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Comparing deliantra/server/server/main.C (file contents):
Revision 1.12 by root, Tue Aug 29 05:03:55 2006 UTC vs.
Revision 1.80 by pippijn, Sat Jan 6 14:42:30 2007 UTC

1/*
2 * static char *rcsid_main_c =
3 * "$Id: main.C,v 1.12 2006/08/29 05:03:55 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 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 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
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 29#ifdef HAVE_DES_H
34#include <des.h> 30# include <des.h>
35#else 31#else
36# ifdef HAVE_CRYPT_H 32# ifdef HAVE_CRYPT_H
37# include <crypt.h> 33# include <crypt.h>
38# endif 34# endif
39#endif 35#endif
40 36
41#ifndef __CEXTRACT__
42#include <sproto.h> 37#include <sproto.h>
43#endif
44
45#ifdef HAVE_TIME_H
46#include <time.h> 38#include <time.h>
47#endif
48 39
49#include <../random_maps/random_map.h> 40#include <../random_maps/random_map.h>
50#include <../random_maps/rproto.h> 41#include <../random_maps/rproto.h>
51#include "path.h" 42#include "path.h"
52 43
53static char days[7][4] = { 44static char days[7][4] = {
54 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"}; 45 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
46};
55 47
48void
56void version(object *op) { 49version (object *op)
57 if(op!=NULL) 50{
51 if (op)
58 clear_win_info(op); 52 clear_win_info (op);
59 53
60 new_draw_info_format(NDI_UNIQUE, 0, op, "This is Crossfire v%s",VERSION); 54 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire+ v%s", VERSION);
61 55
62/* If in a socket, don't print out the list of authors. It confuses the
63 * crossclient program.
64 */
65 if (op==NULL) return;
66 new_draw_info(NDI_UNIQUE, 0,op,"Authors and contributors to this program:"); 56 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
57 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>");
58 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
59 new_draw_info (NDI_UNIQUE, 0, op, "Pippijn van Steenhoven <pip88nl@gmail.com>");
67 new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)"); 60 new_draw_info (NDI_UNIQUE, 0, op, "Mark Wedel <mwedel@sonic.net>");
68 new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)"); 61 new_draw_info (NDI_UNIQUE, 0, op, "Frank Tore Johansen <frankj@ifi.uio.no>");
69 new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)"); 62 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Torgrim Homme <kjetilho@ifi.uio.no>");
70 new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)"); 63 new_draw_info (NDI_UNIQUE, 0, op, "Tyler Van Gorder <tvangod@ecst.csuchico.edu>");
71 new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)"); 64 new_draw_info (NDI_UNIQUE, 0, op, "Tony Elmroth <elmroth@cd.chalmers.se>");
72 new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)"); 65 new_draw_info (NDI_UNIQUE, 0, op, "Dougal Scott <dougal.scott@fcit.monasu.edu.au>");
73 new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)"); 66 new_draw_info (NDI_UNIQUE, 0, op, "William <wchuang@athena.mit.edu>");
74 new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)"); 67 new_draw_info (NDI_UNIQUE, 0, op, "Geoff Bailey <ftww@cs.su.oz.au>");
75 new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)"); 68 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Wiekhorst Jørgensen <jorgens@flipper.pvv.unit.no>");
76 new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)"); 69 new_draw_info (NDI_UNIQUE, 0, op, "Cameron Blackwood <c.blackwood@rdt.monash.edu.au>");
77 new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)"); 70 new_draw_info (NDI_UNIQUE, 0, op, "Joseph L. Traub <jtraub+@cmu.edu>");
78 new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)"); 71 new_draw_info (NDI_UNIQUE, 0, op, "Rupert G. Goldie <rgg@aaii.oz.au>");
79 new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)"); 72 new_draw_info (NDI_UNIQUE, 0, op, "Eric A. Anderson <eanders+@cmu.edu>");
80 new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)"); 73 new_draw_info (NDI_UNIQUE, 0, op, "Rickard Eneqvist <eneq@Prag.DoCS.UU.SE>");
81 new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)"); 74 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko Sonninen <Jarkko.Sonninen@lut.fi>");
82 new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)"); 75 new_draw_info (NDI_UNIQUE, 0, op, "Karl Holland <kholland@sunlab.cit.cornell.du>");
83 new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)"); 76 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Lundgren <vick@bern.docs.uu.se>");
84 new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)"); 77 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Olsson <mol@meryl.csd.uu.se>");
85 new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)"); 78 new_draw_info (NDI_UNIQUE, 0, op, "Tero Haatanen <Tero.Haatanen@lut.fi>");
86 new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)"); 79 new_draw_info (NDI_UNIQUE, 0, op, "Lasse Ylitalo <ylitalo@student.docs.uu.se>");
87 new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)"); 80 new_draw_info (NDI_UNIQUE, 0, op, "Niilo Neuvo <anipa@guru.magic.fi>");
88 new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)"); 81 new_draw_info (NDI_UNIQUE, 0, op, "Markku J{rvinen <mta@modeemi.cs.tut.fi>");
89 new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)"); 82 new_draw_info (NDI_UNIQUE, 0, op, "Sylvain Meunier <meunier@inf.enst.fr>");
90 new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)"); 83 new_draw_info (NDI_UNIQUE, 0, op, "Jason Fosback <jfosback@darmok.uoregon.edu>");
91 new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)"); 84 new_draw_info (NDI_UNIQUE, 0, op, "Carl Edman <cedman@capitalist.princeton.edu>");
92 new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)"); 85 new_draw_info (NDI_UNIQUE, 0, op, "Charles Henrich <henrich@crh.cl.msu.edu>");
93 new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)"); 86 new_draw_info (NDI_UNIQUE, 0, op, "Gregor Schmid <schmid@fb3-s7.math.tu-berlin.de>");
94 new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)"); 87 new_draw_info (NDI_UNIQUE, 0, op, "Raphael Quinet <quinet@montefiore.ulg.ac.be>");
95 new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)"); 88 new_draw_info (NDI_UNIQUE, 0, op, "Jari Vanhala <jam@modeemi.cs.tut.fi>");
96 new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)"); 89 new_draw_info (NDI_UNIQUE, 0, op, "Tero Kivinen <kivinen@joker.cs.hut.fi>");
97 new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)"); 90 new_draw_info (NDI_UNIQUE, 0, op, "Peter Mardahl <peterm@soda.berkeley.edu>");
98 new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)"); 91 new_draw_info (NDI_UNIQUE, 0, op, "Matthew Zeher <matt@cs.odu.edu>");
99 new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)"); 92 new_draw_info (NDI_UNIQUE, 0, op, "Scott R. Turner <srt@sun-dimas.aero.org>");
100 new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)"); 93 new_draw_info (NDI_UNIQUE, 0, op, "Ben Fennema <huma@netcom.com>");
101 new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)"); 94 new_draw_info (NDI_UNIQUE, 0, op, "Nick Williams <njw@cs.city.ac.uk>");
102 new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)"); 95 new_draw_info (NDI_UNIQUE, 0, op, "Laurent Wacrenier <Wacren@Gin.ObsPM.Fr>");
103 new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)"); 96 new_draw_info (NDI_UNIQUE, 0, op, "Brian Thomas <thomas@astro.psu.edu>");
104 new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)"); 97 new_draw_info (NDI_UNIQUE, 0, op, "John Steven Moerk <jsm@axon.ksc.nasa.gov>");
105 new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David [david.delbecq@mailandnews.com]"); 98 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"); 99 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann <yann.chachkoff@mailandnews.com>\n");
100
107 new_draw_info(NDI_UNIQUE, 0,op,"Images and art:"); 101 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
108 new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner"); 102 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
109 new_draw_info(NDI_UNIQUE, 0,op,"David Gervais [david_eg@mail.com]"); 103 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]"); 104 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]"); 105 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]"); 106 new_draw_info (NDI_UNIQUE, 0, op, "MÃ¥rten Woxberg <maxmc@telia.com>");
113 new_draw_info(NDI_UNIQUE, 0,op,"And many more!"); 107 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} 108}
183 109
184/* This is a basic little function to put the player back to his 110/* This is a basic little function to put the player back to his
185 * savebed. We do some error checking - its possible that the 111 * savebed. We do some error checking - its possible that the
186 * savebed map may no longer exist, so we make sure the player 112 * savebed map may no longer exist, so we make sure the player
187 * goes someplace. 113 * goes someplace.
188 */ 114 */
115void
189void enter_player_savebed(object *op) 116enter_player_savebed (object *op)
190{ 117{
191 mapstruct *oldmap = op->map; 118 object *tmp = object::create ();
192 object *tmp;
193
194 tmp=get_object();
195
196 EXIT_PATH(tmp) = add_string(op->contr->savebed_map); 119 EXIT_PATH (tmp) = op->contr->savebed_map;
197 EXIT_X(tmp) = op->contr->bed_x; 120 EXIT_X (tmp) = op->contr->bed_x;
198 EXIT_Y(tmp) = op->contr->bed_y; 121 EXIT_Y (tmp) = op->contr->bed_y;
199 enter_exit(op,tmp); 122 op->enter_exit (tmp);
200 /* If the player has not changed maps and the name does not match 123 tmp->destroy ();
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} 124}
237 125
238/* 126/*
239 * enter_map(): Moves the player and pets from current map (if any) to 127 * 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 128 * 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 129 * 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 130 * whatever reason. If default map coordinates are to be used, then
243 * the function that calls this should figure them out. 131 * the function that calls this should figure them out.
244 */ 132 */
245static void enter_map(object *op, mapstruct *newmap, int x, int y) { 133void
246 mapstruct *oldmap = op->map; 134object::enter_map (maptile *newmap, int x, int y)
135{
136 if (destroyed () || !newmap || newmap->in_memory != MAP_IN_MEMORY)
137 return;
247 138
139 if (out_of_map (newmap, x, y))
140 {
141 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
142 x = newmap->enter_x;
143 y = newmap->enter_y;
248 if (out_of_map(newmap, x, y)) { 144 if (out_of_map (newmap, x, y))
249 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", 145 {
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", 146 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)); 147 &newmap->path, x, y, newmap->width, newmap->height);
256 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed"); 148 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
149 return;
150 }
151 }
152
153 if (contr && map != newmap && map)
154 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
257 return; 155 return;
258 }
259 }
260 /* try to find a spot for the player */
261 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
262 /* 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,
264 * So for example, if the north space is free, you would always end up there even
265 * if other spaces around are available.
266 * 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.
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 if (op->map!=NULL)
286 {
287 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
288 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
289 }
290 156
291 /* If it is a player login, he has yet to be inserted anyplace. 157 /* If it is a player login, he has yet to be inserted anyplace.
292 * otherwise, we need to deal with removing the player here. 158 * otherwise, we need to deal with removing the player here.
159 */
160 remove ();
161
162 /* try to find a spot for the player */
163 if (ob_blocked (this, newmap, x, y))
164 { /* First choice blocked */
165 /* We try to find a spot for the player, starting closest in.
166 * We could use find_first_free_spot, but that doesn't randomize it at all,
167 * So for example, if the north space is free, you would always end up there even
168 * if other spaces around are available.
169 * Note that for the second and third calls, we could start at a position other
170 * than one, but then we could end up on the other side of walls and so forth.
293 */ 171 */
294 if(!QUERY_FLAG(op, FLAG_REMOVED)) 172 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
295 remove_ob(op);
296 173
297 /* remove_ob clears these so they must be reset after the remove_ob call */ 174 if (i == -1)
298 op->x = x; 175 {
299 op->y = y; 176 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
300 op->map = newmap; 177 if (i == -1)
301 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON); 178 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
179 }
302 180
303 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr)); 181 if (i != -1)
304 182 {
305 if (!op->contr->hidden) 183 x += freearr_x[i];
306 newmap->players++; 184 y += freearr_y[i];
307 185 }
308 newmap->timeout=0; 186 else
309 op->enemy = NULL; 187 /* not much we can do in this case. */
310 188 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);
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 } 189 }
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;
341 190
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) { 191 if (contr && map != 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;
496 192 {
497 /* Split the exit path string into two parts, one 193 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
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; 194 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 */
555 strcpy(new_map->path, new_map_name);
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}
566 195
567 196 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
568/* The player is trying to enter a randomly generated template map. In this 197 return;
569 * case, generate the map as needed.
570 */
571
572static void enter_random_template_map(object *pl, object *exit_ob)
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 } 198 }
669 } 199
670 else { 200 this->x = x;
671 /* The exit is unique, but the map we are coming from is not unique. So 201 this->y = y;
672 * use the basic logic - don't need to demangle the path name 202 map = newmap;
673 */ 203
674 sprintf(apartment, "%s/%s/%s/%s", settings.localdir, 204 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
675 settings.playerdir, op->name, 205
676 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)))); 206 enemy = NULL;
677 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 207
678 if (!newmap) { 208 if (contr)
679 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0); 209 {
680 if (newmap) fix_auto_apply(newmap); 210 contr->maplevel = newmap->path;
211 contr->count = 0;
681 } 212 }
682 } 213
214 /* Update any golems */
215 if (type == PLAYER && contr->ranges[range_golem])
683 } 216 {
217 int i = find_free_spot (contr->ranges[range_golem], newmap,
218 x, y, 1, SIZEOFFREE);
684 219
685 if (newmap) { 220 contr->ranges[range_golem]->remove ();
686 strcpy(newmap->path, apartment); 221
687 newmap->unique = 1; 222 if (i == -1)
688 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob)); 223 {
224 remove_friendly_object (contr->ranges[range_golem]);
225 contr->ranges[range_golem]->destroy ();
226 contr->ranges[range_golem] = 0;
227 }
689 } else { 228 else
690 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); 229 {
691 /* Perhaps not critical, but I would think that the unique maps 230 for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
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 { 231 {
734 /* generate a template map from a fixed template */ 232 tmp->x = x + freearr_x[i] + (tmp->arch ? 0 : tmp->arch->clone.x);
735 enter_fixed_template_map(op, exit_ob); 233 tmp->y = y + freearr_y[i] + (tmp->arch ? 0 : tmp->arch->clone.y);
234 tmp->map = newmap;
736 } 235 }
737 }
738 /* check to see if we make a randomly generated map */
739 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
740 enter_random_map(op, exit_ob);
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 }
766 236
767 /* For exits that cause damages (like pits). Don't know if any 237 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
768 * random maps use this or not. 238 contr->ranges[range_golem]->direction =
769 */ 239 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
770 if(exit_ob->stats.dam && op->type==PLAYER) 240 }
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 } 241 }
785 if (!newmap)
786 {
787 if (exit_ob->name)
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 }
793 242
794 /* This supports the old behaviour, but it really should not be used. 243 /* since the players map is already loaded, we don't need to worry
795 * I will note for example that with this method, it is impossible to 244 * about pending objects.
796 * set 0,0 destination coordinates. Really, if we want to support
797 * using the new maps default coordinates, the exit ob should use
798 * something like -1, -1 so it is clear to do that.
799 */ 245 */
800 if (x==0 && y==0) { 246 remove_all_pets (newmap);
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 }
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 }
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 {
853 LOG(llevError,
854 "enter_exit: Pathname to map does not exist! (%s)\n",
855 op->contr->maplevel);
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 */
862 if (!newmap) {
863 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
864 abort();
865 }
866 }
867 enter_map(op, newmap, op->x, op->y);
868 }
869} 247}
870
871/*
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}
885#endif
886 248
887/* process_players1 and process_players2 do all the player related stuff. 249/* 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 250 * 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 251 * 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 252 * by the various functions. process_players1() does the processing before
891 * objects have been updated, process_players2() does the processing that 253 * objects have been updated, process_players2() does the processing that
892 * is needed after the players have been updated. 254 * is needed after the players have been updated.
893 */ 255 */
894 256static void
895void process_players1(mapstruct *map) 257process_players1 ()
896{ 258{
897 int flag; 259 int flag;
898 player *pl,*plnext;
899 260
900 /* Basically, we keep looping until all the players have done their actions. */ 261 /* Basically, we keep looping until all the players have done their actions. */
901 for(flag=1;flag!=0;) { 262 for (flag = 1; flag != 0;)
902 flag=0; 263 {
903 for(pl=first_player;pl!=NULL;pl=plnext) { 264 flag = 0;
904 plnext=pl->next; /* In case a player exits the game in handle_player() */ 265 for_all_players (pl)
266 {
267 pl->refcnt_chk ();
905 268
906 if (pl->ob == NULL) continue; 269 if (!pl->ob || !pl->ns || !pl->ob->active ())
270 continue;
907 271
908 if (map!=NULL && pl->ob->map!=map) continue;
909
910 if(pl->ob->speed_left>0) { 272 if (pl->ob->speed_left > 0)
911 if (handle_newcs_player(pl->ob)) 273 if (handle_newcs_player (pl->ob))
912 flag=1; 274 flag = 1;
913 } /* end if player has speed left */
914 275
915 /* If the player is not actively playing, don't make a 276 /* If the player is not actively playing, don't make a
916 * backup save - nothing to save anyway. Plus, the 277 * backup save - nothing to save anyway. Plus, the
917 * map may not longer be valid. This can happen when the 278 * map may not longer be valid. This can happen when the
918 * player quits - they exist for purposes of tracking on the map, 279 * player quits - they exist for purposes of tracking on the map,
919 * but don't actually reside on any actual map. 280 * but don't actually reside on any actual map.
920 */ 281 */
921 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue; 282 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
283 continue;
922 284
923#ifdef AUTOSAVE 285#ifdef AUTOSAVE
924 /* check for ST_PLAYING state so that we don't try to save off when 286 /* check for ST_PLAYING state so that we don't try to save off when
925 * the player is logging in. 287 * the player is logging in.
926 */ 288 */
927 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) { 289 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
928 /* Don't save the player on unholy ground. Instead, increase the 290 {
929 * tick time so it will be about 10 seconds before we try and save 291 pl->ob->contr->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; 292 pl->last_save_tick = pticks;
937// } 293 }
938 }
939#endif 294#endif
940 } /* end of for loop for all the players */ 295 } /* end of for loop for all the players */
941 } /* for flag */ 296 } /* for flag */
942 for(pl=first_player;pl!=NULL;pl=pl->next) { 297
943 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) 298 for_all_players (pl)
299 {
300 if (!pl->ob || !pl->ns || !pl->ob->active ())
944 continue; 301 continue;
302
945 if (settings.casting_time == TRUE) { 303 if (settings.casting_time)
304 {
946 if (pl->ob->casting_time > 0){ 305 if (pl->ob->casting_time > 0)
947 pl->ob->casting_time--; 306 {
307 pl->ob->casting_time--;
948 pl->ob->start_holding = 1; 308 pl->ob->start_holding = 1;
949 } 309 }
310
950 /* set spell_state so we can update the range in stats field */ 311 /* set spell_state so we can update the range in stats field */
951 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){ 312 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
952 pl->ob->start_holding = 0; 313 pl->ob->start_holding = 0;
314 }
315
316 do_some_living (pl->ob);
953 } 317 }
954 }
955 do_some_living(pl->ob);
956/* draw(pl->ob);*/ /* updated in socket code */
957 }
958} 318}
959 319
960void process_players2(mapstruct *map) 320static void
321process_players2 ()
961{ 322{
962 player *pl;
963
964 /* Then check if any players should use weapon-speed instead of speed */ 323 /* Then check if any players should use weapon-speed instead of speed */
965 for(pl=first_player;pl!=NULL;pl=pl->next) { 324 for_all_players (pl)
966 if (map!=NULL) { 325 {
967 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
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 - 326 /* The code that did weapon_sp handling here was out of place -
975 * this isn't called until after the player has finished there 327 * 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 328 * actions, and is thus out of place. All we do here is bounds
977 * checking. 329 * checking.
978 */ 330 */
979 if (pl->has_hit) { 331 if (pl->has_hit)
980 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp; 332 {
333 if (pl->ob->speed_left > pl->weapon_sp)
334 pl->ob->speed_left = pl->weapon_sp;
981 335
982 /* This needs to be here - if the player is running, we need to 336 /* 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 337 * clear this each tick, but new commands are not being received
984 * so execute_newserver_command() is never called 338 * so execute_newserver_command() is never called
985 */ 339 */
986 pl->has_hit=0; 340 pl->has_hit = 0;
987 341 }
988 } else if (pl->ob->speed_left>pl->ob->speed) 342 else if (pl->ob->speed_left > pl->ob->speed)
989 pl->ob->speed_left = pl->ob->speed; 343 pl->ob->speed_left = pl->ob->speed;
990 } 344 }
991} 345}
992 346
993#define SPEED_DEBUG 347void
994 348process_events ()
995
996void process_events (mapstruct *map)
997{ 349{
998 object *op; 350 object *op;
999 object marker;
1000 tag_t tag;
1001 351
352 static object_ptr marker_;
353
354 if (!marker_)
355 marker_ = object::create ();
356
357 object *marker = marker_;
358
1002 process_players1 (map); 359 process_players1 ();
1003 360
1004 memset(&marker, 0, sizeof(object));
1005 /* Put marker object at beginning of active list */
1006 marker.active_next = active_objects; 361 marker->active_next = active_objects;
1007 362
1008 if (marker.active_next) 363 if (marker->active_next)
1009 marker.active_next->active_prev = &marker;
1010 marker.active_prev = NULL;
1011 active_objects = &marker;
1012
1013 while (marker.active_next) {
1014 op = marker.active_next;
1015 tag = op->count;
1016
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; 364 marker->active_next->active_prev = marker;
365
1029 marker.active_prev = op; 366 marker->active_prev = 0;
367 active_objects = marker;
368
369 while (marker->active_next)
370 {
371 op = marker->active_next;
372
373 /* Move marker forward - swap op and marker */
374 op->active_prev = marker->active_prev;
375
376 if (op->active_prev)
377 op->active_prev->active_next = op;
378 else
379 active_objects = op;
380
381 marker->active_next = op->active_next;
382
383 if (marker->active_next)
384 marker->active_next->active_prev = marker;
385
386 marker->active_prev = op;
1030 op->active_next = &marker; 387 op->active_next = marker;
1031 388
1032 /* Now process op */ 389 /* Now process op */
1033 if (QUERY_FLAG (op, FLAG_FREED)) { 390 if (QUERY_FLAG (op, FLAG_FREED))
391 {
1034 LOG (llevError, "BUG: process_events(): Free object on list\n"); 392 LOG (llevError, "BUG: process_events(): Free object on list\n");
1035 op->speed = 0; 393 op->set_speed (0);
1036 update_ob_speed (op);
1037 continue; 394 continue;
1038 } 395 }
1039 396
1040 /* I've seen occasional crashes due to this - the object is removed, 397 /* I've seen occasional crashes due to this - the object is removed,
1041 * and thus the map it points to (last map it was on) may be bogus 398 * and thus the map it points to (last map it was on) may be bogus
1042 * The real bug is to try to find out the cause of this - someone 399 * 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 400 * is probably calling remove_ob without either an insert_ob or
1044 * free_object afterwards, leaving an object dangling. But I'd 401 * free_object afterwards, leaving an object dangling. But I'd
1045 * rather log this and continue on instead of crashing. 402 * rather log this and continue on instead of crashing.
1046 * Don't remove players - when a player quits, the object is in 403 * 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 404 * sort of a limbo, of removed, but something we want to keep
1048 * around. 405 * around.
1049 */ 406 */
1050 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && 407 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1051 op->map && op->map->in_memory != MAP_IN_MEMORY) { 408 {
1052 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 409 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1053 dump_object(op); 410 char *dump = dump_object (op);
1054 LOG(llevError, errmsg); 411 LOG (llevError, dump);
1055 free_object(op); 412 free (dump);
413 op->destroy ();
1056 continue; 414 continue;
1057 } 415 }
1058 416
1059 if ( ! op->speed) { 417 if (!op->has_active_speed ())
418 {
1060 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 419 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1061 "but is on active list\n", op->arch->name); 420 "but is on active list\n", op->debug_desc (), op->speed);
1062 update_ob_speed (op); 421 op->set_speed (0);
1063 continue; 422 continue;
1064 } 423 }
1065 424
1066 if (op->map == NULL && op->env == NULL && op->name && 425 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1067 op->type != MAP && map == NULL) { 426 {
1068 LOG (llevError, "BUG: process_events(): Object without map or " 427 LOG (llevError, "BUG: process_events(): Object without map or "
1069 "inventory is on active list: %s (%d)\n", 428 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1070 op->name, op->count); 429 op->set_speed (0);
1071 op->speed = 0;
1072 update_ob_speed (op);
1073 continue; 430 continue;
1074 } 431 }
1075 432
1076 if (map != NULL && op->map != map)
1077 continue;
1078
1079 /* Animate the object. Bug of feature that andim_speed 433 /* Animate the object. Bug or feature that anim_speed
1080 * is based on ticks, and not the creatures speed? 434 * is based on ticks, and not the creatures speed?
1081 */ 435 */
1082 if (op->anim_speed && op->last_anim >= op->anim_speed) 436 if (op->anim_speed && op->last_anim >= op->anim_speed)
1083 { 437 {
1084 if ((op->type==PLAYER)||(op->type==MONSTER)) 438 if ((op->type == PLAYER))
1085 animate_object(op, op->facing); 439 animate_object (op, op->facing);
1086 else 440 else
1087 animate_object (op, op->direction); 441 animate_object (op, op->direction);
1088 442
1089 op->last_anim = 1; 443 op->last_anim = 1;
1090 } 444 }
1091 else 445 else
1092 op->last_anim++; 446 op->last_anim++;
1093 447
1094 if (op->speed_left > 0) { 448 if (op->speed_left > 0)
449 {
1095#if 0 450#if 0
1096 /* I've seen occasional crashes in move_symptom() with it 451 /* I've seen occasional crashes in move_symptom() with it
1097 * crashing because op is removed - add some debugging to 452 * crashing because op is removed - add some debugging to
1098 * track if it is removed at this point. 453 * track if it is removed at this point.
1099 * This unfortunately is a bit too verbose it seems - not sure 454 * This unfortunately is a bit too verbose it seems - not sure
1100 * why - I think what happens is a map is freed or something and 455 * why - I think what happens is a map is freed or something and
1101 * some objects get 'lost' - removed never to be reclaimed. 456 * some objects get 'lost' - removed never to be reclaimed.
1102 * removed objects generally shouldn't exist. 457 * removed objects generally shouldn't exist.
1103 */ 458 */
1104 if (QUERY_FLAG(op, FLAG_REMOVED)) { 459 if (QUERY_FLAG (op, FLAG_REMOVED))
460 {
1105 LOG(llevDebug,"process_events: calling process_object with removed object %s\n", 461 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1106 op->name?op->name:"null"); 462 }
1107 }
1108#endif 463#endif
1109 --op->speed_left; 464 --op->speed_left;
1110 process_object (op); 465 process_object (op);
1111 if (was_destroyed (op, tag)) 466
1112 continue; 467 if (op->destroyed ())
1113 } 468 continue;
469 }
470
1114 if (settings.casting_time == TRUE && op->casting_time > 0) 471 if (settings.casting_time == TRUE && op->casting_time > 0)
1115 op->casting_time--; 472 op->casting_time--;
473
1116 if (op->speed_left <= 0) 474 if (op->speed_left <= 0)
1117 op->speed_left += FABS (op->speed); 475 op->speed_left += FABS (op->speed);
1118 } 476 }
1119 477
1120 /* Remove marker object from active list */ 478 /* Remove marker object from active list */
1121 if (marker.active_prev != NULL) 479 if (marker->active_prev != NULL)
1122 marker.active_prev->active_next = NULL; 480 marker->active_prev->active_next = NULL;
1123 else 481 else
1124 active_objects = NULL; 482 active_objects = NULL;
1125 483
1126 process_players2 (map); 484 process_players2 ();
1127} 485}
1128 486
1129void clean_tmp_files(void) { 487/* clean up everything before exiting */
1130 mapstruct *m, *next; 488void
489emergency_save ()
490{
491 LOG (llevDebug, "emergency save begin.\n");
1131 492
1132 LOG(llevInfo,"Cleaning up...\n"); 493 LOG (llevDebug, "saving players.\n");
1133 494 for_all_players (pl)
1134 /* We save the maps - it may not be intuitive why, but if there are unique 495 if (pl->enable_save && pl->ob && pl->ns)
1135 * items, we need to save the map so they get saved off. Perhaps we should 496 {
1136 * just make a special function that only saves the unique items. 497 pl->save (true);
1137 */ 498 pl->enable_save = true;
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 } 499 }
1156 } 500
1157 write_todclock(); /* lets just write the clock here */ 501// for_all_players (pl)
502// if (pl->ob)
503// pl->ob->remove ();
504
505 LOG (llevDebug, "saving maps.\n");
506 maptile::emergency_save ();
507
508 LOG (llevDebug, "saving book archive.\n");
509 write_book_archive ();
510
511 LOG (llevDebug, "emergency save done.\n");
512}
513
514// send all clients some informational text
515static void
516cleanup_inform (const char *cause, bool make_core)
517{
518 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 0, 0, "The server will now shutdown.\n");
519 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 0, 0, "Cause for this shtudown: %s\n", cause);
520
521 if (make_core)
522 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 0, 0, "This is considered a crash.\n");
523 else
524 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 0, 0, "This is considered to be a clean shutdown.\n");
525
526 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_RED, 0, 0, "%s\n", CLEANUP_MESSAGE);
527
528 flush_sockets ();
1158} 529}
1159 530
1160/* clean up everything before exiting */ 531/* clean up everything before exiting */
1161void cleanup(void) 532void
533cleanup (const char *cause, bool make_core)
1162{ 534{
1163 LOG(llevDebug,"Cleanup called. freeing data.\n"); 535 LOG (llevError, "cleanup cause: %s\n", cause);
1164 clean_tmp_files(); 536
1165 write_book_archive(); 537 if (!make_core)
1166#ifdef MEMORY_DEBUG 538 cleanup_inform (cause, make_core);
1167 free_all_maps(); 539
1168 free_style_maps(); 540 LOG (llevDebug, "cleanup begin.\n");
1169 free_all_object_data(); 541
1170 free_all_archs(); 542 if (init_done && !in_cleanup)
1171 free_all_treasures(); 543 {
1172 free_all_images(); 544 in_cleanup = true;
1173 free_all_newserver(); 545 emergency_save ();
1174 free_all_recipes(); 546 }
1175 free_all_readable(); 547 else
1176 free_all_god(); 548 in_cleanup = true;
1177 free_all_anim(); 549
1178 /* See what the string data that is out there that hasn't been freed. */ 550 LOG (llevDebug, "running cleanup handlers.\n");
1179/* LOG(llevDebug, ss_dump_table(0xff));*/ 551 INVOKE_GLOBAL (CLEANUP);
552
553 LOG (llevDebug, "cleanup done.\n");
554
555 if (make_core)
556 {
557 cleanup_inform (cause, make_core);
558 abort ();
559 }
560 else
561 _exit (0);
562}
563
564int
565forbid_play (void)
566{
567#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
568 char buf[MAX_BUF], day[MAX_BUF];
569 FILE *fp;
570 time_t clock;
571 struct tm *tm;
572 int i, start, stop, forbit = 0, comp;
573
574 clock = time (NULL);
575 tm = (struct tm *) localtime (&clock);
576
577 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
578 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
579 return 0;
580
581 while (fgets (buf, MAX_BUF, fp))
582 {
583 if (buf[0] == '#')
584 continue;
585
586 if (!strncmp (buf, "msg", 3))
587 {
588 if (forbit)
589 while (fgets (buf, MAX_BUF, fp)) /* print message */
590 fputs (buf, logfile);
591 break;
592 }
593 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
594 {
595 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
596 continue;
597 }
598
599 for (i = 0; i < 7; i++)
600 {
601 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
602 forbit = 1;
603 }
604 }
605
606 close_and_delete (fp, comp);
607
608 return forbit;
609#else
610 return 0;
1180#endif 611#endif
1181 exit(0);
1182}
1183
1184void leave(player *pl, int draw_exit) {
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 pl->socket.status = Ns_Dead;
1193
1194 /* If a hidden dm dropped connection do not create
1195 * inconsistencies by showing that they have left the game
1196 */
1197 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden)
1198 && draw_exit
1199 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1200 {
1201 if (pl->ob->map)
1202 {
1203 INVOKE_PLAYER (LOGOUT, pl);
1204 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host);
1205 }
1206
1207 char buf[MAX_BUF];
1208 sprintf (buf, "%s left the game.", pl->ob->name);
1209 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1210 }
1211
1212 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1213 leave_map (pl->ob);
1214
1215 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1216 }
1217 }
1218}
1219
1220int forbid_play(void)
1221{
1222#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1223 char buf[MAX_BUF], day[MAX_BUF];
1224 FILE *fp;
1225 time_t clock;
1226 struct tm *tm;
1227 int i, start, stop, forbit=0, comp;
1228
1229 clock = time (NULL);
1230 tm = (struct tm *) localtime (&clock);
1231
1232 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1233 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1234 return 0;
1235
1236 while (fgets (buf, MAX_BUF, fp)) {
1237 if (buf[0]=='#') continue;
1238 if (!strncmp (buf, "msg", 3)) {
1239 if (forbit)
1240 while (fgets (buf, MAX_BUF, fp)) /* print message */
1241 fputs (buf, logfile);
1242 break;
1243
1244 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1245 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1246 continue;
1247 }
1248
1249 for (i=0; i< 7; i++) {
1250 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1251 (tm->tm_hour >= start) && (tm->tm_hour < stop))
1252 forbit = 1;
1253 }
1254 }
1255
1256 close_and_delete(fp, comp);
1257
1258 return forbit;
1259#else
1260 return 0;
1261#endif
1262} 612}
1263 613
1264/* 614/*
1265 * do_specials() is a collection of functions to call from time to time. 615 * do_specials() is a collection of functions to call from time to time.
1266 * Modified 2000-1-14 MSW to use the global pticks count to determine how 616 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1267 * often to do things. This will allow us to spred them out more often. 617 * often to do things. This will allow us to spred them out more often.
1268 * I use prime numbers for the factor count - in that way, it is less likely 618 * I use prime numbers for the factor count - in that way, it is less likely
1269 * these actions will fall on the same tick (compared to say using 500/2500/15000 619 * these actions will fall on the same tick (compared to say using 500/2500/15000
1270 * which would mean on that 15,000 tick count a whole bunch of stuff gets 620 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1275 * doing the various things. 625 * doing the various things.
1276 */ 626 */
1277 627
1278extern unsigned long todtick; 628extern unsigned long todtick;
1279 629
630void
1280void do_specials(void) { 631do_specials (void)
1281 632{
1282#ifdef WATCHDOG
1283 if (!(pticks % 503))
1284 watchdog();
1285#endif
1286
1287 if (!(pticks % PTICKS_PER_CLOCK)) 633 if (!(pticks % PTICKS_PER_CLOCK))
1288 tick_the_clock(); 634 tick_the_clock ();
1289 635
1290 if (!(pticks % 509)) 636 if (!(pticks % 7))
1291 flush_old_maps(); /* Clears the tmp-files of maps which have reset */ 637 shstr::gc ();
1292 638
1293 if (!(pticks % 2503)) 639 if (!(pticks % 2503))
1294 fix_weight(); /* Hack to fix weightproblems caused by bugs */ 640 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1295 641
1296 if (!(pticks % 2521))
1297 metaserver_update(); /* 2500 ticks is about 5 minutes */
1298
1299 if (!(pticks % 5003)) 642 if (!(pticks % 5003))
1300 write_book_archive(); 643 write_book_archive ();
1301 644
1302 if (!(pticks % 5009)) 645 if (!(pticks % 5009))
1303 clean_friendly_list(); 646 clean_friendly_list ();
1304 647
1305 if (!(pticks % 5011)) 648 if (!(pticks % 5011))
1306 obsolete_parties(); 649 obsolete_parties ();
1307 650
1308 if (!(pticks % 12503)) 651 if (!(pticks % 12503))
1309 fix_luck(); 652 fix_luck ();
1310} 653}
1311 654
655void
1312void server_tick () 656server_tick ()
1313{ 657{
1314 nroferrors = 0; 658 // first do the user visible stuff
1315
1316 doeric_server(); 659 doeric_server ();
1317 INVOKE_GLOBAL (CLOCK); 660 INVOKE_GLOBAL (CLOCK);
1318 process_events(NULL); /* "do" something with objects with speed */ 661 process_events (); /* "do" something with objects with speed */
1319 flush_sockets(); 662 flush_sockets ();
1320 check_active_maps(); /* Removes unused maps after a certain timeout */ 663
664 // then do some bookkeeping, should not really be here
1321 do_specials(); /* Routines called from time to time. */ 665 do_specials (); /* Routines called from time to time. */
666 attachable::check_mortals ();
1322 667
1323 ++pticks; 668 ++pticks;
1324} 669}
1325 670
671int
1326int main(int argc, char **argv) 672main (int argc, char **argv)
1327{ 673{
1328 settings.argc = argc; 674 settings.argc = argc;
1329 settings.argv = argv; 675 settings.argv = argv;
1330 676
1331 init (argc, argv); 677 init (argc, argv);
1332 678
1333 cfperl_init ();
1334 initPlugins (); 679 initPlugins ();
1335 680
1336 for (;;) 681 for (;;)
1337 cfperl_main (); 682 cfperl_main ();
1338
1339 // unreached
1340 emergency_save (0);
1341 cleanup ();
1342
1343 return 0;
1344} 683}
684

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