… | |
… | |
31 | # ifdef HAVE_CRYPT_H |
31 | # ifdef HAVE_CRYPT_H |
32 | # include <crypt.h> |
32 | # include <crypt.h> |
33 | # endif |
33 | # endif |
34 | #endif |
34 | #endif |
35 | |
35 | |
36 | #ifndef __CEXTRACT__ |
|
|
37 | # include <sproto.h> |
36 | #include <sproto.h> |
38 | #endif |
|
|
39 | |
|
|
40 | #ifdef HAVE_TIME_H |
|
|
41 | # include <time.h> |
37 | #include <time.h> |
42 | #endif |
|
|
43 | |
38 | |
44 | #include <../random_maps/random_map.h> |
39 | #include <../random_maps/random_map.h> |
45 | #include <../random_maps/rproto.h> |
40 | #include <../random_maps/rproto.h> |
46 | #include "path.h" |
41 | #include "path.h" |
47 | |
42 | |
… | |
… | |
133 | new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear"); |
128 | 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."); |
129 | 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.)"); |
130 | new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)"); |
136 | } |
131 | } |
137 | |
132 | |
138 | void |
|
|
139 | start_info (object *op) |
|
|
140 | { |
|
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141 | char buf[MAX_BUF]; |
|
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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); |
|
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148 | if (!op->contr->name_changed) |
|
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149 | { |
|
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150 | new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name"); |
|
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151 | new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list."); |
|
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152 | new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)"); |
|
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153 | } |
|
|
154 | } |
|
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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 | */ |
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160 | char * |
|
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161 | crypt_string (char *str, char *salt) |
|
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162 | { |
|
|
163 | #if (defined(__FreeBSD__) && !defined(HAVE_LIBDES)) |
|
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164 | return (str); |
|
|
165 | #else |
|
|
166 | static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./"; |
|
|
167 | char s[2]; |
|
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168 | |
|
|
169 | if (salt == NULL) |
|
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170 | s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)]; |
|
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171 | else |
|
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172 | s[0] = salt[0], s[1] = salt[1]; |
|
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173 | |
|
|
174 | # ifdef HAVE_LIBDES |
|
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175 | return (char *) des_crypt (str, s); |
|
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176 | # endif |
|
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177 | /* Default case - just use crypt */ |
|
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178 | return (char *) crypt (str, s); |
|
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179 | #endif |
|
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180 | } |
|
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181 | |
|
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182 | int |
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183 | check_password (char *typed, char *crypted) |
|
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184 | { |
|
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185 | return !strcmp (crypt_string (typed, crypted), crypted); |
|
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186 | } |
|
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187 | |
|
|
188 | /* This is a basic little function to put the player back to his |
133 | /* This is a basic little function to put the player back to his |
189 | * savebed. We do some error checking - its possible that the |
134 | * savebed. We do some error checking - its possible that the |
190 | * savebed map may no longer exist, so we make sure the player |
135 | * savebed map may no longer exist, so we make sure the player |
191 | * goes someplace. |
136 | * goes someplace. |
192 | */ |
137 | */ |
… | |
… | |
199 | tmp = object::create (); |
144 | tmp = object::create (); |
200 | |
145 | |
201 | EXIT_PATH (tmp) = op->contr->savebed_map; |
146 | EXIT_PATH (tmp) = op->contr->savebed_map; |
202 | EXIT_X (tmp) = op->contr->bed_x; |
147 | EXIT_X (tmp) = op->contr->bed_x; |
203 | EXIT_Y (tmp) = op->contr->bed_y; |
148 | EXIT_Y (tmp) = op->contr->bed_y; |
204 | enter_exit (op, tmp); |
149 | op->enter_exit (tmp); |
|
|
150 | |
205 | /* If the player has not changed maps and the name does not match |
151 | /* 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 |
152 | * that of the savebed, his savebed map is gone. Lets go back |
207 | * to the emergency path. Update what the players savebed is |
153 | * to the emergency path. Update what the players savebed is |
208 | * while we're at it. |
154 | * while we're at it. |
209 | */ |
155 | */ |
|
|
156 | //TODO: must go - move to interim map |
210 | if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path)) |
157 | if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path)) |
211 | { |
158 | { |
212 | LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n", |
159 | LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location\n", |
213 | settings.emergency_mapname, &op->name, op->contr->savebed_map); |
160 | &op->name, op->contr->savebed_map); |
214 | strcpy (op->contr->savebed_map, settings.emergency_mapname); |
161 | strcpy (op->contr->savebed_map, "/world/world_105_115"); |
215 | op->contr->bed_x = settings.emergency_x; |
162 | op->contr->bed_x = 5; |
216 | op->contr->bed_y = settings.emergency_y; |
163 | op->contr->bed_y = 37; |
217 | EXIT_PATH (tmp) = op->contr->savebed_map; |
164 | EXIT_PATH (tmp) = op->contr->savebed_map; |
218 | EXIT_X (tmp) = op->contr->bed_x; |
165 | EXIT_X (tmp) = op->contr->bed_x; |
219 | EXIT_Y (tmp) = op->contr->bed_y; |
166 | EXIT_Y (tmp) = op->contr->bed_y; |
220 | enter_exit (op, tmp); |
167 | op->enter_exit (tmp); |
221 | } |
168 | } |
222 | |
169 | |
223 | tmp->destroy (); |
170 | tmp->destroy (); |
224 | } |
171 | } |
225 | |
172 | |
226 | /* All this really is is a glorified remove_object that also updates |
|
|
227 | * the counts on the map if needed. |
|
|
228 | */ |
|
|
229 | void |
|
|
230 | leave_map (object *op) |
|
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231 | { |
|
|
232 | maptile *oldmap = op->map; |
|
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233 | |
|
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234 | op->remove (); |
|
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235 | |
|
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236 | if (oldmap) |
|
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237 | { |
|
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238 | if (!op->contr->hidden) |
|
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239 | oldmap->players--; |
|
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240 | |
|
|
241 | if (oldmap->players <= 0) |
|
|
242 | /* can be less than zero due to errors in tracking this */ |
|
|
243 | set_map_timeout (oldmap); |
|
|
244 | } |
|
|
245 | } |
|
|
246 | |
|
|
247 | /* |
173 | /* |
248 | * enter_map(): Moves the player and pets from current map (if any) to |
174 | * enter_map(): Moves the player and pets from current map (if any) to |
249 | * new map. map, x, y must be set. map is the map we are moving the |
175 | * new map. map, x, y must be set. map is the map we are moving the |
250 | * player to - it could be the map he just came from if the load failed for |
176 | * player to - it could be the map he just came from if the load failed for |
251 | * whatever reason. If default map coordinates are to be used, then |
177 | * whatever reason. If default map coordinates are to be used, then |
252 | * the function that calls this should figure them out. |
178 | * the function that calls this should figure them out. |
253 | */ |
179 | */ |
254 | static void |
180 | void |
255 | enter_map (object *op, maptile *newmap, int x, int y) |
181 | object::enter_map (maptile *newmap, int x, int y) |
256 | { |
182 | { |
257 | maptile *oldmap = op->map; |
183 | if (!newmap->load ()) |
|
|
184 | return; |
258 | |
185 | |
259 | if (out_of_map (newmap, x, y)) |
186 | if (out_of_map (newmap, x, y)) |
260 | { |
187 | { |
261 | LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); |
188 | LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y); |
262 | x = MAP_ENTER_X (newmap); |
189 | x = newmap->enter_x; |
263 | y = MAP_ENTER_Y (newmap); |
190 | y = newmap->enter_y; |
264 | if (out_of_map (newmap, x, y)) |
191 | if (out_of_map (newmap, x, y)) |
265 | { |
192 | { |
266 | LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", |
193 | LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", |
267 | newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); |
194 | &newmap->path, x, y, newmap->width, newmap->height); |
268 | new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); |
195 | new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed"); |
269 | return; |
196 | return; |
270 | } |
197 | } |
271 | } |
198 | } |
272 | |
199 | |
273 | /* try to find a spot for the player */ |
200 | /* try to find a spot for the player */ |
274 | if (ob_blocked (op, newmap, x, y)) |
201 | if (ob_blocked (this, newmap, x, y)) |
275 | { /* First choice blocked */ |
202 | { /* First choice blocked */ |
276 | /* We try to find a spot for the player, starting closest in. |
203 | /* We try to find a spot for the player, starting closest in. |
277 | * We could use find_first_free_spot, but that doesn't randomize it at all, |
204 | * We could use find_first_free_spot, but that doesn't randomize it at all, |
278 | * So for example, if the north space is free, you would always end up there even |
205 | * So for example, if the north space is free, you would always end up there even |
279 | * if other spaces around are available. |
206 | * if other spaces around are available. |
280 | * Note that for the second and third calls, we could start at a position other |
207 | * Note that for the second and third calls, we could start at a position other |
281 | * than one, but then we could end up on the other side of walls and so forth. |
208 | * than one, but then we could end up on the other side of walls and so forth. |
282 | */ |
209 | */ |
283 | int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1); |
210 | int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1); |
284 | |
211 | |
285 | if (i == -1) |
212 | if (i == -1) |
286 | { |
213 | { |
287 | i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); |
214 | i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1); |
288 | if (i == -1) |
215 | if (i == -1) |
289 | i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); |
216 | i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE); |
290 | } |
217 | } |
291 | |
218 | |
292 | if (i != -1) |
219 | if (i != -1) |
293 | { |
220 | { |
294 | x += freearr_x[i]; |
221 | x += freearr_x[i]; |
295 | y += freearr_y[i]; |
222 | y += freearr_y[i]; |
296 | } |
223 | } |
297 | else |
224 | else |
298 | { |
|
|
299 | /* not much we can do in this case. */ |
225 | /* not much we can do in this case. */ |
300 | 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); |
226 | 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); |
301 | } |
227 | } |
302 | } /* end if looking for free spot */ |
|
|
303 | |
228 | |
304 | if (op->map) |
229 | if (map) |
305 | if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) |
230 | if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) |
306 | return; |
231 | return; |
307 | |
232 | |
308 | if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) |
233 | if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) |
309 | return; |
234 | return; |
310 | |
235 | |
311 | if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y))) |
236 | if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y))) |
312 | return; |
237 | return; |
313 | |
238 | |
314 | /* If it is a player login, he has yet to be inserted anyplace. |
239 | /* If it is a player login, he has yet to be inserted anyplace. |
315 | * otherwise, we need to deal with removing the player here. |
240 | * otherwise, we need to deal with removing the player here. |
316 | */ |
241 | */ |
317 | op->remove (); |
242 | remove (); |
318 | |
243 | |
319 | /* remove_ob clears these so they must be reset after the remove_ob call */ |
|
|
320 | op->x = x; |
244 | this->x = x; |
321 | op->y = y; |
245 | this->y = y; |
322 | op->map = newmap; |
246 | map = newmap; |
323 | |
247 | |
324 | insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); |
248 | insert_ob_in_map (this, map, 0, INS_NO_WALK_ON); |
325 | |
|
|
326 | if (!op->contr->hidden) |
|
|
327 | newmap->players++; |
|
|
328 | |
249 | |
329 | newmap->timeout = 0; |
250 | newmap->timeout = 0; |
330 | op->enemy = NULL; |
251 | enemy = NULL; |
331 | |
252 | |
332 | if (op->contr) |
253 | if (contr) |
333 | { |
254 | { |
334 | strcpy (op->contr->maplevel, newmap->path); |
255 | strcpy (contr->maplevel, newmap->path); |
335 | op->contr->count = 0; |
256 | contr->count = 0; |
336 | } |
257 | } |
337 | |
258 | |
338 | /* Update any golems */ |
259 | /* Update any golems */ |
339 | if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) |
260 | if (type == PLAYER && contr->ranges[range_golem]) |
340 | { |
261 | { |
341 | int i = find_free_spot (op->contr->ranges[range_golem], newmap, |
262 | int i = find_free_spot (contr->ranges[range_golem], newmap, |
342 | x, y, 1, SIZEOFFREE); |
263 | x, y, 1, SIZEOFFREE); |
343 | |
264 | |
344 | op->contr->ranges[range_golem]->remove (); |
265 | contr->ranges[range_golem]->remove (); |
345 | |
266 | |
346 | if (i == -1) |
267 | if (i == -1) |
347 | { |
268 | { |
348 | remove_friendly_object (op->contr->ranges[range_golem]); |
269 | remove_friendly_object (contr->ranges[range_golem]); |
349 | op->contr->ranges[range_golem]->destroy (); |
270 | contr->ranges[range_golem]->destroy (); |
350 | op->contr->ranges[range_golem] = 0; |
271 | contr->ranges[range_golem] = 0; |
351 | } |
272 | } |
352 | else |
273 | else |
353 | { |
274 | { |
354 | for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) |
275 | for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) |
355 | { |
276 | { |
356 | tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); |
277 | tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); |
357 | tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); |
278 | tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); |
358 | tmp->map = newmap; |
279 | tmp->map = newmap; |
359 | } |
280 | } |
360 | |
281 | |
361 | insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0); |
282 | insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0); |
362 | op->contr->ranges[range_golem]->direction = |
283 | 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); |
284 | find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y); |
364 | } |
285 | } |
365 | } |
286 | } |
366 | |
287 | |
367 | op->direction = 0; |
288 | direction = 0; |
368 | |
289 | |
369 | /* since the players map is already loaded, we don't need to worry |
290 | /* since the players map is already loaded, we don't need to worry |
370 | * about pending objects. |
291 | * about pending objects. |
371 | */ |
292 | */ |
372 | remove_all_pets (newmap); |
293 | 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 | } |
294 | } |
389 | |
|
|
390 | void |
|
|
391 | set_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 | |
295 | |
413 | /* clean_path takes a path and replaces all / with _ |
296 | /* clean_path takes a path and replaces all / with _ |
414 | * We do a strcpy so that we do not change the original string. |
297 | * We do a strcpy so that we do not change the original string. |
415 | */ |
298 | */ |
416 | char * |
299 | char * |
… | |
… | |
423 | if (*cp == '/') |
306 | if (*cp == '/') |
424 | *cp = '_'; |
307 | *cp = '_'; |
425 | |
308 | |
426 | return newpath; |
309 | return newpath; |
427 | } |
310 | } |
428 | |
|
|
429 | |
311 | |
430 | /* unclean_path takes a path and replaces all _ with / |
312 | /* unclean_path takes a path and replaces all _ with / |
431 | * This basically undoes clean path. |
313 | * This basically undoes clean path. |
432 | * We do a strcpy so that we do not change the original string. |
314 | * 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 |
315 | * We are smart enough to start after the last / in case we |
… | |
… | |
447 | *cp = '/'; |
329 | *cp = '/'; |
448 | |
330 | |
449 | return newpath; |
331 | return newpath; |
450 | } |
332 | } |
451 | |
333 | |
452 | |
|
|
453 | /* The player is trying to enter a randomly generated map. In this case, generate the |
|
|
454 | * random map as needed. |
|
|
455 | */ |
|
|
456 | |
|
|
457 | static void |
|
|
458 | enter_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 | |
|
|
527 | static void |
|
|
528 | enter_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 | |
|
|
613 | static void |
|
|
614 | enter_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 | */ |
|
|
684 | static void |
|
|
685 | enter_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) |
|
|
723 | fix_auto_apply (newmap); |
|
|
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 | |
|
|
774 | void |
|
|
775 | enter_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 that 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 |
|
|
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 | { |
|
|
830 | /* Maps that go down have a message set. However, maps that go |
|
|
831 | * up, don't. If the going home has reset, there isn't much |
|
|
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 | } |
|
|
851 | } |
|
|
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 | } |
|
|
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 | |
|
|
873 | /* This supports the old behaviour, but it really should not be used. |
|
|
874 | * I will note for example that with this method, it is impossible to |
|
|
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 | tmp->remove (); |
|
|
899 | tmp->destroy (); |
|
|
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 | */ |
|
|
928 | if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir))) |
|
|
929 | flags = MAP_PLAYER_UNIQUE; |
|
|
930 | |
|
|
931 | /* newmap returns the map (if already loaded), or loads it for |
|
|
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 | } |
|
|
953 | } |
|
|
954 | |
|
|
955 | /* process_players1 and process_players2 do all the player related stuff. |
334 | /* process_players1 and process_players2 do all the player related stuff. |
956 | * I moved it out of process events and process_map. This was to some |
335 | * I moved it out of process events and process_map. This was to some |
957 | * extent for debugging as well as to get a better idea of the time used |
336 | * extent for debugging as well as to get a better idea of the time used |
958 | * by the various functions. process_players1() does the processing before |
337 | * by the various functions. process_players1() does the processing before |
959 | * objects have been updated, process_players2() does the processing that |
338 | * objects have been updated, process_players2() does the processing that |
… | |
… | |
961 | */ |
340 | */ |
962 | static void |
341 | static void |
963 | process_players1 () |
342 | process_players1 () |
964 | { |
343 | { |
965 | int flag; |
344 | int flag; |
|
|
345 | |
966 | /* Basically, we keep looping until all the players have done their actions. */ |
346 | /* Basically, we keep looping until all the players have done their actions. */ |
967 | for (flag = 1; flag != 0;) |
347 | for (flag = 1; flag != 0;) |
968 | { |
348 | { |
969 | flag = 0; |
349 | flag = 0; |
970 | for (player *plnext, *pl = first_player; pl; pl = plnext) |
350 | for_all_players (pl) |
971 | { |
351 | { |
972 | plnext = pl->next; /* In case a player exits the game in handle_player() */ |
352 | pl->refcnt_chk (); |
973 | |
353 | |
974 | if (!pl->ob) |
354 | if (!pl->ob || !pl->ns) |
975 | continue; |
355 | continue; |
976 | |
356 | |
977 | if (pl->ob->speed_left > 0) |
357 | if (pl->ob->speed_left > 0) |
978 | { |
|
|
979 | if (handle_newcs_player (pl->ob)) |
358 | if (handle_newcs_player (pl->ob)) |
980 | flag = 1; |
359 | flag = 1; |
981 | } /* end if player has speed left */ |
|
|
982 | |
360 | |
983 | /* If the player is not actively playing, don't make a |
361 | /* If the player is not actively playing, don't make a |
984 | * backup save - nothing to save anyway. Plus, the |
362 | * backup save - nothing to save anyway. Plus, the |
985 | * map may not longer be valid. This can happen when the |
363 | * map may not longer be valid. This can happen when the |
986 | * player quits - they exist for purposes of tracking on the map, |
364 | * player quits - they exist for purposes of tracking on the map, |
… | |
… | |
991 | |
369 | |
992 | #ifdef AUTOSAVE |
370 | #ifdef AUTOSAVE |
993 | /* check for ST_PLAYING state so that we don't try to save off when |
371 | /* check for ST_PLAYING state so that we don't try to save off when |
994 | * the player is logging in. |
372 | * the player is logging in. |
995 | */ |
373 | */ |
996 | if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING) |
374 | if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING) |
997 | { |
375 | { |
998 | save_player (pl->ob, 1); |
376 | pl->ob->contr->save (); |
999 | pl->last_save_tick = pticks; |
377 | pl->last_save_tick = pticks; |
1000 | } |
378 | } |
1001 | #endif |
379 | #endif |
1002 | } /* end of for loop for all the players */ |
380 | } /* end of for loop for all the players */ |
1003 | } /* for flag */ |
381 | } /* for flag */ |
1004 | |
382 | |
1005 | for (player *pl = first_player; pl; pl = pl->next) |
383 | for_all_players (pl) |
1006 | { |
384 | { |
|
|
385 | if (!pl->ob || !pl->ns) |
|
|
386 | continue; |
|
|
387 | |
1007 | if (settings.casting_time) |
388 | if (settings.casting_time) |
1008 | { |
389 | { |
1009 | if (pl->ob->casting_time > 0) |
390 | if (pl->ob->casting_time > 0) |
1010 | { |
391 | { |
1011 | pl->ob->casting_time--; |
392 | pl->ob->casting_time--; |
… | |
… | |
1023 | |
404 | |
1024 | static void |
405 | static void |
1025 | process_players2 () |
406 | process_players2 () |
1026 | { |
407 | { |
1027 | /* Then check if any players should use weapon-speed instead of speed */ |
408 | /* Then check if any players should use weapon-speed instead of speed */ |
1028 | for (player *pl = first_player; pl; pl = pl->next) |
409 | for_all_players (pl) |
1029 | { |
410 | { |
1030 | /* The code that did weapon_sp handling here was out of place - |
411 | /* The code that did weapon_sp handling here was out of place - |
1031 | * this isn't called until after the player has finished there |
412 | * this isn't called until after the player has finished there |
1032 | * actions, and is thus out of place. All we do here is bounds |
413 | * actions, and is thus out of place. All we do here is bounds |
1033 | * checking. |
414 | * checking. |
… | |
… | |
1051 | void |
432 | void |
1052 | process_events () |
433 | process_events () |
1053 | { |
434 | { |
1054 | object *op; |
435 | object *op; |
1055 | |
436 | |
1056 | static object *marker; |
437 | static object_ptr marker_; |
1057 | |
438 | |
1058 | if (!marker) |
439 | if (!marker_) |
1059 | marker = object::create (); |
440 | marker_ = object::create (); |
|
|
441 | |
|
|
442 | object *marker = marker_; |
1060 | |
443 | |
1061 | process_players1 (); |
444 | process_players1 (); |
1062 | |
445 | |
1063 | marker->active_next = active_objects; |
446 | marker->active_next = active_objects; |
1064 | |
447 | |
1065 | if (marker->active_next) |
448 | if (marker->active_next) |
1066 | marker->active_next->active_prev = marker; |
449 | marker->active_next->active_prev = marker; |
1067 | |
450 | |
1068 | marker->active_prev = NULL; |
451 | marker->active_prev = 0; |
1069 | active_objects = marker; |
452 | active_objects = marker; |
1070 | |
453 | |
1071 | while (marker->active_next) |
454 | while (marker->active_next) |
1072 | { |
455 | { |
1073 | op = marker->active_next; |
456 | op = marker->active_next; |
… | |
… | |
1090 | |
473 | |
1091 | /* Now process op */ |
474 | /* Now process op */ |
1092 | if (QUERY_FLAG (op, FLAG_FREED)) |
475 | if (QUERY_FLAG (op, FLAG_FREED)) |
1093 | { |
476 | { |
1094 | LOG (llevError, "BUG: process_events(): Free object on list\n"); |
477 | LOG (llevError, "BUG: process_events(): Free object on list\n"); |
1095 | op->speed = 0; |
478 | op->set_speed (0); |
1096 | update_ob_speed (op); |
|
|
1097 | continue; |
479 | continue; |
1098 | } |
480 | } |
1099 | |
481 | |
1100 | /* I've seen occasional crashes due to this - the object is removed, |
482 | /* I've seen occasional crashes due to this - the object is removed, |
1101 | * and thus the map it points to (last map it was on) may be bogus |
483 | * and thus the map it points to (last map it was on) may be bogus |
… | |
… | |
1119 | |
501 | |
1120 | if (!op->speed) |
502 | if (!op->speed) |
1121 | { |
503 | { |
1122 | LOG (llevError, "BUG: process_events(): Object %s has no speed, " |
504 | LOG (llevError, "BUG: process_events(): Object %s has no speed, " |
1123 | "but is on active list\n", &op->arch->name); |
505 | "but is on active list\n", &op->arch->name); |
1124 | update_ob_speed (op); |
506 | op->set_speed (0); |
1125 | continue; |
507 | continue; |
1126 | } |
508 | } |
1127 | |
509 | |
1128 | if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) |
510 | if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) |
1129 | { |
511 | { |
1130 | LOG (llevError, "BUG: process_events(): Object without map or " |
512 | LOG (llevError, "BUG: process_events(): Object without map or " |
1131 | "inventory is on active list: %s (%d)\n", &op->name, op->count); |
513 | "inventory is on active list: %s (%d)\n", &op->name, op->count); |
1132 | op->speed = 0; |
514 | op->set_speed (0); |
1133 | update_ob_speed (op); |
|
|
1134 | continue; |
515 | continue; |
1135 | } |
516 | } |
1136 | |
517 | |
1137 | /* Animate the object. Bug or feature that anim_speed |
518 | /* Animate the object. Bug or feature that anim_speed |
1138 | * is based on ticks, and not the creatures speed? |
519 | * is based on ticks, and not the creatures speed? |
1139 | */ |
520 | */ |
1140 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
521 | if (op->anim_speed && op->last_anim >= op->anim_speed) |
1141 | { |
522 | { |
1142 | if ((op->type == PLAYER) || (op->type == MONSTER)) |
523 | if ((op->type == PLAYER)) |
1143 | animate_object (op, op->facing); |
524 | animate_object (op, op->facing); |
1144 | else |
525 | else |
1145 | animate_object (op, op->direction); |
526 | animate_object (op, op->direction); |
1146 | |
527 | |
1147 | op->last_anim = 1; |
528 | op->last_anim = 1; |
… | |
… | |
1186 | active_objects = NULL; |
567 | active_objects = NULL; |
1187 | |
568 | |
1188 | process_players2 (); |
569 | process_players2 (); |
1189 | } |
570 | } |
1190 | |
571 | |
|
|
572 | /* clean up everything before exiting */ |
1191 | void |
573 | void |
1192 | clean_tmp_files (void) |
574 | emergency_save () |
1193 | { |
575 | { |
1194 | maptile *m, *next; |
576 | LOG (llevDebug, "emergency save begin.\n"); |
1195 | |
577 | |
1196 | LOG (llevInfo, "Cleaning up...\n"); |
578 | LOG (llevDebug, "saving players.\n"); |
|
|
579 | for_all_players (pl) |
|
|
580 | pl->save (1); |
1197 | |
581 | |
1198 | /* We save the maps - it may not be intuitive why, but if there are unique |
582 | // for_all_players (pl) |
1199 | * items, we need to save the map so they get saved off. Perhaps we should |
583 | // if (pl->ob) |
1200 | * just make a special function that only saves the unique items. |
584 | // pl->ob->remove (); |
1201 | */ |
585 | |
1202 | for (m = first_map; m != NULL; m = next) |
586 | LOG (llevDebug, "saving maps.\n"); |
|
|
587 | maptile::emergency_save (); |
|
|
588 | |
|
|
589 | LOG (llevDebug, "saving book archive.\n"); |
|
|
590 | write_book_archive (); |
|
|
591 | |
|
|
592 | LOG (llevDebug, "emergency save done.\n"); |
|
|
593 | } |
|
|
594 | |
|
|
595 | /* clean up everything before exiting */ |
|
|
596 | void |
|
|
597 | cleanup (bool make_core) |
|
|
598 | { |
|
|
599 | LOG (llevDebug, "cleanup begin.\n"); |
|
|
600 | |
|
|
601 | in_cleanup = true; |
|
|
602 | |
|
|
603 | if (init_done) |
|
|
604 | emergency_save (); |
|
|
605 | |
|
|
606 | LOG (llevDebug, "running cleanup handlers.\n"); |
|
|
607 | INVOKE_GLOBAL (CLEANUP); |
|
|
608 | |
|
|
609 | LOG (llevDebug, "cleanup done.\n"); |
|
|
610 | |
|
|
611 | if (make_core) |
|
|
612 | abort (); |
|
|
613 | else |
|
|
614 | _exit (0); |
|
|
615 | } |
|
|
616 | |
|
|
617 | void |
|
|
618 | leave (player *pl, int draw_exit) |
|
|
619 | { |
|
|
620 | if (pl) |
1203 | { |
621 | { |
1204 | next = m->next; |
622 | if (pl->ob->type != DEAD_OBJECT) |
1205 | if (m->in_memory == MAP_IN_MEMORY) |
|
|
1206 | { |
623 | { |
1207 | /* If we want to reuse the temp maps, swap it out (note that will also |
624 | /* If a hidden dm dropped connection do not create |
1208 | * update the log file. Otherwise, save the map (mostly for unique item |
625 | * inconsistencies by showing that they have left the game |
1209 | * stuff). Note that the clean_tmp_map is called after the end of |
|
|
1210 | * the for loop but is in the #else bracket. IF we are recycling the maps, |
|
|
1211 | * we certainly don't want the temp maps removed. |
|
|
1212 | */ |
626 | */ |
1213 | |
627 | if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden) |
1214 | /* XXX The above comment is dead wrong */ |
628 | && draw_exit) |
1215 | if (settings.recycle_tmp_maps == TRUE) |
|
|
1216 | swap_map (m); |
|
|
1217 | else |
|
|
1218 | { |
629 | { |
1219 | new_save_map (m, 0); /* note we save here into a overlay map */ |
630 | if (pl->ob->map) |
1220 | clean_tmp_map (m); |
631 | { |
|
|
632 | INVOKE_PLAYER (LOGOUT, pl); |
|
|
633 | LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host); |
|
|
634 | } |
|
|
635 | |
|
|
636 | char buf[MAX_BUF]; |
|
|
637 | |
|
|
638 | sprintf (buf, "%s left the game.", &pl->ob->name); |
|
|
639 | new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf); |
1221 | } |
640 | } |
1222 | } |
|
|
1223 | } |
|
|
1224 | write_todclock (); /* lets just write the clock here */ |
|
|
1225 | } |
|
|
1226 | |
641 | |
1227 | /* clean up everything before exiting */ |
642 | pl->ob->remove (); |
1228 | void |
643 | pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ |
1229 | cleanup (void) |
644 | } |
1230 | { |
|
|
1231 | LOG (llevDebug, "Cleanup called.\n"); |
|
|
1232 | |
645 | |
1233 | for (player *pl = first_player; pl != NULL; pl = pl->next) |
|
|
1234 | save_player (pl->ob, 0); |
|
|
1235 | |
|
|
1236 | for (player *pl = first_player; pl != NULL; pl = pl->next) |
|
|
1237 | if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
|
|
1238 | leave_map (pl->ob); |
|
|
1239 | |
|
|
1240 | clean_tmp_files (); |
|
|
1241 | write_book_archive (); |
|
|
1242 | |
|
|
1243 | INVOKE_GLOBAL (CLEANUP); |
|
|
1244 | |
|
|
1245 | _exit (0); |
|
|
1246 | } |
|
|
1247 | |
|
|
1248 | void |
|
|
1249 | leave (player *pl, int draw_exit) |
|
|
1250 | { |
|
|
1251 | if (pl != NULL) |
|
|
1252 | { |
|
|
1253 | /* We do this so that the socket handling routine can do the final |
646 | /* We do this so that the socket handling routine can do the final |
1254 | * cleanup. We also leave that loop to actually handle the freeing |
647 | * cleanup. We also leave that loop to actually handle the freeing |
1255 | * of the data. |
648 | * of the data. |
1256 | */ |
649 | */ |
1257 | if (pl->ob->type != DEAD_OBJECT) |
650 | if (pl->ns) |
1258 | { |
651 | pl->ns->destroy (); |
1259 | pl->socket->status = Ns_Dead; |
|
|
1260 | |
652 | |
1261 | /* If a hidden dm dropped connection do not create |
|
|
1262 | * inconsistencies by showing that they have left the game |
|
|
1263 | */ |
|
|
1264 | if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden) |
|
|
1265 | && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD)) |
|
|
1266 | { |
|
|
1267 | if (pl->ob->map) |
|
|
1268 | { |
|
|
1269 | INVOKE_PLAYER (LOGOUT, pl); |
|
|
1270 | LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket->host); |
|
|
1271 | } |
|
|
1272 | |
|
|
1273 | char buf[MAX_BUF]; |
|
|
1274 | |
|
|
1275 | sprintf (buf, "%s left the game.", &pl->ob->name); |
|
|
1276 | new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf); |
|
|
1277 | } |
|
|
1278 | |
|
|
1279 | if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
|
|
1280 | leave_map (pl->ob); |
|
|
1281 | |
|
|
1282 | pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ |
|
|
1283 | } |
|
|
1284 | } |
653 | } |
1285 | } |
654 | } |
1286 | |
655 | |
1287 | int |
656 | int |
1288 | forbid_play (void) |
657 | forbid_play (void) |
… | |
… | |
1357 | tick_the_clock (); |
726 | tick_the_clock (); |
1358 | |
727 | |
1359 | if (!(pticks % 7)) |
728 | if (!(pticks % 7)) |
1360 | shstr::gc (); |
729 | shstr::gc (); |
1361 | |
730 | |
1362 | if (!(pticks % 79)) |
|
|
1363 | flush_old_maps (); /* Clears the tmp-files of maps which have reset */ |
|
|
1364 | |
|
|
1365 | if (!(pticks % 2503)) |
731 | if (!(pticks % 2503)) |
1366 | fix_weight (); /* Hack to fix weightproblems caused by bugs */ |
732 | fix_weight (); /* Hack to fix weightproblems caused by bugs */ |
1367 | |
733 | |
1368 | if (!(pticks % 5003)) |
734 | if (!(pticks % 5003)) |
1369 | write_book_archive (); |
735 | write_book_archive (); |
… | |
… | |
1379 | } |
745 | } |
1380 | |
746 | |
1381 | void |
747 | void |
1382 | server_tick () |
748 | server_tick () |
1383 | { |
749 | { |
1384 | nroferrors = 0; |
|
|
1385 | |
|
|
1386 | // first do the user visible stuff |
750 | // first do the user visible stuff |
1387 | doeric_server (); |
751 | doeric_server (); |
1388 | INVOKE_GLOBAL (CLOCK); |
752 | INVOKE_GLOBAL (CLOCK); |
1389 | process_events (); /* "do" something with objects with speed */ |
753 | process_events (); /* "do" something with objects with speed */ |
1390 | flush_sockets (); |
754 | flush_sockets (); |
1391 | |
755 | |
1392 | // then do some bookkeeping, should not really be here |
756 | // then do some bookkeeping, should not really be here |
1393 | check_active_maps (); /* Removes unused maps after a certain timeout */ |
|
|
1394 | do_specials (); /* Routines called from time to time. */ |
757 | do_specials (); /* Routines called from time to time. */ |
1395 | object::free_mortals (); |
758 | attachable::check_mortals (); |
1396 | |
759 | |
1397 | ++pticks; |
760 | ++pticks; |
1398 | } |
761 | } |
1399 | |
762 | |
1400 | int |
763 | int |
… | |
… | |
1409 | |
772 | |
1410 | for (;;) |
773 | for (;;) |
1411 | cfperl_main (); |
774 | cfperl_main (); |
1412 | |
775 | |
1413 | // unreached |
776 | // unreached |
1414 | emergency_save (0); |
|
|
1415 | cleanup (); |
777 | cleanup (); |
1416 | |
778 | |
1417 | return 0; |
779 | return 0; |
1418 | } |
780 | } |