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Comparing deliantra/server/server/main.C (file contents):
Revision 1.49 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.92 by root, Tue Mar 6 03:06:00 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#include <sproto.h> 29#include <sproto.h>
37#include <time.h> 30#include <time.h>
38 31
39#include <../random_maps/random_map.h> 32#include <../random_maps/random_map.h>
40#include <../random_maps/rproto.h> 33#include <../random_maps/rproto.h>
45}; 38};
46 39
47void 40void
48version (object *op) 41version (object *op)
49{ 42{
50 if (op != NULL) 43 if (op)
51 clear_win_info (op); 44 clear_win_info (op);
52 45
53 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);
54 47
55/* If in a socket, don't print out the list of authors. It confuses the
56 * crossclient program.
57 */
58 if (op == NULL)
59 return;
60 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:");
61 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>");
62 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>");
63 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>");
64 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>");
65 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>");
66 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>");
67 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>");
68 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>");
69 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>");
70 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>");
71 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>");
72 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>");
73 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>");
74 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>");
75 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>");
76 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>");
77 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>");
78 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>");
79 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>");
80 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>");
81 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>");
82 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>");
83 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>");
84 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>");
85 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>");
86 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>");
87 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>");
88 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>");
89 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>");
90 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>");
91 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>");
92 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>");
93 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>");
94 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>");
95 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>");
96 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>");
97 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>");
98 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>");
99 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>");
100 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, "");
101 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:"); 95 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
102 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner"); 96 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
103 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>");
104 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>");
105 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>");
106 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, "");
107 new_draw_info (NDI_UNIQUE, 0, op, "And many more!"); 102 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
108}
109
110void
111info_keys (object *op)
112{
113 clear_win_info (op);
114 new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
115 new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
116 new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
117 new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
118 new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
119 new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
120 new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
121 new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
122 new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
123 new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
124 new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
125 new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
126 new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
127 new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
128 new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
129 new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
130 new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
131}
132
133void
134start_info (object *op)
135{
136 char buf[MAX_BUF];
137
138 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
139 new_draw_info (NDI_UNIQUE, 0, op, buf);
140 new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
141 new_draw_info (NDI_UNIQUE, 0, op, " ");
142 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
143 if (!op->contr->name_changed)
144 {
145 new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
146 new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
147 new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
148 }
149}
150
151/* Really, there is no reason to crypt the passwords any system. But easier
152 * to just leave this enabled for backward compatibility. Put the
153 * simple case at top - no encryption - makes it easier to read.
154 */
155char *
156crypt_string (char *str, char *salt)
157{
158#if (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
159 return (str);
160#else
161 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
162 char s[2];
163
164 if (salt == NULL)
165 s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
166 else
167 s[0] = salt[0], s[1] = salt[1];
168
169# ifdef HAVE_LIBDES
170 return (char *) des_crypt (str, s);
171# endif
172 /* Default case - just use crypt */
173 return (char *) crypt (str, s);
174#endif
175}
176
177int
178check_password (char *typed, char *crypted)
179{
180 return !strcmp (crypt_string (typed, crypted), crypted);
181} 103}
182 104
183/* 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
184 * savebed. We do some error checking - its possible that the 106 * savebed. We do some error checking - its possible that the
185 * 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
186 * goes someplace. 108 * goes someplace.
187 */ 109 */
188void 110void
189enter_player_savebed (object *op) 111enter_player_savebed (object *op)
190{ 112{
191 maptile *oldmap = op->map;
192 object *tmp;
193
194 tmp = object::create (); 113 object *tmp = object::create ();
195
196 EXIT_PATH (tmp) = op->contr->savebed_map; 114 EXIT_PATH (tmp) = op->contr->savebed_map;
197 EXIT_X (tmp) = op->contr->bed_x; 115 EXIT_X (tmp) = op->contr->bed_x;
198 EXIT_Y (tmp) = op->contr->bed_y; 116 EXIT_Y (tmp) = op->contr->bed_y;
199 enter_exit (op, tmp); 117 op->enter_exit (tmp);
200 /* If the player has not changed maps and the name does not match
201 * that of the savebed, his savebed map is gone. Lets go back
202 * to the emergency path. Update what the players savebed is
203 * while we're at it.
204 */
205 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
206 {
207 LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
208 settings.emergency_mapname, &op->name, op->contr->savebed_map);
209 strcpy (op->contr->savebed_map, settings.emergency_mapname);
210 op->contr->bed_x = settings.emergency_x;
211 op->contr->bed_y = settings.emergency_y;
212 EXIT_PATH (tmp) = 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
218 tmp->destroy (); 118 tmp->destroy ();
219} 119}
220 120
221/* All this really is is a glorified remove_object that also updates
222 * the counts on the map if needed.
223 */
224void
225leave_map (object *op)
226{
227 maptile *oldmap = op->map;
228
229 op->remove ();
230
231 if (oldmap)
232 {
233 if (!op->contr->hidden)
234 oldmap->players--;
235
236 if (oldmap->players <= 0)
237 /* can be less than zero due to errors in tracking this */
238 set_map_timeout (oldmap);
239 }
240}
241
242/* 121/*
243 * 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
244 * 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
245 * 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
246 * whatever reason. If default map coordinates are to be used, then 125 * whatever reason. If default map coordinates are to be used, then
247 * the function that calls this should figure them out. 126 * the function that calls this should figure them out.
248 */ 127 */
249static void 128void
250enter_map (object *op, maptile *newmap, int x, int y) 129object::enter_map (maptile *newmap, int x, int y)
251{ 130{
252 maptile *oldmap = op->map; 131 if (destroyed () || !newmap || newmap->in_memory != MAP_IN_MEMORY)
132 return;
253 133
254 if (out_of_map (newmap, x, y)) 134 if (out_of_map (newmap, x, y))
255 { 135 {
256 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);
257 x = MAP_ENTER_X (newmap); 137 x = newmap->enter_x;
258 y = MAP_ENTER_Y (newmap); 138 y = newmap->enter_y;
259 if (out_of_map (newmap, x, y)) 139 if (out_of_map (newmap, x, y))
260 { 140 {
261 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",
262 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); 142 &newmap->path, x, y, newmap->width, newmap->height);
263 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 143 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
264 return; 144 return;
265 } 145 }
266 } 146 }
267 147
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
268 /* try to find a spot for the player */ 155 /* try to find a spot for the player */
269 if (ob_blocked (op, newmap, x, y)) 156 if (ob_blocked (this, newmap, x, y))
270 { /* First choice blocked */ 157 { /* First choice blocked */
271 /* 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.
272 * 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,
273 * 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
274 * if other spaces around are available. 161 * if other spaces around are available.
275 * 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
276 * 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.
277 */ 164 */
278 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);
279 166
280 if (i == -1) 167 if (i == -1)
281 { 168 {
282 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 169 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
283 if (i == -1) 170 if (i == -1)
284 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 171 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
285 } 172 }
286 173
287 if (i != -1) 174 if (i != -1)
288 { 175 {
289 x += freearr_x[i]; 176 x += freearr_x[i];
290 y += freearr_y[i]; 177 y += freearr_y[i];
291 } 178 }
292 else 179 else
293 {
294 /* not much we can do in this case. */ 180 /* not much we can do in this case. */
295 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);
296 } 182 }
297 } /* end if looking for free spot */
298 183
299 if (op->map) 184 if (contr && map != newmap)
300 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 185 {
301 return;
302
303 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)))
304 return; 187 return;
305 188
306 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)))
307 return; 190 return;
191 }
308 192
309 /* If it is a player login, he has yet to be inserted anyplace.
310 * otherwise, we need to deal with removing the player here.
311 */
312 op->remove ();
313
314 /* remove_ob clears these so they must be reset after the remove_ob call */
315 op->x = x; 193 this->x = x;
316 op->y = y; 194 this->y = y;
317 op->map = newmap; 195 map = newmap;
318 196
319 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 197 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
320 198
321 if (!op->contr->hidden) 199 enemy = 0;
322 newmap->players++;
323 200
324 newmap->timeout = 0;
325 op->enemy = NULL;
326
327 if (op->contr) 201 if (contr)
328 { 202 {
329 strcpy (op->contr->maplevel, newmap->path); 203 contr->maplevel = newmap->path;
330 op->contr->count = 0; 204 contr->count = 0;
331 } 205 }
332 206
333 /* Update any golems */ 207 /* Update any golems */
334 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 208 if (type == PLAYER && contr->ranges[range_golem])
335 { 209 {
336 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);
337 x, y, 1, SIZEOFFREE);
338 211
339 op->contr->ranges[range_golem]->remove ();
340
341 if (i == -1) 212 if (i < 0)
342 { 213 {
343 remove_friendly_object (op->contr->ranges[range_golem]);
344 op->contr->ranges[range_golem]->destroy (); 214 contr->ranges[range_golem]->destroy ();
345 op->contr->ranges[range_golem] = 0; 215 contr->ranges[range_golem] = 0;
346 } 216 }
347 else 217 else
348 { 218 {
349 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]);
350 {
351 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
352 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
353 tmp->map = newmap;
354 }
355 220
356 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
357 op->contr->ranges[range_golem]->direction = 221 contr->ranges[range_golem]->direction =
358 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);
359 } 223 }
360 } 224 }
361
362 op->direction = 0;
363 225
364 /* 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
365 * about pending objects. 227 * about pending objects.
366 */ 228 */
367 remove_all_pets (newmap); 229 remove_all_pets (newmap);
368
369 /* If the player is changing maps, we need to do some special things
370 * Do this after the player is on the new map - otherwise the force swap of the
371 * old map does not work.
372 */
373 if (oldmap != newmap)
374 {
375 if (oldmap) /* adjust old map */
376 {
377 oldmap->players--;
378
379 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
380 set_map_timeout (oldmap);
381 }
382 }
383}
384
385void
386set_map_timeout (maptile *oldmap)
387{
388#if MAP_MAXTIMEOUT
389 oldmap->timeout = MAP_TIMEOUT (oldmap);
390 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
391 * lower than the min value.
392 */
393# if MAP_MINTIMEOUT
394 if (oldmap->timeout < MAP_MINTIMEOUT)
395 oldmap->timeout = MAP_MINTIMEOUT;
396# endif
397
398 if (oldmap->timeout > MAP_MAXTIMEOUT)
399 oldmap->timeout = MAP_MAXTIMEOUT;
400
401#else
402 /* save out the map */
403 swap_map (oldmap);
404#endif /* MAP_MAXTIMEOUT */
405}
406
407
408/* clean_path takes a path and replaces all / with _
409 * We do a strcpy so that we do not change the original string.
410 */
411char *
412clean_path (const char *file)
413{
414 static char newpath[MAX_BUF], *cp;
415 assign (newpath, file);
416
417 for (cp = newpath; *cp != '\0'; cp++)
418 if (*cp == '/')
419 *cp = '_';
420
421 return newpath;
422}
423
424
425/* unclean_path takes a path and replaces all _ with /
426 * This basically undoes clean path.
427 * We do a strcpy so that we do not change the original string.
428 * We are smart enough to start after the last / in case we
429 * are getting passed a string that points to a unique map
430 * path.
431 */
432char *
433unclean_path (const char *src)
434{
435 static char newpath[MAX_BUF], *cp;
436
437 cp = strrchr (src, '/');
438 assign (newpath, cp ? cp + 1 : src);
439
440 for (cp = newpath; *cp != '\0'; cp++)
441 if (*cp == '_')
442 *cp = '/';
443
444 return newpath;
445}
446
447
448/* The player is trying to enter a randomly generated map. In this case, generate the
449 * random map as needed.
450 */
451
452static void
453enter_random_map (object *pl, object *exit_ob)
454{
455 maptile *new_map;
456 char newmap_name[HUGE_BUF], *cp;
457 static int reference_number = 0;
458 RMParms rp;
459
460 memset (&rp, 0, sizeof (RMParms));
461 rp.Xsize = -1;
462 rp.Ysize = -1;
463 rp.region = get_region_by_map (exit_ob->map);
464 if (exit_ob->msg)
465 set_random_map_variable (&rp, exit_ob->msg);
466 rp.origin_x = exit_ob->x;
467 rp.origin_y = exit_ob->y;
468 strcpy (rp.origin_map, pl->map->path);
469
470 /* If we have a final_map, use it as a base name to give some clue
471 * as where the player is. Otherwise, use the origin map.
472 */
473 sprintf (newmap_name, "/random%s+%04d",
474 *rp.final_map ? rp.final_map : rp.origin_map,
475 reference_number++);
476
477 /* now to generate the actual map. */
478 new_map = generate_random_map (newmap_name, &rp);
479
480 /* Update the exit_ob so it now points directly at the newly created
481 * random maps. Not that it is likely to happen, but it does mean that a
482 * exit in a unique map leading to a random map will not work properly.
483 * It also means that if the created random map gets reset before
484 * the exit leading to it, that the exit will no longer work.
485 */
486 if (new_map)
487 {
488 int x, y;
489
490 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
491 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
492 EXIT_PATH (exit_ob) = newmap_name;
493 strcpy (new_map->path, newmap_name);
494 enter_map (pl, new_map, x, y);
495 }
496}
497
498/* The player is trying to enter a non-randomly generated template map. In this
499 * case, use a map file for a template
500 */
501
502static void
503enter_fixed_template_map (object *pl, object *exit_ob)
504{
505 maptile *new_map;
506 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
507 const char *new_map_name;
508
509 /* Split the exit path string into two parts, one
510 * for where to store the map, and one for were
511 * to generate the map from.
512 */
513 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
514 sourcemap = strchr (exitpath, '!');
515 if (!sourcemap)
516 {
517 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
518 /* Should only occur when no source map is set.
519 */
520 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
521 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
522 return;
523 }
524
525 *sourcemap++ = '\0';
526
527 /* If we are not coming from a template map, we can use relative directories
528 * for the map to generate from.
529 */
530 if (!exit_ob->map->templatemap)
531 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
532
533 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
534 * of the exit, and the name of the map the exit is on, respectively.
535 */
536 sprintf (tmpnum, "%d", exit_ob->x);
537 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
538
539 sprintf (tmpnum, "%d", exit_ob->y);
540 sprintf (tmpstring, "%s", resultname);
541 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
542
543 sprintf (tmpstring, "%s", resultname);
544 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
545
546 /* If we are coming from another template map, use reletive paths unless
547 * indicated otherwise.
548 */
549 if (exit_ob->map->templatemap && (resultname[0] != '/'))
550 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
551 else
552 new_map_name = create_template_pathname (resultname);
553
554 /* Attempt to load the map, if unable to, then
555 * create the map from the template.
556 */
557 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
558 if (!new_map)
559 {
560 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
561 if (new_map)
562 fix_auto_apply (new_map);
563 }
564
565 if (new_map)
566 {
567 /* set the path of the map to where it should be
568 * so we don't just save over the source map.
569 */
570 strcpy (new_map->path, new_map_name);
571 new_map->templatemap = 1;
572 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
573 }
574 else
575 {
576 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
577 /* Should only occur when an invalid source map is set.
578 */
579 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
580 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
581 }
582}
583
584/* The player is trying to enter a randomly generated template map. In this
585 * case, generate the map as needed.
586 */
587
588static void
589enter_random_template_map (object *pl, object *exit_ob)
590{
591 maptile *new_map;
592 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
593 const char *new_map_name;
594 RMParms rp;
595
596 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
597 * of the exit, and the name of the map the exit is on, respectively.
598 */
599 sprintf (tmpnum, "%d", exit_ob->x);
600 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
601
602 sprintf (tmpnum, "%d", exit_ob->y);
603 sprintf (tmpstring, "%s", resultname);
604 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
605
606 sprintf (tmpstring, "%s", resultname);
607 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
608
609 /* If we are coming from another template map, use reletive paths unless
610 * indicated otherwise.
611 */
612 if (exit_ob->map->templatemap && (resultname[0] != '/'))
613 {
614 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
615 }
616 else
617 {
618 new_map_name = create_template_pathname (resultname);
619 }
620
621 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
622 if (!new_map)
623 {
624 memset (&rp, 0, sizeof (RMParms));
625 rp.Xsize = -1;
626 rp.Ysize = -1;
627 rp.region = get_region_by_map (exit_ob->map);
628 if (exit_ob->msg)
629 set_random_map_variable (&rp, exit_ob->msg);
630 rp.origin_x = exit_ob->x;
631 rp.origin_y = exit_ob->y;
632 strcpy (rp.origin_map, pl->map->path);
633
634 /* now to generate the actual map. */
635 new_map = generate_random_map (new_map_name, &rp);
636 }
637
638
639 /* Update the exit_ob so it now points directly at the newly created
640 * random maps. Not that it is likely to happen, but it does mean that a
641 * exit in a unique map leading to a random map will not work properly.
642 * It also means that if the created random map gets reset before
643 * the exit leading to it, that the exit will no longer work.
644 */
645 if (new_map)
646 {
647 int x, y;
648
649 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
650 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
651 new_map->templatemap = 1;
652 enter_map (pl, new_map, x, y);
653 }
654}
655
656
657/* Code to enter/detect a character entering a unique map.
658 */
659static void
660enter_unique_map (object *op, object *exit_ob)
661{
662 char apartment[HUGE_BUF];
663 maptile *newmap;
664
665 if (EXIT_PATH (exit_ob)[0] == '/')
666 {
667 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
668 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
669 if (!newmap)
670 {
671 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
672 if (newmap)
673 fix_auto_apply (newmap);
674 }
675 }
676 else
677 { /* relative directory */
678 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
679
680 if (exit_ob->map->unique)
681 {
682
683 strcpy (reldir, unclean_path (exit_ob->map->path));
684
685 /* Need to copy this over, as clean_path only has one static return buffer */
686 strcpy (tmpc, clean_path (reldir));
687 /* Remove final component, if any */
688 if ((cp = strrchr (tmpc, '_')) != NULL)
689 *cp = 0;
690
691 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
692
693 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
694 if (!newmap)
695 {
696 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
697 if (newmap)
698 fix_auto_apply (newmap);
699 }
700 }
701 else
702 {
703 /* The exit is unique, but the map we are coming from is not unique. So
704 * use the basic logic - don't need to demangle the path name
705 */
706 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
707 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
708 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
709 if (!newmap)
710 {
711 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
712 if (newmap)
713 fix_auto_apply (newmap);
714 }
715 }
716 }
717
718 if (newmap)
719 {
720 strcpy (newmap->path, apartment);
721 newmap->unique = 1;
722 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
723 }
724 else
725 {
726 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
727 /* Perhaps not critical, but I would think that the unique maps
728 * should be new enough this does not happen. This also creates
729 * a strange situation where some players could perhaps have visited
730 * such a map before it was removed, so they have the private
731 * map, but other players can't get it anymore.
732 */
733 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
734 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
735 }
736
737}
738
739
740/* Tries to move 'op' to exit_ob. op is the character or monster that is
741 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
742 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
743 * move the object to. This is used when loading the player.
744 *
745 * Largely redone by MSW 2001-01-21 - this function was overly complex
746 * and had some obscure bugs.
747 */
748
749void
750enter_exit (object *op, object *exit_ob)
751{
752#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
753 object *tmp;
754
755 /* It may be nice to support other creatures moving across
756 * exits, but right now a lot of the code looks at op->contr,
757 * so that is an RFE.
758 */
759 if (op->type != PLAYER)
760 return;
761
762 /* First, lets figure out what map the player is going to go to */
763 if (exit_ob)
764 {
765 /* check to see if we make a template map */
766 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
767 {
768 if (EXIT_PATH (exit_ob)[2] == '!')
769 {
770 /* generate a template map randomly */
771 enter_random_template_map (op, exit_ob);
772 }
773 else
774 {
775 /* generate a template map from a fixed template */
776 enter_fixed_template_map (op, exit_ob);
777 }
778 }
779 /* check to see if we make a randomly generated map */
780 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
781 {
782 enter_random_map (op, exit_ob);
783 }
784 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
785 {
786 enter_unique_map (op, exit_ob);
787 }
788 else
789 {
790 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
791
792 /* 'Normal' exits that do not do anything special
793 * Simple enough we don't need another routine for it.
794 */
795 maptile *newmap;
796
797 if (exit_ob->map)
798 {
799 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
800 /* Random map was previously generated, but is no longer about. Lets generate a new
801 * map.
802 */
803 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
804 {
805 /* Maps that go down have a message set. However, maps that go
806 * up, don't. If the going home has reset, there isn't much
807 * point generating a random map, because it won't match the maps.
808 */
809 if (exit_ob->msg)
810 {
811 enter_random_map (op, exit_ob);
812 }
813 else
814 {
815 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
816 return;
817 }
818
819 /* For exits that cause damages (like pits). Don't know if any
820 * random maps use this or not.
821 */
822 if (exit_ob->stats.dam && op->type == PLAYER)
823 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
824 return;
825 }
826 }
827 else
828 {
829 /* For word of recall and other force objects
830 * They contain the full pathname of the map to go back to,
831 * so we don't need to normalize it.
832 * But we do need to see if it is unique or not
833 */
834 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
835 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
836 else
837 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
838 }
839 if (!newmap)
840 {
841 if (exit_ob->name)
842 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
843 /* don't cry to momma if name is not set - as in tmp objects
844 * used by the savebed code and character creation */
845 return;
846 }
847
848 /* This supports the old behaviour, but it really should not be used.
849 * I will note for example that with this method, it is impossible to
850 * set 0,0 destination coordinates. Really, if we want to support
851 * using the new maps default coordinates, the exit ob should use
852 * something like -1, -1 so it is clear to do that.
853 */
854 if (x == 0 && y == 0)
855 {
856 x = MAP_ENTER_X (newmap);
857 y = MAP_ENTER_Y (newmap);
858 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
859 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
860 }
861
862 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
863 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
864 {
865 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
866 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
867 {
868 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
869 break;
870 }
871 if (tmp)
872 {
873 tmp->remove ();
874 tmp->destroy ();
875 }
876
877 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
878 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
879 save_player (op, 1);
880 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
881 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
882 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
883 }
884
885 enter_map (op, newmap, x, y);
886 }
887 /* For exits that cause damages (like pits) */
888 if (exit_ob->stats.dam && op->type == PLAYER)
889 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
890 }
891 else
892 {
893 int flags = 0;
894 maptile *newmap;
895
896 /* Hypothetically, I guess its possible that a standard map matches
897 * the localdir, but that seems pretty unlikely - unlikely enough that
898 * I'm not going to attempt to try to deal with that possibility.
899 * We use the fact that when a player saves on a unique map, it prepends
900 * the localdir to that name. So its an easy way to see of the map is
901 * unique or not.
902 */
903 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
904 flags = MAP_PLAYER_UNIQUE;
905
906 /* newmap returns the map (if already loaded), or loads it for
907 * us.
908 */
909 newmap = ready_map_name (op->contr->maplevel, flags);
910 if (!newmap)
911 {
912 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
913 newmap = ready_map_name (settings.emergency_mapname, 0);
914 op->x = settings.emergency_x;
915 op->y = settings.emergency_y;
916 /* If we can't load the emergency map, something is probably really
917 * screwed up, so bail out now.
918 */
919 if (!newmap)
920 {
921 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
922 abort ();
923 }
924 }
925
926 enter_map (op, newmap, op->x, op->y);
927 }
928} 230}
929 231
930/* process_players1 and process_players2 do all the player related stuff. 232/* process_players1 and process_players2 do all the player related stuff.
931 * 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
932 * 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
936 */ 238 */
937static void 239static void
938process_players1 () 240process_players1 ()
939{ 241{
940 int flag; 242 int flag;
243
941 /* 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. */
942 for (flag = 1; flag != 0;) 245 for (flag = 1; flag != 0;)
943 { 246 {
944 flag = 0; 247 flag = 0;
945 for (player *plnext, *pl = first_player; pl; pl = plnext) 248 for_all_players (pl)
946 { 249 {
947 plnext = pl->next; /* In case a player exits the game in handle_player() */ 250 pl->refcnt_chk ();
948 251
949 if (!pl->ob) 252 if (!pl->ob || !pl->ns || !pl->ob->active)
950 continue; 253 continue;
951 254
952 if (pl->ob->speed_left > 0) 255 if (pl->ob->speed_left > 0 && pl->ns)
953 {
954 if (handle_newcs_player (pl->ob)) 256 if (handle_newcs_player (pl->ob))
955 flag = 1; 257 flag = 1;
956 } /* end if player has speed left */
957 258
958 /* If the player is not actively playing, don't make a 259 /* If the player is not actively playing, don't make a
959 * backup save - nothing to save anyway. Plus, the 260 * backup save - nothing to save anyway. Plus, the
960 * map may not longer be valid. This can happen when the 261 * map may not longer be valid. This can happen when the
961 * player quits - they exist for purposes of tracking on the map, 262 * player quits - they exist for purposes of tracking on the map,
962 * but don't actually reside on any actual map. 263 * but don't actually reside on any actual map.
963 */ 264 */
964 if (QUERY_FLAG (pl->ob, FLAG_REMOVED)) 265 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
965 continue; 266 continue;
966
967#ifdef AUTOSAVE
968 /* check for ST_PLAYING state so that we don't try to save off when
969 * the player is logging in.
970 */
971 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
972 {
973 save_player (pl->ob, 1);
974 pl->last_save_tick = pticks;
975 }
976#endif
977 } /* end of for loop for all the players */ 267 } /* end of for loop for all the players */
978 } /* for flag */ 268 } /* for flag */
979 269
980 for (player *pl = first_player; pl; pl = pl->next) 270 for_all_players (pl)
981 { 271 {
272 if (!pl->ob || !pl->ns || !pl->ob->active)
273 continue;
274
982 if (settings.casting_time) 275 if (settings.casting_time)
983 { 276 {
984 if (pl->ob->casting_time > 0) 277 if (pl->ob->casting_time > 0)
985 { 278 {
986 pl->ob->casting_time--; 279 pl->ob->casting_time--;
998 291
999static void 292static void
1000process_players2 () 293process_players2 ()
1001{ 294{
1002 /* 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 */
1003 for (player *pl = first_player; pl; pl = pl->next) 296 for_all_players (pl)
1004 { 297 {
1005 /* 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 -
1006 * this isn't called until after the player has finished there 299 * this isn't called until after the player has finished there
1007 * 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
1008 * checking. 301 * checking.
1024} 317}
1025 318
1026void 319void
1027process_events () 320process_events ()
1028{ 321{
1029 object *op;
1030
1031 static object *marker;
1032
1033 if (!marker)
1034 marker = object::create ();
1035
1036 process_players1 (); 322 process_players1 ();
1037 323
1038 marker->active_next = active_objects; 324 for_all_actives (op)
1039
1040 if (marker->active_next)
1041 marker->active_next->active_prev = marker;
1042
1043 marker->active_prev = NULL;
1044 active_objects = marker;
1045
1046 while (marker->active_next)
1047 { 325 {
1048 op = marker->active_next;
1049
1050 /* Move marker forward - swap op and marker */
1051 op->active_prev = marker->active_prev;
1052
1053 if (op->active_prev)
1054 op->active_prev->active_next = op;
1055 else
1056 active_objects = op;
1057
1058 marker->active_next = op->active_next;
1059
1060 if (marker->active_next)
1061 marker->active_next->active_prev = marker;
1062
1063 marker->active_prev = op;
1064 op->active_next = marker;
1065
1066 /* Now process op */ 326 /* Now process op */
1067 if (QUERY_FLAG (op, FLAG_FREED)) 327 if (QUERY_FLAG (op, FLAG_FREED))
1068 { 328 {
1069 LOG (llevError, "BUG: process_events(): Free object on list\n"); 329 LOG (llevError, "BUG: process_events(): Free object on list\n");
1070 op->speed = 0; 330 op->set_speed (0);
1071 update_ob_speed (op);
1072 continue; 331 continue;
1073 } 332 }
1074 333
1075 /* 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,
1076 * 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
1090 free (dump); 349 free (dump);
1091 op->destroy (); 350 op->destroy ();
1092 continue; 351 continue;
1093 } 352 }
1094 353
1095 if (!op->speed) 354 if (!op->has_active_speed ())
1096 { 355 {
1097 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 356 LOG (llevError, "BUG: process_events(): Object %s has no speed (%f), "
1098 "but is on active list\n", &op->arch->name); 357 "but is on active list\n", op->debug_desc (), op->speed);
1099 update_ob_speed (op); 358 op->set_speed (0);
1100 continue; 359 continue;
1101 } 360 }
1102 361
1103 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 362 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1104 { 363 {
1105 LOG (llevError, "BUG: process_events(): Object without map or " 364 LOG (llevError, "BUG: process_events(): Object without map or "
1106 "inventory is on active list: %s (%d)\n", &op->name, op->count); 365 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1107 op->speed = 0; 366 op->set_speed (0);
1108 update_ob_speed (op);
1109 continue; 367 continue;
1110 } 368 }
1111 369
1112 /* Animate the object. Bug or feature that anim_speed 370 /* Animate the object. Bug or feature that anim_speed
1113 * is based on ticks, and not the creatures speed? 371 * is based on ticks, and not the creatures speed?
1114 */ 372 */
1115 if (op->anim_speed && op->last_anim >= op->anim_speed) 373 if (op->anim_speed && op->last_anim >= op->anim_speed)
1116 { 374 {
1117 if ((op->type == PLAYER) || (op->type == MONSTER)) 375 animate_object (op, op->type == PLAYER ? op->facing : op->direction);
1118 animate_object (op, op->facing);
1119 else
1120 animate_object (op, op->direction);
1121 376
1122 op->last_anim = 1; 377 op->last_anim = 1;
1123 } 378 }
1124 else 379 else
1125 op->last_anim++; 380 op->last_anim++;
1152 407
1153 if (op->speed_left <= 0) 408 if (op->speed_left <= 0)
1154 op->speed_left += FABS (op->speed); 409 op->speed_left += FABS (op->speed);
1155 } 410 }
1156 411
1157 /* Remove marker object from active list */ 412 process_players2 ();
1158 if (marker->active_prev != NULL) 413}
1159 marker->active_prev->active_next = NULL; 414
415/* clean up everything before exiting */
416void
417emergency_save ()
418{
419 LOG (llevDebug, "emergency save begin.\n");
420
421 cfperl_emergency_save ();
422
423 LOG (llevDebug, "saving book archive.\n");
424 write_book_archive ();
425
426 LOG (llevDebug, "emergency save done.\n");
427}
428
429// send all clients some informational text
430static void
431cleanup_inform (const char *cause, bool make_core)
432{
433 int flags = NDI_UNIQUE | NDI_ALL | (make_core ? NDI_RED : NDI_GREEN);
434
435 new_draw_info_format (flags, 0, 0, "The server will now shutdown.\n");
436 new_draw_info_format (flags, 0, 0, "Cause for this shutdown: %s\n", cause);
437
438 if (make_core)
439 new_draw_info_format (flags, 0, 0, "This is considered a crash, but all maps and players have been saved.\n");
1160 else 440 else
1161 active_objects = NULL; 441 new_draw_info_format (flags, 0, 0, "This is considered to be a clean shutdown, and all maps and players will be saved now.\n");
1162 442
1163 process_players2 (); 443 new_draw_info_format (flags, 0, 0, "%s\n", CLEANUP_MESSAGE);
1164}
1165 444
1166void 445 flush_sockets ();
1167clean_tmp_files (void)
1168{
1169 maptile *m, *next;
1170
1171 LOG (llevInfo, "Cleaning up...\n");
1172
1173 /* We save the maps - it may not be intuitive why, but if there are unique
1174 * items, we need to save the map so they get saved off. Perhaps we should
1175 * just make a special function that only saves the unique items.
1176 */
1177 for (m = first_map; m; m = next)
1178 {
1179 next = m->next;
1180
1181 if (m->in_memory == MAP_IN_MEMORY)
1182 {
1183 /* If we want to reuse the temp maps, swap it out (note that will also
1184 * update the log file.
1185 */
1186
1187 swap_map (m);
1188 }
1189 }
1190
1191 write_todclock (); /* lets just write the clock here */
1192} 446}
1193 447
1194/* clean up everything before exiting */ 448/* clean up everything before exiting */
1195void 449void
1196cleanup (bool make_core) 450cleanup (const char *cause, bool make_core)
1197{ 451{
1198 LOG (llevDebug, "Cleanup called.\n");
1199
1200 if (init_done)
1201 {
1202 for (player *pl = first_player; pl != NULL; pl = pl->next)
1203 save_player (pl->ob, 0);
1204
1205 for (player *pl = first_player; pl != NULL; pl = pl->next)
1206 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1207 leave_map (pl->ob);
1208
1209 clean_tmp_files ();
1210 write_book_archive ();
1211
1212 INVOKE_GLOBAL (CLEANUP);
1213 }
1214
1215 if (make_core) 452 if (make_core)
1216 abort (); 453 fork_abort (cause);
454
455 LOG (llevError, "cleanup cause: %s\n", cause);
456
457 if (!make_core)
458 cleanup_inform (cause, make_core);
459
460 LOG (llevDebug, "cleanup begin.\n");
461
462 if (init_done && !in_cleanup)
463 {
464 in_cleanup = true;
465 emergency_save ();
466 }
1217 else 467 else
468 in_cleanup = true;
469
470 LOG (llevDebug, "running cleanup handlers.\n");
471 INVOKE_GLOBAL (CLEANUP);
472
473 LOG (llevDebug, "cleanup done.\n");
474
475 if (make_core)
476 {
477 cleanup_inform (cause, make_core);
478 cfperl_cleanup (make_core);
479 _exit (1);
480 }
481 else
482 {
483 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "Maps and players successfully saved, exiting.\n");
484 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_GREEN, 0, 0, "And again: " CLEANUP_MESSAGE "\n");
485 flush_sockets ();
486 cfperl_cleanup (make_core);
1218 _exit (0); 487 _exit (0);
1219}
1220
1221void
1222leave (player *pl, int draw_exit)
1223{
1224 if (pl != NULL)
1225 {
1226 /* We do this so that the socket handling routine can do the final
1227 * cleanup. We also leave that loop to actually handle the freeing
1228 * of the data.
1229 */
1230 if (pl->ob->type != DEAD_OBJECT)
1231 {
1232 pl->socket->status = Ns_Dead;
1233
1234 /* If a hidden dm dropped connection do not create
1235 * inconsistencies by showing that they have left the game
1236 */
1237 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1238 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1239 {
1240 if (pl->ob->map)
1241 {
1242 INVOKE_PLAYER (LOGOUT, pl);
1243 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket->host);
1244 }
1245
1246 char buf[MAX_BUF];
1247
1248 sprintf (buf, "%s left the game.", &pl->ob->name);
1249 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1250 }
1251
1252 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1253 leave_map (pl->ob);
1254
1255 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1256 }
1257 } 488 }
1258} 489}
1259 490
1260int 491int
1261forbid_play (void) 492forbid_play (void)
1276 507
1277 while (fgets (buf, MAX_BUF, fp)) 508 while (fgets (buf, MAX_BUF, fp))
1278 { 509 {
1279 if (buf[0] == '#') 510 if (buf[0] == '#')
1280 continue; 511 continue;
512
1281 if (!strncmp (buf, "msg", 3)) 513 if (!strncmp (buf, "msg", 3))
1282 { 514 {
1283 if (forbit) 515 if (forbit)
1284 while (fgets (buf, MAX_BUF, fp)) /* print message */ 516 while (fgets (buf, MAX_BUF, fp)) /* print message */
1285 fputs (buf, logfile); 517 fputs (buf, logfile);
1286 break; 518 break;
1287
1288 } 519 }
1289 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) 520 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1290 { 521 {
1291 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n"); 522 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1292 continue; 523 continue;
1306 return 0; 537 return 0;
1307#endif 538#endif
1308} 539}
1309 540
1310/* 541/*
1311 * do_specials() is a collection of functions to call from time to time. 542 * do_specials() is a collection of functions to call from time to time.
1312 * Modified 2000-1-14 MSW to use the global pticks count to determine how 543 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1313 * often to do things. This will allow us to spred them out more often. 544 * often to do things. This will allow us to spred them out more often.
1314 * I use prime numbers for the factor count - in that way, it is less likely 545 * I use prime numbers for the factor count - in that way, it is less likely
1315 * these actions will fall on the same tick (compared to say using 500/2500/15000 546 * these actions will fall on the same tick (compared to say using 500/2500/15000
1316 * which would mean on that 15,000 tick count a whole bunch of stuff gets 547 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1330 tick_the_clock (); 561 tick_the_clock ();
1331 562
1332 if (!(pticks % 7)) 563 if (!(pticks % 7))
1333 shstr::gc (); 564 shstr::gc ();
1334 565
1335 if (!(pticks % 79))
1336 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1337
1338 if (!(pticks % 2503)) 566 if (!(pticks % 2503))
1339 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 567 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1340 568
1341 if (!(pticks % 5003)) 569 if (!(pticks % 5003))
1342 write_book_archive (); 570 write_book_archive ();
1352} 580}
1353 581
1354void 582void
1355server_tick () 583server_tick ()
1356{ 584{
1357 nroferrors = 0;
1358
1359 // first do the user visible stuff 585 // first do the user visible stuff
1360 doeric_server (); 586 doeric_server ();
1361 INVOKE_GLOBAL (CLOCK); 587 INVOKE_GLOBAL (CLOCK);
1362 process_events (); /* "do" something with objects with speed */ 588 process_events (); /* "do" something with objects with speed */
1363 flush_sockets (); 589 flush_sockets ();
1364 590
1365 // then do some bookkeeping, should not really be here 591 // then do some bookkeeping, should not really be here
1366 check_active_maps (); /* Removes unused maps after a certain timeout */
1367 do_specials (); /* Routines called from time to time. */ 592 do_specials (); /* Routines called from time to time. */
1368 object::free_mortals (); 593 attachable::check_mortals ();
1369 594
1370 ++pticks; 595 ++pticks;
596}
597
598#if 0
599// used fro benchmarking (x86/amd64-specific)
600typedef unsigned long tval;
601typedef unsigned long long stamp64;
602
603extern inline tval
604stamp (void)
605{
606 tval tsc;
607 asm volatile ("rdtsc":"=a" (tsc)::"edx");
608
609 return tsc;
610}
611
612extern inline tval
613measure (tval t)
614{
615 tval tsc;
616 asm volatile ("rdtsc":"=a" (tsc)::"edx");
617
618 if (tsc > t)
619 return tsc - t;
620 else
621 return t - tsc;
1371} 622}
1372 623
1373int 624int
1374main (int argc, char **argv) 625main (int argc, char **argv)
1375{ 626{
627 rand_gen rg(0);
628 tval fastest = 0x7fffffff;
629 for (int loop = 10000; loop--; )
630 {
631 tval s = stamp ();
632 volatile int i = rg.get_int(25);
633 fastest = min (fastest, measure (s));
634 }
635
636 //printf ("fastest %d\n", fastest);
637 for (int i = 0; i < 1024*1024*3; ++i)
638 {
639 char c = rg.get_int (256);
640 write (2, &c, 1);
641 }
642}
643
644#else
645
646// normal main
647int
648main (int argc, char **argv)
649{
1376 settings.argc = argc; 650 settings.argc = argc;
1377 settings.argv = argv; 651 settings.argv = argv;
1378 652
1379 init (argc, argv); 653 init (argc, argv);
654 init_environ ();
1380 655
1381 initPlugins (); 656 initPlugins ();
1382 657
1383 for (;;) 658 for (;;)
1384 cfperl_main (); 659 cfperl_main ();
1385
1386 // unreached
1387 emergency_save (0);
1388 cleanup ();
1389
1390 return 0;
1391} 660}
661#endif
662

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