroyed (op, tag))
1112 continue;
1113 }
1114 if (settings.casting_time == TRUE && op->casting_time > 0)
1115 op->casting_time--;
1116 if (op->speed_left <= 0)
1117 op->speed_left += FABS (op->speed);
1118 }
1119 292
1120 /* Remove marker object from active list */
1121 if (marker.active_prev != NULL)
1122 marker.active_prev->active_next = NULL;
1123 else
1124 active_objects = NULL;
1125
1126 process_players2 (map); 293 process_players2 ();
1127}
1128
1129void clean_tmp_files(void) {
1130 mapstruct *m, *next;
1131
1132 LOG(llevInfo,"Cleaning up...\n");
1133
1134 /* We save the maps - it may not be intuitive why, but if there are unique
1135 * items, we need to save the map so they get saved off. Perhaps we should
1136 * just make a special function that only saves the unique items.
1137 */
1138 for(m=first_map;m!=NULL;m=next) {
1139 next=m->next;
1140 if (m->in_memory == MAP_IN_MEMORY) {
1141 /* If we want to reuse the temp maps, swap it out (note that will also
1142 * update the log file. Otherwise, save the map (mostly for unique item
1143 * stuff). Note that the clean_tmp_map is called after the end of
1144 * the for loop but is in the #else bracket. IF we are recycling the maps,
1145 * we certainly don't want the temp maps removed.
1146 */
1147
1148 /* XXX The above comment is dead wrong */
1149 if (settings.recycle_tmp_maps == TRUE)
1150 swap_map(m);
1151 else {
1152 new_save_map(m, 0); /* note we save here into a overlay map */
1153 clean_tmp_map(m);
1154 }
1155 }
1156 }
1157 write_todclock(); /* lets just write the clock here */
1158} 294}
1159 295
1160/* clean up everything before exiting */ 296/* clean up everything before exiting */
1161void cleanup(void) 297void
298emergency_save ()
1162{ 299{
1163 LOG(llevDebug,"Cleanup called. freeing data.\n"); 300 LOG (llevInfo, "emergency_save: enter\n");
1164 clean_tmp_files(); 301
302 LOG (llevInfo, "emergency_save: saving book archive\n");
1165 write_book_archive(); 303 write_book_archive ();
1166#ifdef MEMORY_DEBUG
1167 free_all_maps();
1168 free_style_maps();
1169 free_all_object_data();
1170 free_all_archs();
1171 free_all_treasures();
1172 free_all_images();
1173 free_all_newserver();
1174 free_all_recipes();
1175 free_all_readable();
1176 free_all_god();
1177 free_all_anim();
1178 /* See what the string data that is out there that hasn't been freed. */
1179/* LOG(llevDebug, ss_dump_table(0xff));*/
1180#endif
1181 exit(0);
1182}
1183 304
1184void leave(player *pl, int draw_exit) { 305 cfperl_emergency_save ();
1185 if (pl != NULL) {
1186 /* We do this so that the socket handling routine can do the final
1187 * cleanup. We also leave that loop to actually handle the freeing
1188 * of the data.
1189 */
1190 if (pl->ob->type != DEAD_OBJECT)
1191 {
1192 execute_global_event (EVENT_LOGOUT, pl, pl->socket.host);
1193 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host);
1194 306
1195 pl->socket.status = Ns_Dead; 307 LOG (llevInfo, "emergency_save: leave\n");
308}
1196 309
1197 /* If a hidden dm dropped connection do not create 310// send all clients some informational text
1198 * inconsistencies by showing that they have left the game 311static void
1199 */ 312cleanup_inform (const char *cause, bool make_core)
1200 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden) 313{
1201 && draw_exit 314 int flags = NDI_REPLY | NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
1202 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1203 {
1204 char buf[MAX_BUF];
1205 sprintf (buf, "%s left the game.", pl->ob->name);
1206 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1207 }
1208 315
1209 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 316 new_draw_info_format (flags, 0, 0, "The server will now shutdown.");
1210 leave_map (pl->ob); 317 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s", cause);
1211 318
1212 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ 319 if (make_core)
1213 } 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)
1214 } 344 {
1215} 345 in_cleanup = true;
346 emergency_save ();
347 }
348 else
349 in_cleanup = true;
1216 350
1217int forbid_play(void) 351 LOG (llevDebug, "running cleanup handlers.\n");
1218{ 352 INVOKE_GLOBAL (CLEANUP);
1219#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1220 char buf[MAX_BUF], day[MAX_BUF];
1221 FILE *fp;
1222 time_t clock;
1223 struct tm *tm;
1224 int i, start, stop, forbit=0, comp;
1225 353
1226 clock = time (NULL); 354 LOG (llevDebug, "cleanup done.\n");
1227 tm = (struct tm *) localtime (&clock);
1228 355
1229 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); 356 log_cleanup ();
1230 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1231 return 0;
1232 357
1233 while (fgets (buf, MAX_BUF, fp)) { 358 if (make_core)
1234 if (buf[0]=='#') continue; 359 cleanup_inform (cause, make_core);
1235 if (!strncmp (buf, "msg", 3)) { 360 else
1236 if (forbit)
1237 while (fgets (buf, MAX_BUF, fp)) /* print message */
1238 fputs (buf, logfile);
1239 break;
1240
1241 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1242 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1243 continue;
1244 }
1245
1246 for (i=0; i< 7; i++) {
1247 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1248 (tm->tm_hour >= start) && (tm->tm_hour < stop))
1249 forbit = 1;
1250 }
1251 } 361 {
362 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.");
363 new_draw_info_format (NDI_REPLY | NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE);
364 client::flush_sockets ();
365 }
1252 366
1253 close_and_delete(fp, comp); 367 cfperl_cleanup (make_core);
1254 368 _exit (make_core);
1255 return forbit;
1256#else
1257 return 0;
1258#endif
1259} 369}
1260 370
1261/* 371/*
1262 * 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.
1263 * 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
1264 * 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.
1265 * 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
1266 * 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
1267 * 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
1269 * done on the same tick, but that will happen very infrequently 379 * done on the same tick, but that will happen very infrequently
1270 * 380 *
1271 * 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
1272 * doing the various things. 382 * doing the various things.
1273 */ 383 */
384static void
385do_specials ()
386{
387 shstr::gc ();
388 archetype::gc ();
1274 389
1275extern unsigned long todtick; 390 if (expect_false (!(pticks % TICKS_PER_HOUR)))
391 maptile::adjust_daylight ();
1276 392
1277void do_specials(void) { 393 if (expect_false (!(pticks % 2503)))
394 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1278 395
1279#ifdef WATCHDOG 396 if (expect_false (!(pticks % 5003)))
1280 if (!(pticks % 503)) 397 write_book_archive ();
1281 watchdog(); 398
399 if (expect_false (!(pticks % 5009)))
400 clean_friendly_list ();
401
402 if (expect_false (!(pticks % 5011)))
403 obsolete_parties ();
404
405 if (expect_false (!(pticks % 12503)))
406 fix_luck ();
407}
408
409void
410server_tick ()
411{
412 // first do the user visible stuff
413 INVOKE_GLOBAL (CLOCK);
414 process_events (); // "do" something with objects with speed
415 client::clock (); // draw client maps etc.
416
417 // then do some bookkeeping, should not really be here
418 do_specials (); /* Routines called from time to time. */
419 attachable::check_mortals ();
420
421 ++pticks;
422
423 if (object::object_count >= RESTART_COUNT)
424 cleanup ("running out of protocol ID values - need full restart");
425}
426
427// normal main
428int
429main (int argc, char **argv)
430{
431 settings.argc = argc;
432 settings.argv = argv;
433
434 rndm.seed (time (0));
435 g_thread_init (0); // for the slice allocator only
436
437#if 0
438 extern void hack(); hack ();//D
1282#endif 439#endif
1283 440
1284 if (!(pticks % PTICKS_PER_CLOCK)) 441#if 0
1285 tick_the_clock(); 442 // code sometiems used for timing benchmarks
1286 443 random_number_generator<freeciv_random_generator> rng;
1287 if (!(pticks % 509)) 444 rng.seed(0);
1288 flush_old_maps(); /* Clears the tmp-files of maps which have reset */ 445 for (int i = 0; i < 10; ++i)
1289 446 printf ("%08x\n", rng.get_u32());
1290 if (!(pticks % 2503)) 447 for (int i = 0; i < 1000000; ++i)
1291 fix_weight(); /* Hack to fix weightproblems caused by bugs */ 448 volatile int r = rng.get_u32 ();
1292 449 cstamp s = stamp ();
1293 if (!(pticks % 2521)) 450 for (int i = 0; i < 1000000; ++i)
1294 metaserver_update(); /* 2500 ticks is about 5 minutes */ 451 volatile int r = rng.next ();
1295 452 printf ("c %d\n", (int)measure (s));
1296 if (!(pticks % 5003)) 453 exit (0);
1297 write_book_archive();
1298
1299 if (!(pticks % 5009))
1300 clean_friendly_list();
1301
1302 if (!(pticks % 5011))
1303 obsolete_parties();
1304
1305 if (!(pticks % 12503))
1306 fix_luck();
1307}
1308
1309void server_tick ()
1310{
1311 nroferrors = 0;
1312
1313 doeric_server();
1314 process_events(NULL); /* "do" something with objects with speed */
1315 cftimer_process_timers();/* Process the crossfire Timers */
1316 /* Lauwenmark : Here we handle the CLOCK global event */
1317 execute_global_event(EVENT_CLOCK);
1318 flush_sockets();
1319 check_active_maps(); /* Removes unused maps after a certain timeout */
1320 do_specials(); /* Routines called from time to time. */
1321
1322 ++pticks;
1323}
1324
1325int main(int argc, char **argv)
1326{
1327#ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
1328 _fmode = _O_BINARY ;
1329 bRunning = 1;
1330#endif 454#endif
1331 455
1332#ifdef DEBUG_MALLOC_LEVEL
1333 malloc_debug(DEBUG_MALLOC_LEVEL);
1334#endif
1335
1336 settings.argc=argc;
1337 settings.argv=argv;
1338 init(argc, argv); 456 init (argc, argv);
1339 initPlugins(); /* GROS - Init the Plugins */
1340 457
458 for (;;)
1341 cfperl_main (); 459 cfperl_main ();
1342
1343 emergency_save( 0 );
1344 cleanup( );
1345 return 0;
1346} 460}
461

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