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Comparing deliantra/server/server/main.C (file contents):
Revision 1.40 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.87 by root, Thu Jan 18 19:32:37 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <tod.h> 27#include <tod.h>
27 28
28#ifdef HAVE_DES_H
29# include <des.h>
30#else
31# ifdef HAVE_CRYPT_H
32# include <crypt.h>
33# endif
34#endif
35
36#ifndef __CEXTRACT__
37# include <sproto.h> 29#include <sproto.h>
38#endif
39
40#ifdef HAVE_TIME_H
41# include <time.h> 30#include <time.h>
42#endif
43 31
44#include <../random_maps/random_map.h> 32#include <../random_maps/random_map.h>
45#include <../random_maps/rproto.h> 33#include <../random_maps/rproto.h>
46#include "path.h" 34#include "path.h"
47 35
50}; 38};
51 39
52void 40void
53version (object *op) 41version (object *op)
54{ 42{
55 if (op != NULL) 43 if (op)
56 clear_win_info (op); 44 clear_win_info (op);
57 45
58 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION); 46 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire+ v%s", VERSION);
59 47
60/* If in a socket, don't print out the list of authors. It confuses the
61 * crossclient program.
62 */
63 if (op == NULL)
64 return;
65 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:"); 48 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
49 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>");
50 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
51 new_draw_info (NDI_UNIQUE, 0, op, "Pippijn van Steenhoven <pip88nl@gmail.com>");
52 new_draw_info (NDI_UNIQUE, 0, op, "");
53 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to the original Crossfire:");
66 new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)"); 54 new_draw_info (NDI_UNIQUE, 0, op, "Mark Wedel <mwedel@sonic.net>");
67 new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)"); 55 new_draw_info (NDI_UNIQUE, 0, op, "Frank Tore Johansen <frankj@ifi.uio.no>");
68 new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)"); 56 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Torgrim Homme <kjetilho@ifi.uio.no>");
69 new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)"); 57 new_draw_info (NDI_UNIQUE, 0, op, "Tyler Van Gorder <tvangod@ecst.csuchico.edu>");
70 new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)"); 58 new_draw_info (NDI_UNIQUE, 0, op, "Tony Elmroth <elmroth@cd.chalmers.se>");
71 new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)"); 59 new_draw_info (NDI_UNIQUE, 0, op, "Dougal Scott <dougal.scott@fcit.monasu.edu.au>");
72 new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)"); 60 new_draw_info (NDI_UNIQUE, 0, op, "William <wchuang@athena.mit.edu>");
73 new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)"); 61 new_draw_info (NDI_UNIQUE, 0, op, "Geoff Bailey <ftww@cs.su.oz.au>");
74 new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)"); 62 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Wiekhorst Jørgensen <jorgens@flipper.pvv.unit.no>");
75 new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)"); 63 new_draw_info (NDI_UNIQUE, 0, op, "Cameron Blackwood <c.blackwood@rdt.monash.edu.au>");
76 new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)"); 64 new_draw_info (NDI_UNIQUE, 0, op, "Joseph L. Traub <jtraub+@cmu.edu>");
77 new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)"); 65 new_draw_info (NDI_UNIQUE, 0, op, "Rupert G. Goldie <rgg@aaii.oz.au>");
78 new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)"); 66 new_draw_info (NDI_UNIQUE, 0, op, "Eric A. Anderson <eanders+@cmu.edu>");
79 new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)"); 67 new_draw_info (NDI_UNIQUE, 0, op, "Rickard Eneqvist <eneq@Prag.DoCS.UU.SE>");
80 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)"); 68 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko Sonninen <Jarkko.Sonninen@lut.fi>");
81 new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)"); 69 new_draw_info (NDI_UNIQUE, 0, op, "Karl Holland <kholland@sunlab.cit.cornell.du>");
82 new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)"); 70 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Lundgren <vick@bern.docs.uu.se>");
83 new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)"); 71 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Olsson <mol@meryl.csd.uu.se>");
84 new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)"); 72 new_draw_info (NDI_UNIQUE, 0, op, "Tero Haatanen <Tero.Haatanen@lut.fi>");
85 new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)"); 73 new_draw_info (NDI_UNIQUE, 0, op, "Lasse Ylitalo <ylitalo@student.docs.uu.se>");
86 new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)"); 74 new_draw_info (NDI_UNIQUE, 0, op, "Niilo Neuvo <anipa@guru.magic.fi>");
87 new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)"); 75 new_draw_info (NDI_UNIQUE, 0, op, "Markku J{rvinen <mta@modeemi.cs.tut.fi>");
88 new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)"); 76 new_draw_info (NDI_UNIQUE, 0, op, "Sylvain Meunier <meunier@inf.enst.fr>");
89 new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)"); 77 new_draw_info (NDI_UNIQUE, 0, op, "Jason Fosback <jfosback@darmok.uoregon.edu>");
90 new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)"); 78 new_draw_info (NDI_UNIQUE, 0, op, "Carl Edman <cedman@capitalist.princeton.edu>");
91 new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)"); 79 new_draw_info (NDI_UNIQUE, 0, op, "Charles Henrich <henrich@crh.cl.msu.edu>");
92 new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)"); 80 new_draw_info (NDI_UNIQUE, 0, op, "Gregor Schmid <schmid@fb3-s7.math.tu-berlin.de>");
93 new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)"); 81 new_draw_info (NDI_UNIQUE, 0, op, "Raphael Quinet <quinet@montefiore.ulg.ac.be>");
94 new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)"); 82 new_draw_info (NDI_UNIQUE, 0, op, "Jari Vanhala <jam@modeemi.cs.tut.fi>");
95 new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)"); 83 new_draw_info (NDI_UNIQUE, 0, op, "Tero Kivinen <kivinen@joker.cs.hut.fi>");
96 new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)"); 84 new_draw_info (NDI_UNIQUE, 0, op, "Peter Mardahl <peterm@soda.berkeley.edu>");
97 new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)"); 85 new_draw_info (NDI_UNIQUE, 0, op, "Matthew Zeher <matt@cs.odu.edu>");
98 new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)"); 86 new_draw_info (NDI_UNIQUE, 0, op, "Scott R. Turner <srt@sun-dimas.aero.org>");
99 new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)"); 87 new_draw_info (NDI_UNIQUE, 0, op, "Ben Fennema <huma@netcom.com>");
100 new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)"); 88 new_draw_info (NDI_UNIQUE, 0, op, "Nick Williams <njw@cs.city.ac.uk>");
101 new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)"); 89 new_draw_info (NDI_UNIQUE, 0, op, "Laurent Wacrenier <Wacren@Gin.ObsPM.Fr>");
102 new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)"); 90 new_draw_info (NDI_UNIQUE, 0, op, "Brian Thomas <thomas@astro.psu.edu>");
103 new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)"); 91 new_draw_info (NDI_UNIQUE, 0, op, "John Steven Moerk <jsm@axon.ksc.nasa.gov>");
104 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]"); 92 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David <david.delbecq@mailandnews.com>");
105 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n"); 93 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann <yann.chachkoff@mailandnews.com>\n");
94 new_draw_info (NDI_UNIQUE, 0, op, "");
106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:"); 95 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner"); 96 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
108 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]"); 97 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais <david_eg@mail.com>");
109 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]"); 98 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura <ita@gold.koma.jaeri.go.jp>");
110 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]"); 99 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner <hansjoerg.malthaner@danet.de>");
111 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]"); 100 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg <maxmc@telia.com>");
101 new_draw_info (NDI_UNIQUE, 0, op, "");
112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!"); 102 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
113}
114
115void
116info_keys (object *op)
117{
118 clear_win_info (op);
119 new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
120 new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
121 new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
122 new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
123 new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
124 new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
125 new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
126 new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
127 new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
128 new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
129 new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
130 new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
131 new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
132 new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
133 new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
134 new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
135 new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
136}
137
138void
139start_info (object *op)
140{
141 char buf[MAX_BUF];
142
143 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
144 new_draw_info (NDI_UNIQUE, 0, op, buf);
145 new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
146 new_draw_info (NDI_UNIQUE, 0, op, " ");
147 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
148 if (!op->contr->name_changed)
149 {
150 new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
151 new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
152 new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
153 }
154}
155
156/* Really, there is no reason to crypt the passwords any system. But easier
157 * to just leave this enabled for backward compatibility. Put the
158 * simple case at top - no encryption - makes it easier to read.
159 */
160char *
161crypt_string (char *str, char *salt)
162{
163#if (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
164 return (str);
165#else
166 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
167 char s[2];
168
169 if (salt == NULL)
170 s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
171 else
172 s[0] = salt[0], s[1] = salt[1];
173
174# ifdef HAVE_LIBDES
175 return (char *) des_crypt (str, s);
176# endif
177 /* Default case - just use crypt */
178 return (char *) crypt (str, s);
179#endif
180}
181
182int
183check_password (char *typed, char *crypted)
184{
185 return !strcmp (crypt_string (typed, crypted), crypted);
186} 103}
187 104
188/* This is a basic little function to put the player back to his 105/* This is a basic little function to put the player back to his
189 * savebed. We do some error checking - its possible that the 106 * savebed. We do some error checking - its possible that the
190 * savebed map may no longer exist, so we make sure the player 107 * savebed map may no longer exist, so we make sure the player
191 * goes someplace. 108 * goes someplace.
192 */ 109 */
193void 110void
194enter_player_savebed (object *op) 111enter_player_savebed (object *op)
195{ 112{
196 maptile *oldmap = op->map; 113 object *tmp = object::create ();
197 object *tmp;
198
199 tmp = get_object ();
200
201 EXIT_PATH (tmp) = op->contr->savebed_map; 114 EXIT_PATH (tmp) = op->contr->savebed_map;
202 EXIT_X (tmp) = op->contr->bed_x; 115 EXIT_X (tmp) = op->contr->bed_x;
203 EXIT_Y (tmp) = op->contr->bed_y; 116 EXIT_Y (tmp) = op->contr->bed_y;
204 enter_exit (op, tmp); 117 op->enter_exit (tmp);
205 /* If the player has not changed maps and the name does not match
206 * that of the savebed, his savebed map is gone. Lets go back
207 * to the emergency path. Update what the players savebed is
208 * while we're at it.
209 */
210 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
211 {
212 LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
213 settings.emergency_mapname, &op->name, op->contr->savebed_map);
214 strcpy (op->contr->savebed_map, settings.emergency_mapname);
215 op->contr->bed_x = settings.emergency_x;
216 op->contr->bed_y = settings.emergency_y;
217 EXIT_PATH (tmp) = op->contr->savebed_map;
218 EXIT_X (tmp) = op->contr->bed_x;
219 EXIT_Y (tmp) = op->contr->bed_y;
220 enter_exit (op, tmp);
221 }
222 tmp->destroy (0); 118 tmp->destroy ();
223}
224
225/* All this really is is a glorified remove_object that also updates
226 * the counts on the map if needed.
227 */
228void
229leave_map (object *op)
230{
231 maptile *oldmap = op->map;
232
233 op->remove ();
234
235 if (oldmap)
236 {
237 if (!op->contr->hidden)
238 oldmap->players--;
239
240 if (oldmap->players <= 0)
241 /* can be less than zero due to errors in tracking this */
242 set_map_timeout (oldmap);
243 }
244} 119}
245 120
246/* 121/*
247 * enter_map(): Moves the player and pets from current map (if any) to 122 * enter_map(): Moves the player and pets from current map (if any) to
248 * new map. map, x, y must be set. map is the map we are moving the 123 * new map. map, x, y must be set. map is the map we are moving the
249 * player to - it could be the map he just came from if the load failed for 124 * player to - it could be the map he just came from if the load failed for
250 * whatever reason. If default map coordinates are to be used, then 125 * whatever reason. If default map coordinates are to be used, then
251 * the function that calls this should figure them out. 126 * the function that calls this should figure them out.
252 */ 127 */
253static void 128void
254enter_map (object *op, maptile *newmap, int x, int y) 129object::enter_map (maptile *newmap, int x, int y)
255{ 130{
256 maptile *oldmap = op->map; 131 if (destroyed () || !newmap || newmap->in_memory != MAP_IN_MEMORY)
132 return;
257 133
258 if (out_of_map (newmap, x, y)) 134 if (out_of_map (newmap, x, y))
259 { 135 {
260 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); 136 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
261 x = MAP_ENTER_X (newmap); 137 x = newmap->enter_x;
262 y = MAP_ENTER_Y (newmap); 138 y = newmap->enter_y;
263 if (out_of_map (newmap, x, y)) 139 if (out_of_map (newmap, x, y))
264 { 140 {
265 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 141 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
266 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); 142 &newmap->path, x, y, newmap->width, newmap->height);
267 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 143 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
268 return; 144 return;
269 } 145 }
270 } 146 }
271 147
148 if (contr && map != newmap && map)
149 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
150 return;
151
152 // remove, so stupid ob_locked does not trigger a failure
153 remove ();
154
272 /* try to find a spot for the player */ 155 /* try to find a spot for the player */
273 if (ob_blocked (op, newmap, x, y)) 156 if (ob_blocked (this, newmap, x, y))
274 { /* First choice blocked */ 157 { /* First choice blocked */
275 /* We try to find a spot for the player, starting closest in. 158 /* We try to find a spot for the player, starting closest in.
276 * We could use find_first_free_spot, but that doesn't randomize it at all, 159 * We could use find_first_free_spot, but that doesn't randomize it at all,
277 * So for example, if the north space is free, you would always end up there even 160 * So for example, if the north space is free, you would always end up there even
278 * if other spaces around are available. 161 * if other spaces around are available.
279 * Note that for the second and third calls, we could start at a position other 162 * Note that for the second and third calls, we could start at a position other
280 * than one, but then we could end up on the other side of walls and so forth. 163 * than one, but then we could end up on the other side of walls and so forth.
281 */ 164 */
282 int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1); 165 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
283 166
284 if (i == -1) 167 if (i == -1)
285 { 168 {
286 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 169 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
287 if (i == -1) 170 if (i == -1)
288 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 171 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
289 } 172 }
290 173
291 if (i != -1) 174 if (i != -1)
292 { 175 {
293 x += freearr_x[i]; 176 x += freearr_x[i];
294 y += freearr_y[i]; 177 y += freearr_y[i];
295 } 178 }
296 else 179 else
297 {
298 /* not much we can do in this case. */ 180 /* not much we can do in this case. */
299 LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", newmap->path, x, y); 181 LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", &newmap->path, x, y);
300 } 182 }
301 } /* end if looking for free spot */
302 183
303 if (op->map) 184 if (contr && map != newmap)
304 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 185 {
305 return;
306
307 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 186 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
308 return; 187 return;
309 188
310 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y))) 189 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
311 return; 190 return;
191 }
312 192
313 /* If it is a player login, he has yet to be inserted anyplace.
314 * otherwise, we need to deal with removing the player here.
315 */
316 op->remove ();
317
318 /* remove_ob clears these so they must be reset after the remove_ob call */
319 op->x = x; 193 this->x = x;
320 op->y = y; 194 this->y = y;
321 op->map = newmap; 195 map = newmap;
322 196
323 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 197 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
324 198
325 if (!op->contr->hidden) 199 enemy = 0;
326 newmap->players++;
327 200
328 newmap->timeout = 0;
329 op->enemy = NULL;
330
331 if (op->contr) 201 if (contr)
332 { 202 {
333 strcpy (op->contr->maplevel, newmap->path); 203 contr->maplevel = newmap->path;
334 op->contr->count = 0; 204 contr->count = 0;
335 } 205 }
336 206
337 /* Update any golems */ 207 /* Update any golems */
338 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 208 if (type == PLAYER && contr->ranges[range_golem])
339 { 209 {
340 int i = find_free_spot (op->contr->ranges[range_golem], newmap, 210 int i = find_free_spot (contr->ranges[range_golem], newmap, x, y, 1, SIZEOFFREE);
341 x, y, 1, SIZEOFFREE);
342 211
343 op->contr->ranges[range_golem]->remove ();
344
345 if (i == -1) 212 if (i < 0)
346 { 213 {
347 remove_friendly_object (op->contr->ranges[range_golem]);
348 op->contr->ranges[range_golem]->destroy (0); 214 contr->ranges[range_golem]->destroy ();
349 op->contr->ranges[range_golem] = 0; 215 contr->ranges[range_golem] = 0;
350 } 216 }
351 else 217 else
352 { 218 {
353 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) 219 newmap->insert (contr->ranges[range_golem], x + freearr_x[i], y + freearr_y[i]);
354 {
355 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
356 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
357 tmp->map = newmap;
358 }
359 220
360 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
361 op->contr->ranges[range_golem]->direction = 221 contr->ranges[range_golem]->direction =
362 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y); 222 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
363 } 223 }
364 } 224 }
365
366 op->direction = 0;
367 225
368 /* since the players map is already loaded, we don't need to worry 226 /* since the players map is already loaded, we don't need to worry
369 * about pending objects. 227 * about pending objects.
370 */ 228 */
371 remove_all_pets (newmap); 229 remove_all_pets (newmap);
372
373 /* If the player is changing maps, we need to do some special things
374 * Do this after the player is on the new map - otherwise the force swap of the
375 * old map does not work.
376 */
377 if (oldmap != newmap)
378 {
379 if (oldmap) /* adjust old map */
380 {
381 oldmap->players--;
382
383 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
384 set_map_timeout (oldmap);
385 }
386 }
387} 230}
388
389void
390set_map_timeout (maptile *oldmap)
391{
392#if MAP_MAXTIMEOUT
393 oldmap->timeout = MAP_TIMEOUT (oldmap);
394 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
395 * lower than the min value.
396 */
397# if MAP_MINTIMEOUT
398 if (oldmap->timeout < MAP_MINTIMEOUT)
399 oldmap->timeout = MAP_MINTIMEOUT;
400# endif
401
402 if (oldmap->timeout > MAP_MAXTIMEOUT)
403 oldmap->timeout = MAP_MAXTIMEOUT;
404
405#else
406 /* save out the map */
407 swap_map (oldmap);
408#endif /* MAP_MAXTIMEOUT */
409}
410
411
412/* clean_path takes a path and replaces all / with _
413 * We do a strcpy so that we do not change the original string.
414 */
415char *
416clean_path (const char *file)
417{
418 static char newpath[MAX_BUF], *cp;
419 assign (newpath, file);
420
421 for (cp = newpath; *cp != '\0'; cp++)
422 if (*cp == '/')
423 *cp = '_';
424
425 return newpath;
426}
427
428
429/* unclean_path takes a path and replaces all _ with /
430 * This basically undoes clean path.
431 * We do a strcpy so that we do not change the original string.
432 * We are smart enough to start after the last / in case we
433 * are getting passed a string that points to a unique map
434 * path.
435 */
436char *
437unclean_path (const char *src)
438{
439 static char newpath[MAX_BUF], *cp;
440
441 cp = strrchr (src, '/');
442 assign (newpath, cp ? cp + 1 : src);
443
444 for (cp = newpath; *cp != '\0'; cp++)
445 if (*cp == '_')
446 *cp = '/';
447
448 return newpath;
449}
450
451
452/* The player is trying to enter a randomly generated map. In this case, generate the
453 * random map as needed.
454 */
455
456static void
457enter_random_map (object *pl, object *exit_ob)
458{
459 maptile *new_map;
460 char newmap_name[HUGE_BUF], *cp;
461 static int reference_number = 0;
462 RMParms rp;
463
464 memset (&rp, 0, sizeof (RMParms));
465 rp.Xsize = -1;
466 rp.Ysize = -1;
467 rp.region = get_region_by_map (exit_ob->map);
468 if (exit_ob->msg)
469 set_random_map_variable (&rp, exit_ob->msg);
470 rp.origin_x = exit_ob->x;
471 rp.origin_y = exit_ob->y;
472 strcpy (rp.origin_map, pl->map->path);
473
474 /* If we have a final_map, use it as a base name to give some clue
475 * as where the player is. Otherwise, use the origin map.
476 * Take the last component (after the last slash) to give
477 * shorter names without bogus slashes.
478 */
479 if (rp.final_map[0])
480 {
481 cp = strrchr (rp.final_map, '/');
482 if (!cp)
483 cp = rp.final_map;
484 }
485 else
486 {
487 char buf[HUGE_BUF];
488
489 cp = strrchr (rp.origin_map, '/');
490 if (!cp)
491 cp = rp.origin_map;
492 /* Need to strip of any trailing digits, if it has them */
493 strcpy (buf, cp);
494 while (isdigit (buf[strlen (buf) - 1]))
495 buf[strlen (buf) - 1] = 0;
496 cp = buf;
497 }
498
499 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
500
501 /* now to generate the actual map. */
502 new_map = generate_random_map (newmap_name, &rp);
503
504 /* Update the exit_ob so it now points directly at the newly created
505 * random maps. Not that it is likely to happen, but it does mean that a
506 * exit in a unique map leading to a random map will not work properly.
507 * It also means that if the created random map gets reset before
508 * the exit leading to it, that the exit will no longer work.
509 */
510 if (new_map)
511 {
512 int x, y;
513
514 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
515 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
516 EXIT_PATH (exit_ob) = newmap_name;
517 strcpy (new_map->path, newmap_name);
518 enter_map (pl, new_map, x, y);
519 }
520}
521
522/* The player is trying to enter a non-randomly generated template map. In this
523 * case, use a map file for a template
524 */
525
526static void
527enter_fixed_template_map (object *pl, object *exit_ob)
528{
529 maptile *new_map;
530 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
531 const char *new_map_name;
532
533 /* Split the exit path string into two parts, one
534 * for where to store the map, and one for were
535 * to generate the map from.
536 */
537 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
538 sourcemap = strchr (exitpath, '!');
539 if (!sourcemap)
540 {
541 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
542 /* Should only occur when no source map is set.
543 */
544 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
545 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
546 return;
547 }
548
549 *sourcemap++ = '\0';
550
551 /* If we are not coming from a template map, we can use relative directories
552 * for the map to generate from.
553 */
554 if (!exit_ob->map->templatemap)
555 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
556
557 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
558 * of the exit, and the name of the map the exit is on, respectively.
559 */
560 sprintf (tmpnum, "%d", exit_ob->x);
561 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
562
563 sprintf (tmpnum, "%d", exit_ob->y);
564 sprintf (tmpstring, "%s", resultname);
565 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
566
567 sprintf (tmpstring, "%s", resultname);
568 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
569
570 /* If we are coming from another template map, use reletive paths unless
571 * indicated otherwise.
572 */
573 if (exit_ob->map->templatemap && (resultname[0] != '/'))
574 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
575 else
576 new_map_name = create_template_pathname (resultname);
577
578 /* Attempt to load the map, if unable to, then
579 * create the map from the template.
580 */
581 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
582 if (!new_map)
583 {
584 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
585 if (new_map)
586 fix_auto_apply (new_map);
587 }
588
589 if (new_map)
590 {
591 /* set the path of the map to where it should be
592 * so we don't just save over the source map.
593 */
594 strcpy (new_map->path, new_map_name);
595 new_map->templatemap = 1;
596 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
597 }
598 else
599 {
600 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
601 /* Should only occur when an invalid source map is set.
602 */
603 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
604 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
605 }
606}
607
608/* The player is trying to enter a randomly generated template map. In this
609 * case, generate the map as needed.
610 */
611
612static void
613enter_random_template_map (object *pl, object *exit_ob)
614{
615 maptile *new_map;
616 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
617 const char *new_map_name;
618 RMParms rp;
619
620 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
621 * of the exit, and the name of the map the exit is on, respectively.
622 */
623 sprintf (tmpnum, "%d", exit_ob->x);
624 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
625
626 sprintf (tmpnum, "%d", exit_ob->y);
627 sprintf (tmpstring, "%s", resultname);
628 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
629
630 sprintf (tmpstring, "%s", resultname);
631 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
632
633 /* If we are coming from another template map, use reletive paths unless
634 * indicated otherwise.
635 */
636 if (exit_ob->map->templatemap && (resultname[0] != '/'))
637 {
638 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
639 }
640 else
641 {
642 new_map_name = create_template_pathname (resultname);
643 }
644
645 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
646 if (!new_map)
647 {
648 memset (&rp, 0, sizeof (RMParms));
649 rp.Xsize = -1;
650 rp.Ysize = -1;
651 rp.region = get_region_by_map (exit_ob->map);
652 if (exit_ob->msg)
653 set_random_map_variable (&rp, exit_ob->msg);
654 rp.origin_x = exit_ob->x;
655 rp.origin_y = exit_ob->y;
656 strcpy (rp.origin_map, pl->map->path);
657
658 /* now to generate the actual map. */
659 new_map = generate_random_map (new_map_name, &rp);
660 }
661
662
663 /* Update the exit_ob so it now points directly at the newly created
664 * random maps. Not that it is likely to happen, but it does mean that a
665 * exit in a unique map leading to a random map will not work properly.
666 * It also means that if the created random map gets reset before
667 * the exit leading to it, that the exit will no longer work.
668 */
669 if (new_map)
670 {
671 int x, y;
672
673 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
674 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
675 new_map->templatemap = 1;
676 enter_map (pl, new_map, x, y);
677 }
678}
679
680
681/* Code to enter/detect a character entering a unique map.
682 */
683static void
684enter_unique_map (object *op, object *exit_ob)
685{
686 char apartment[HUGE_BUF];
687 maptile *newmap;
688
689 if (EXIT_PATH (exit_ob)[0] == '/')
690 {
691 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
692 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
693 if (!newmap)
694 {
695 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
696 if (newmap)
697 fix_auto_apply (newmap);
698 }
699 }
700 else
701 { /* relative directory */
702 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
703
704 if (exit_ob->map->unique)
705 {
706
707 strcpy (reldir, unclean_path (exit_ob->map->path));
708
709 /* Need to copy this over, as clean_path only has one static return buffer */
710 strcpy (tmpc, clean_path (reldir));
711 /* Remove final component, if any */
712 if ((cp = strrchr (tmpc, '_')) != NULL)
713 *cp = 0;
714
715 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
716
717 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
718 if (!newmap)
719 {
720 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
721 if (newmap)
722 fix_auto_apply (newmap);
723 }
724 }
725 else
726 {
727 /* The exit is unique, but the map we are coming from is not unique. So
728 * use the basic logic - don't need to demangle the path name
729 */
730 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
731 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
732 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
733 if (!newmap)
734 {
735 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
736 if (newmap)
737 fix_auto_apply (newmap);
738 }
739 }
740 }
741
742 if (newmap)
743 {
744 strcpy (newmap->path, apartment);
745 newmap->unique = 1;
746 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
747 }
748 else
749 {
750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
751 /* Perhaps not critical, but I would think that the unique maps
752 * should be new enough this does not happen. This also creates
753 * a strange situation where some players could perhaps have visited
754 * such a map before it was removed, so they have the private
755 * map, but other players can't get it anymore.
756 */
757 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
758 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
759 }
760
761}
762
763
764/* Tries to move 'op' to exit_ob. op is the character or monster that is
765 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
766 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
767 * move the object to. This is used when loading the player.
768 *
769 * Largely redone by MSW 2001-01-21 - this function was overly complex
770 * and had some obscure bugs.
771 */
772
773void
774enter_exit (object *op, object *exit_ob)
775{
776#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
777 object *tmp;
778
779 /* It may be nice to support other creatures moving across
780 * exits, but right now a lot of the code looks at op->contr,
781 * so that is an RFE.
782 */
783 if (op->type != PLAYER)
784 return;
785
786 /* First, lets figure out what map the player is going to go to */
787 if (exit_ob)
788 {
789 /* check to see if we make a template map */
790 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
791 {
792 if (EXIT_PATH (exit_ob)[2] == '!')
793 {
794 /* generate a template map randomly */
795 enter_random_template_map (op, exit_ob);
796 }
797 else
798 {
799 /* generate a template map from a fixed template */
800 enter_fixed_template_map (op, exit_ob);
801 }
802 }
803 /* check to see if we make a randomly generated map */
804 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
805 {
806 enter_random_map (op, exit_ob);
807 }
808 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
809 {
810 enter_unique_map (op, exit_ob);
811 }
812 else
813 {
814 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
815
816 /* 'Normal' exits that do not do anything special
817 * Simple enough we don't need another routine for it.
818 */
819 maptile *newmap;
820
821 if (exit_ob->map)
822 {
823 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
824 /* Random map was previously generated, but is no longer about. Lets generate a new
825 * map.
826 */
827 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
828 {
829 /* Maps that go down have a message set. However, maps that go
830 * up, don't. If the going home has reset, there isn't much
831 * point generating a random map, because it won't match the maps.
832 */
833 if (exit_ob->msg)
834 {
835 enter_random_map (op, exit_ob);
836 }
837 else
838 {
839 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
840 return;
841 }
842
843 /* For exits that cause damages (like pits). Don't know if any
844 * random maps use this or not.
845 */
846 if (exit_ob->stats.dam && op->type == PLAYER)
847 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
848 return;
849 }
850 }
851 else
852 {
853 /* For word of recall and other force objects
854 * They contain the full pathname of the map to go back to,
855 * so we don't need to normalize it.
856 * But we do need to see if it is unique or not
857 */
858 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
859 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
860 else
861 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
862 }
863 if (!newmap)
864 {
865 if (exit_ob->name)
866 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
867 /* don't cry to momma if name is not set - as in tmp objects
868 * used by the savebed code and character creation */
869 return;
870 }
871
872 /* This supports the old behaviour, but it really should not be used.
873 * I will note for example that with this method, it is impossible to
874 * set 0,0 destination coordinates. Really, if we want to support
875 * using the new maps default coordinates, the exit ob should use
876 * something like -1, -1 so it is clear to do that.
877 */
878 if (x == 0 && y == 0)
879 {
880 x = MAP_ENTER_X (newmap);
881 y = MAP_ENTER_Y (newmap);
882 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
883 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
884 }
885
886 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
887 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
888 {
889 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
890 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
891 {
892 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
893 break;
894 }
895 if (tmp)
896 {
897 tmp->remove ();
898 tmp->destroy (0);
899 }
900
901 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
902 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
903 save_player (op, 1);
904 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
905 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
906 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
907 }
908
909 enter_map (op, newmap, x, y);
910 }
911 /* For exits that cause damages (like pits) */
912 if (exit_ob->stats.dam && op->type == PLAYER)
913 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
914 }
915 else
916 {
917 int flags = 0;
918 maptile *newmap;
919
920 /* Hypothetically, I guess its possible that a standard map matches
921 * the localdir, but that seems pretty unlikely - unlikely enough that
922 * I'm not going to attempt to try to deal with that possibility.
923 * We use the fact that when a player saves on a unique map, it prepends
924 * the localdir to that name. So its an easy way to see of the map is
925 * unique or not.
926 */
927 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
928 flags = MAP_PLAYER_UNIQUE;
929
930 /* newmap returns the map (if already loaded), or loads it for
931 * us.
932 */
933 newmap = ready_map_name (op->contr->maplevel, flags);
934 if (!newmap)
935 {
936 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
937 newmap = ready_map_name (settings.emergency_mapname, 0);
938 op->x = settings.emergency_x;
939 op->y = settings.emergency_y;
940 /* If we can't load the emergency map, something is probably really
941 * screwed up, so bail out now.
942 */
943 if (!newmap)
944 {
945 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
946 abort ();
947 }
948 }
949
950 enter_map (op, newmap, op->x, op->y);
951 }
952}
953
954/*
955 * process_active_maps(): Works like process_events(), but it only
956 * processes maps which a player is on.
957 *
958 */
959
960#if 0 // dead code, schmorp
961void
962process_active_maps ()
963{
964 for (maptile *map = first_map; map != NULL; map = map->next)
965 if (map->in_memory == MAP_IN_MEMORY)
966 if (players_on_map (map, TRUE))
967 process_events (map);
968}
969#endif
970 231
971/* process_players1 and process_players2 do all the player related stuff. 232/* process_players1 and process_players2 do all the player related stuff.
972 * I moved it out of process events and process_map. This was to some 233 * I moved it out of process events and process_map. This was to some
973 * extent for debugging as well as to get a better idea of the time used 234 * extent for debugging as well as to get a better idea of the time used
974 * by the various functions. process_players1() does the processing before 235 * by the various functions. process_players1() does the processing before
975 * objects have been updated, process_players2() does the processing that 236 * objects have been updated, process_players2() does the processing that
976 * is needed after the players have been updated. 237 * is needed after the players have been updated.
977 */ 238 */
978 239static void
979void
980process_players1 (maptile *map) 240process_players1 ()
981{ 241{
982 int flag; 242 int flag;
983 player *pl, *plnext;
984 243
985 /* Basically, we keep looping until all the players have done their actions. */ 244 /* Basically, we keep looping until all the players have done their actions. */
986 for (flag = 1; flag != 0;) 245 for (flag = 1; flag != 0;)
987 { 246 {
988 flag = 0; 247 flag = 0;
989 for (pl = first_player; pl != NULL; pl = plnext) 248 for_all_players (pl)
990 { 249 {
991 plnext = pl->next; /* In case a player exits the game in handle_player() */ 250 pl->refcnt_chk ();
992 251
993 if (pl->ob == NULL) 252 if (!pl->ob || !pl->ns || !pl->ob->active)
994 continue; 253 continue;
995 254
996 if (map != NULL && pl->ob->map != map)
997 continue;
998
999 if (pl->ob->speed_left > 0) 255 if (pl->ob->speed_left > 0)
1000 {
1001 if (handle_newcs_player (pl->ob)) 256 if (handle_newcs_player (pl->ob))
1002 flag = 1; 257 flag = 1;
1003 } /* end if player has speed left */
1004 258
1005 /* If the player is not actively playing, don't make a 259 /* If the player is not actively playing, don't make a
1006 * backup save - nothing to save anyway. Plus, the 260 * backup save - nothing to save anyway. Plus, the
1007 * map may not longer be valid. This can happen when the 261 * map may not longer be valid. This can happen when the
1008 * player quits - they exist for purposes of tracking on the map, 262 * player quits - they exist for purposes of tracking on the map,
1009 * but don't actually reside on any actual map. 263 * but don't actually reside on any actual map.
1010 */ 264 */
1011 if (QUERY_FLAG (pl->ob, FLAG_REMOVED)) 265 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
1012 continue; 266 continue;
1013
1014#ifdef AUTOSAVE
1015 /* check for ST_PLAYING state so that we don't try to save off when
1016 * the player is logging in.
1017 */
1018 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
1019 {
1020 /* Don't save the player on unholy ground. Instead, increase the
1021 * tick time so it will be about 10 seconds before we try and save
1022 * again.
1023 */
1024// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1025// pl->last_save_tick += 100;
1026// } else {
1027 save_player (pl->ob, 1);
1028 pl->last_save_tick = pticks;
1029// }
1030 }
1031#endif
1032 } /* end of for loop for all the players */ 267 } /* end of for loop for all the players */
1033 } /* for flag */ 268 } /* for flag */
1034 for (pl = first_player; pl != NULL; pl = pl->next) 269
270 for_all_players (pl)
1035 { 271 {
1036 if (map != NULL && (pl->ob == NULL || pl->ob->map != map)) 272 if (!pl->ob || !pl->ns || !pl->ob->active)
1037 continue; 273 continue;
274
1038 if (settings.casting_time == TRUE) 275 if (settings.casting_time)
1039 { 276 {
1040 if (pl->ob->casting_time > 0) 277 if (pl->ob->casting_time > 0)
1041 { 278 {
1042 pl->ob->casting_time--; 279 pl->ob->casting_time--;
1043 pl->ob->start_holding = 1; 280 pl->ob->start_holding = 1;
1044 } 281 }
282
1045 /* set spell_state so we can update the range in stats field */ 283 /* set spell_state so we can update the range in stats field */
1046 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) 284 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1047 {
1048 pl->ob->start_holding = 0; 285 pl->ob->start_holding = 0;
1049 } 286 }
1050 } 287
1051 do_some_living (pl->ob); 288 do_some_living (pl->ob);
1052 /* draw(pl->ob); *//* updated in socket code */
1053 } 289 }
1054} 290}
1055 291
1056void 292static void
1057process_players2 (maptile *map) 293process_players2 ()
1058{ 294{
1059 player *pl;
1060
1061 /* Then check if any players should use weapon-speed instead of speed */ 295 /* Then check if any players should use weapon-speed instead of speed */
1062 for (pl = first_player; pl != NULL; pl = pl->next) 296 for_all_players (pl)
1063 { 297 {
1064 if (map != NULL)
1065 {
1066 if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1067 continue;
1068 else if (pl->loading != NULL) /* Player is blocked */
1069 pl->ob->speed_left -= pl->ob->speed;
1070 if (pl->ob->map != map)
1071 continue;
1072 }
1073
1074 /* The code that did weapon_sp handling here was out of place - 298 /* The code that did weapon_sp handling here was out of place -
1075 * this isn't called until after the player has finished there 299 * this isn't called until after the player has finished there
1076 * actions, and is thus out of place. All we do here is bounds 300 * actions, and is thus out of place. All we do here is bounds
1077 * checking. 301 * checking.
1078 */ 302 */
1084 /* This needs to be here - if the player is running, we need to 308 /* This needs to be here - if the player is running, we need to
1085 * clear this each tick, but new commands are not being received 309 * clear this each tick, but new commands are not being received
1086 * so execute_newserver_command() is never called 310 * so execute_newserver_command() is never called
1087 */ 311 */
1088 pl->has_hit = 0; 312 pl->has_hit = 0;
1089
1090 } 313 }
1091 else if (pl->ob->speed_left > pl->ob->speed) 314 else if (pl->ob->speed_left > pl->ob->speed)
1092 pl->ob->speed_left = pl->ob->speed; 315 pl->ob->speed_left = pl->ob->speed;
1093 } 316 }
1094} 317}
1095 318
1096void 319void
1097process_events (maptile *map) 320process_events ()
1098{ 321{
1099 object *op;
1100
1101 static object *marker;
1102 if (!marker)
1103 marker = get_object ();
1104
1105 process_players1 (map); 322 process_players1 ();
1106 323
1107 marker->active_next = active_objects; 324 for_all_actives (op)
1108
1109 if (marker->active_next)
1110 marker->active_next->active_prev = marker;
1111
1112 marker->active_prev = NULL;
1113 active_objects = marker;
1114
1115 while (marker->active_next)
1116 { 325 {
1117 op = marker->active_next;
1118
1119 /* Move marker forward - swap op and marker */
1120 op->active_prev = marker->active_prev;
1121
1122 if (op->active_prev)
1123 op->active_prev->active_next = op;
1124 else
1125 active_objects = op;
1126
1127 marker->active_next = op->active_next;
1128
1129 if (marker->active_next)
1130 marker->active_next->active_prev = marker;
1131
1132 marker->active_prev = op;
1133 op->active_next = marker;
1134
1135 /* Now process op */ 326 /* Now process op */
1136 if (QUERY_FLAG (op, FLAG_FREED)) 327 if (QUERY_FLAG (op, FLAG_FREED))
1137 { 328 {
1138 LOG (llevError, "BUG: process_events(): Free object on list\n"); 329 LOG (llevError, "BUG: process_events(): Free object on list\n");
1139 op->speed = 0; 330 op->set_speed (0);
1140 update_ob_speed (op);
1141 continue; 331 continue;
1142 } 332 }
1143 333
1144 /* I've seen occasional crashes due to this - the object is removed, 334 /* I've seen occasional crashes due to this - the object is removed,
1145 * and thus the map it points to (last map it was on) may be bogus 335 * and thus the map it points to (last map it was on) may be bogus
1155 { 345 {
1156 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 346 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1157 char *dump = dump_object (op); 347 char *dump = dump_object (op);
1158 LOG (llevError, dump); 348 LOG (llevError, dump);
1159 free (dump); 349 free (dump);
1160 op->destroy (0); 350 op->destroy ();
1161 continue; 351 continue;
1162 } 352 }
1163 353
1164 if (!op->speed) 354 if (!op->has_active_speed ())
1165 { 355 {
1166 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); 356 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1167 update_ob_speed (op); 357 "but is on active list\n", op->debug_desc (), op->speed);
358 op->set_speed (0);
1168 continue; 359 continue;
1169 } 360 }
1170 361
1171 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL) 362 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1172 { 363 {
1173 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count); 364 LOG (llevError, "BUG: process_events(): Object without map or "
365 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1174 op->speed = 0; 366 op->set_speed (0);
1175 update_ob_speed (op);
1176 continue; 367 continue;
1177 } 368 }
1178 369
1179 if (map != NULL && op->map != map)
1180 continue;
1181
1182 /* Animate the object. Bug of feature that andim_speed 370 /* Animate the object. Bug or feature that anim_speed
1183 * is based on ticks, and not the creatures speed? 371 * is based on ticks, and not the creatures speed?
1184 */ 372 */
1185 if (op->anim_speed && op->last_anim >= op->anim_speed) 373 if (op->anim_speed && op->last_anim >= op->anim_speed)
1186 { 374 {
1187 if ((op->type == PLAYER) || (op->type == MONSTER)) 375 if ((op->type == PLAYER))
1188 animate_object (op, op->facing); 376 animate_object (op, op->facing);
1189 else 377 else
1190 animate_object (op, op->direction); 378 animate_object (op, op->direction);
1191 379
1192 op->last_anim = 1; 380 op->last_anim = 1;
1222 410
1223 if (op->speed_left <= 0) 411 if (op->speed_left <= 0)
1224 op->speed_left += FABS (op->speed); 412 op->speed_left += FABS (op->speed);
1225 } 413 }
1226 414
1227 /* Remove marker object from active list */ 415 process_players2 ();
1228 if (marker->active_prev != NULL) 416}
1229 marker->active_prev->active_next = NULL; 417
418/* clean up everything before exiting */
419void
420emergency_save ()
421{
422 LOG (llevDebug, "emergency save begin.\n");
423
424 cfperl_emergency_save ();
425
426 LOG (llevDebug, "saving book archive.\n");
427 write_book_archive ();
428
429 LOG (llevDebug, "emergency save done.\n");
430}
431
432// send all clients some informational text
433static void
434cleanup_inform (const char *cause, bool make_core)
435{
436 int flags = NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
437
438 new_draw_info_format (flags, 0, 0, "The server will now shutdown.\n");
439 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause);
440
441 if (make_core)
442 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.\n");
1230 else 443 else
1231 active_objects = NULL; 444 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players have been saved.\n");
1232 445
1233 process_players2 (map); 446 new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE);
1234}
1235 447
1236void 448 flush_sockets ();
1237clean_tmp_files (void)
1238{
1239 maptile *m, *next;
1240
1241 LOG (llevInfo, "Cleaning up...\n");
1242
1243 /* We save the maps - it may not be intuitive why, but if there are unique
1244 * items, we need to save the map so they get saved off. Perhaps we should
1245 * just make a special function that only saves the unique items.
1246 */
1247 for (m = first_map; m != NULL; m = next)
1248 {
1249 next = m->next;
1250 if (m->in_memory == MAP_IN_MEMORY)
1251 {
1252 /* If we want to reuse the temp maps, swap it out (note that will also
1253 * update the log file. Otherwise, save the map (mostly for unique item
1254 * stuff). Note that the clean_tmp_map is called after the end of
1255 * the for loop but is in the #else bracket. IF we are recycling the maps,
1256 * we certainly don't want the temp maps removed.
1257 */
1258
1259 /* XXX The above comment is dead wrong */
1260 if (settings.recycle_tmp_maps == TRUE)
1261 swap_map (m);
1262 else
1263 {
1264 new_save_map (m, 0); /* note we save here into a overlay map */
1265 clean_tmp_map (m);
1266 }
1267 }
1268 }
1269 write_todclock (); /* lets just write the clock here */
1270} 449}
1271 450
1272/* clean up everything before exiting */ 451/* clean up everything before exiting */
1273void 452void
1274cleanup (void) 453cleanup (const char *cause, bool make_core)
1275{ 454{
455 if (make_core)
456 fork_abort (cause);
457
458 LOG (llevError, "cleanup cause: %s\n", cause);
459
460 if (!make_core)
461 cleanup_inform (cause, make_core);
462
1276 LOG (llevDebug, "Cleanup called.\n"); 463 LOG (llevDebug, "cleanup begin.\n");
1277 464
1278 for (player *pl = first_player; pl != NULL; pl = pl->next) 465 if (init_done && !in_cleanup)
1279 save_player (pl->ob, 0); 466 {
467 in_cleanup = true;
468 emergency_save ();
469 }
470 else
471 in_cleanup = true;
1280 472
1281 for (player *pl = first_player; pl != NULL; pl = pl->next) 473 LOG (llevDebug, "running cleanup handlers.\n");
1282 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1283 leave_map (pl->ob);
1284
1285 clean_tmp_files ();
1286 write_book_archive ();
1287
1288 INVOKE_GLOBAL (CLEANUP); 474 INVOKE_GLOBAL (CLEANUP);
1289 475
476 LOG (llevDebug, "cleanup done.\n");
477
478 if (make_core)
479 {
480 cleanup_inform (cause, make_core);
481 _exit (1);
482 }
483 else
1290 _exit (0); 484 _exit (0);
1291}
1292
1293void
1294leave (player *pl, int draw_exit)
1295{
1296 if (pl != NULL)
1297 {
1298 /* We do this so that the socket handling routine can do the final
1299 * cleanup. We also leave that loop to actually handle the freeing
1300 * of the data.
1301 */
1302 if (pl->ob->type != DEAD_OBJECT)
1303 {
1304 pl->socket.status = Ns_Dead;
1305
1306 /* If a hidden dm dropped connection do not create
1307 * inconsistencies by showing that they have left the game
1308 */
1309 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1310 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1311 {
1312 if (pl->ob->map)
1313 {
1314 INVOKE_PLAYER (LOGOUT, pl);
1315 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1316 }
1317
1318 char buf[MAX_BUF];
1319
1320 sprintf (buf, "%s left the game.", &pl->ob->name);
1321 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1322 }
1323
1324 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1325 leave_map (pl->ob);
1326
1327 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1328 }
1329 }
1330} 485}
1331 486
1332int 487int
1333forbid_play (void) 488forbid_play (void)
1334{ 489{
1348 503
1349 while (fgets (buf, MAX_BUF, fp)) 504 while (fgets (buf, MAX_BUF, fp))
1350 { 505 {
1351 if (buf[0] == '#') 506 if (buf[0] == '#')
1352 continue; 507 continue;
508
1353 if (!strncmp (buf, "msg", 3)) 509 if (!strncmp (buf, "msg", 3))
1354 { 510 {
1355 if (forbit) 511 if (forbit)
1356 while (fgets (buf, MAX_BUF, fp)) /* print message */ 512 while (fgets (buf, MAX_BUF, fp)) /* print message */
1357 fputs (buf, logfile); 513 fputs (buf, logfile);
1358 break; 514 break;
1359
1360 } 515 }
1361 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) 516 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1362 { 517 {
1363 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n"); 518 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1364 continue; 519 continue;
1378 return 0; 533 return 0;
1379#endif 534#endif
1380} 535}
1381 536
1382/* 537/*
1383 * do_specials() is a collection of functions to call from time to time. 538 * do_specials() is a collection of functions to call from time to time.
1384 * Modified 2000-1-14 MSW to use the global pticks count to determine how 539 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1385 * often to do things. This will allow us to spred them out more often. 540 * often to do things. This will allow us to spred them out more often.
1386 * I use prime numbers for the factor count - in that way, it is less likely 541 * I use prime numbers for the factor count - in that way, it is less likely
1387 * these actions will fall on the same tick (compared to say using 500/2500/15000 542 * these actions will fall on the same tick (compared to say using 500/2500/15000
1388 * which would mean on that 15,000 tick count a whole bunch of stuff gets 543 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1396extern unsigned long todtick; 551extern unsigned long todtick;
1397 552
1398void 553void
1399do_specials (void) 554do_specials (void)
1400{ 555{
1401
1402#ifdef WATCHDOG
1403 if (!(pticks % 503))
1404 watchdog ();
1405#endif
1406
1407 if (!(pticks % PTICKS_PER_CLOCK)) 556 if (!(pticks % PTICKS_PER_CLOCK))
1408 tick_the_clock (); 557 tick_the_clock ();
1409 558
1410 if (!(pticks % 7)) 559 if (!(pticks % 7))
1411 shstr::gc (); 560 shstr::gc ();
1412 561
1413 if (!(pticks % 79))
1414 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1415
1416 if (!(pticks % 2503)) 562 if (!(pticks % 2503))
1417 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 563 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1418 564
1419 if (!(pticks % 5003)) 565 if (!(pticks % 5003))
1420 write_book_archive (); 566 write_book_archive ();
1430} 576}
1431 577
1432void 578void
1433server_tick () 579server_tick ()
1434{ 580{
1435 nroferrors = 0; 581 // first do the user visible stuff
1436
1437 doeric_server (); 582 doeric_server ();
1438 INVOKE_GLOBAL (CLOCK); 583 INVOKE_GLOBAL (CLOCK);
1439 process_events (NULL); /* "do" something with objects with speed */ 584 process_events (); /* "do" something with objects with speed */
1440 flush_sockets (); 585 flush_sockets ();
1441 check_active_maps (); /* Removes unused maps after a certain timeout */ 586
587 // then do some bookkeeping, should not really be here
1442 do_specials (); /* Routines called from time to time. */ 588 do_specials (); /* Routines called from time to time. */
1443 object::free_mortals (); 589 attachable::check_mortals ();
1444 590
1445 ++pticks; 591 ++pticks;
592}
593
594#if 0
595// used fro benchmarking (x86/amd64-specific)
596typedef unsigned long tval;
597typedef unsigned long long stamp64;
598
599extern inline tval
600stamp (void)
601{
602 tval tsc;
603 asm volatile ("rdtsc":"=a" (tsc)::"edx");
604
605 return tsc;
606}
607
608extern inline tval
609measure (tval t)
610{
611 tval tsc;
612 asm volatile ("rdtsc":"=a" (tsc)::"edx");
613
614 if (tsc > t)
615 return tsc - t;
616 else
617 return t - tsc;
1446} 618}
1447 619
1448int 620int
1449main (int argc, char **argv) 621main (int argc, char **argv)
1450{ 622{
623 rand_gen rg(0);
624 tval fastest = 0x7fffffff;
625 for (int loop = 10000; loop--; )
626 {
627 tval s = stamp ();
628 volatile int i = rg.get_int(25);
629 fastest = min (fastest, measure (s));
630 }
631
632 //printf ("fastest %d\n", fastest);
633 for (int i = 0; i < 1024*1024*3; ++i)
634 {
635 char c = rg.get_int (256);
636 write (2, &c, 1);
637 }
638}
639
640#else
641
642// normal main
643int
644main (int argc, char **argv)
645{
1451 settings.argc = argc; 646 settings.argc = argc;
1452 settings.argv = argv; 647 settings.argv = argv;
1453 648
1454 init (argc, argv); 649 init (argc, argv);
1455 650
1456 initPlugins (); 651 initPlugins ();
1457 652
1458 for (;;) 653 for (;;)
1459 cfperl_main (); 654 cfperl_main ();
1460
1461 // unreached
1462 emergency_save (0);
1463 cleanup ();
1464
1465 return 0;
1466} 655}
656#endif
657

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