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Revision: 1.29
Committed: Fri Sep 15 23:31:34 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +9 -0 lines
Log Message:
maps reset on restart, cannot have that

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 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 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 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 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <object.h>
26 #include <tod.h>
27
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>
38 #endif
39
40 #ifdef HAVE_TIME_H
41 # include <time.h>
42 #endif
43
44 #include <../random_maps/random_map.h>
45 #include <../random_maps/rproto.h>
46 #include "path.h"
47
48 static char days[7][4] = {
49 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
50 };
51
52 void
53 version (object *op)
54 {
55 if (op != NULL)
56 clear_win_info (op);
57
58 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION);
59
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:");
66 new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)");
67 new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)");
68 new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
69 new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
70 new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)");
71 new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
72 new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)");
73 new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)");
74 new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
75 new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
76 new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)");
77 new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)");
78 new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)");
79 new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
80 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
81 new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)");
82 new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)");
83 new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)");
84 new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)");
85 new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)");
86 new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)");
87 new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)");
88 new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)");
89 new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)");
90 new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)");
91 new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)");
92 new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
93 new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)");
94 new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)");
95 new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)");
96 new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)");
97 new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)");
98 new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)");
99 new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)");
100 new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)");
101 new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
102 new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)");
103 new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)");
104 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");
106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
108 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]");
110 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]");
112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
113 }
114
115 void
116 info_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
138 void
139 start_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 */
160 char *
161 crypt_string (char *str, char *salt)
162 {
163 #if defined(WIN32) || (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
182 int
183 check_password (char *typed, char *crypted)
184 {
185 return !strcmp (crypt_string (typed, crypted), crypted);
186 }
187
188 /* This is a basic little function to put the player back to his
189 * savebed. We do some error checking - its possible that the
190 * savebed map may no longer exist, so we make sure the player
191 * goes someplace.
192 */
193 void
194 enter_player_savebed (object *op)
195 {
196 mapstruct *oldmap = op->map;
197 object *tmp;
198
199 tmp = get_object ();
200
201 EXIT_PATH (tmp) = op->contr->savebed_map;
202 EXIT_X (tmp) = op->contr->bed_x;
203 EXIT_Y (tmp) = op->contr->bed_y;
204 enter_exit (op, 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 free_object (tmp);
223 }
224
225 /* All this really is is a glorified remove_object that also updates
226 * the counts on the map if needed.
227 */
228 void
229 leave_map (object *op)
230 {
231 mapstruct *oldmap = op->map;
232
233 remove_ob (op);
234
235 if (oldmap)
236 {
237 if (!op->contr->hidden)
238 oldmap->players--;
239 if (oldmap->players <= 0)
240 { /* can be less than zero due to errors in tracking this */
241 set_map_timeout (oldmap);
242 }
243 }
244 }
245
246 /*
247 * 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
249 * 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
251 * the function that calls this should figure them out.
252 */
253 static void
254 enter_map (object *op, mapstruct *newmap, int x, int y)
255 {
256 mapstruct *oldmap = op->map;
257
258 if (out_of_map (newmap, x, y))
259 {
260 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);
262 y = MAP_ENTER_Y (newmap);
263 if (out_of_map (newmap, x, y))
264 {
265 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));
267 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
268 return;
269 }
270 }
271 /* try to find a spot for the player */
272 if (ob_blocked (op, newmap, x, y))
273 { /* First choice blocked */
274 /* We try to find a spot for the player, starting closest in.
275 * We could use find_first_free_spot, but that doesn't randomize it at all,
276 * So for example, if the north space is free, you would always end up there even
277 * if other spaces around are available.
278 * Note that for the second and third calls, we could start at a position other
279 * than one, but then we could end up on the other side of walls and so forth.
280 */
281 int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1);
282
283 if (i == -1)
284 {
285 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
286 if (i == -1)
287 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
288 }
289 if (i != -1)
290 {
291 x += freearr_x[i];
292 y += freearr_y[i];
293 }
294 else
295 {
296 /* not much we can do in this case. */
297 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);
298 }
299 } /* end if looking for free spot */
300
301 if (op->map != NULL)
302 {
303 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
304 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
305 }
306
307 /* If it is a player login, he has yet to be inserted anyplace.
308 * otherwise, we need to deal with removing the player here.
309 */
310 if (!QUERY_FLAG (op, FLAG_REMOVED))
311 remove_ob (op);
312
313 /* remove_ob clears these so they must be reset after the remove_ob call */
314 op->x = x;
315 op->y = y;
316 op->map = newmap;
317 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
318
319 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
320
321 if (!op->contr->hidden)
322 newmap->players++;
323
324 newmap->timeout = 0;
325 op->enemy = NULL;
326
327 if (op->contr)
328 {
329 strcpy (op->contr->maplevel, newmap->path);
330 op->contr->count = 0;
331 }
332
333 /* Update any golems */
334 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
335 {
336 int i = find_free_spot (op->contr->ranges[range_golem], newmap,
337 x, y, 1, SIZEOFFREE);
338
339 remove_ob (op->contr->ranges[range_golem]);
340 if (i == -1)
341 {
342 remove_friendly_object (op->contr->ranges[range_golem]);
343 free_object (op->contr->ranges[range_golem]);
344 op->contr->ranges[range_golem] = NULL;
345 op->contr->golem_count = 0;
346 }
347 else
348 {
349 object *tmp;
350
351 for (tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
352 {
353 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
354 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
355 tmp->map = newmap;
356 }
357 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
358 op->contr->ranges[range_golem]->direction =
359 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
360 }
361 }
362 op->direction = 0;
363
364 /* since the players map is already loaded, we don't need to worry
365 * about pending objects.
366 */
367 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
385 void
386 set_map_timeout (mapstruct *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 {
396 oldmap->timeout = MAP_MINTIMEOUT;
397 }
398 # endif
399 if (oldmap->timeout > MAP_MAXTIMEOUT)
400 {
401 oldmap->timeout = MAP_MAXTIMEOUT;
402 }
403 #else
404 /* save out the map */
405 swap_map (oldmap);
406 #endif /* MAP_MAXTIMEOUT */
407 }
408
409
410 /* clean_path takes a path and replaces all / with _
411 * We do a strcpy so that we do not change the original string.
412 */
413 char *
414 clean_path (const char *file)
415 {
416 static char newpath[MAX_BUF], *cp;
417 assign (newpath, file);
418
419 for (cp = newpath; *cp != '\0'; cp++)
420 if (*cp == '/')
421 *cp = '_';
422
423 return newpath;
424 }
425
426
427 /* unclean_path takes a path and replaces all _ with /
428 * This basically undoes clean path.
429 * We do a strcpy so that we do not change the original string.
430 * We are smart enough to start after the last / in case we
431 * are getting passed a string that points to a unique map
432 * path.
433 */
434 char *
435 unclean_path (const char *src)
436 {
437 static char newpath[MAX_BUF], *cp;
438
439 cp = strrchr (src, '/');
440 assign (newpath, cp ? cp + 1 : src);
441
442 for (cp = newpath; *cp != '\0'; cp++)
443 if (*cp == '_')
444 *cp = '/';
445
446 return newpath;
447 }
448
449
450 /* The player is trying to enter a randomly generated map. In this case, generate the
451 * random map as needed.
452 */
453
454 static void
455 enter_random_map (object *pl, object *exit_ob)
456 {
457 mapstruct *new_map;
458 char newmap_name[HUGE_BUF], *cp;
459 static int reference_number = 0;
460 RMParms rp;
461
462 memset (&rp, 0, sizeof (RMParms));
463 rp.Xsize = -1;
464 rp.Ysize = -1;
465 rp.region = get_region_by_map (exit_ob->map);
466 if (exit_ob->msg)
467 set_random_map_variable (&rp, exit_ob->msg);
468 rp.origin_x = exit_ob->x;
469 rp.origin_y = exit_ob->y;
470 strcpy (rp.origin_map, pl->map->path);
471
472 /* If we have a final_map, use it as a base name to give some clue
473 * as where the player is. Otherwise, use the origin map.
474 * Take the last component (after the last slash) to give
475 * shorter names without bogus slashes.
476 */
477 if (rp.final_map[0])
478 {
479 cp = strrchr (rp.final_map, '/');
480 if (!cp)
481 cp = rp.final_map;
482 }
483 else
484 {
485 char buf[HUGE_BUF];
486
487 cp = strrchr (rp.origin_map, '/');
488 if (!cp)
489 cp = rp.origin_map;
490 /* Need to strip of any trailing digits, if it has them */
491 strcpy (buf, cp);
492 while (isdigit (buf[strlen (buf) - 1]))
493 buf[strlen (buf) - 1] = 0;
494 cp = buf;
495 }
496
497 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
498
499 /* now to generate the actual map. */
500 new_map = generate_random_map (newmap_name, &rp);
501
502 /* Update the exit_ob so it now points directly at the newly created
503 * random maps. Not that it is likely to happen, but it does mean that a
504 * exit in a unique map leading to a random map will not work properly.
505 * It also means that if the created random map gets reset before
506 * the exit leading to it, that the exit will no longer work.
507 */
508 if (new_map)
509 {
510 int x, y;
511
512 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
513 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
514 EXIT_PATH (exit_ob) = newmap_name;
515 strcpy (new_map->path, newmap_name);
516 enter_map (pl, new_map, x, y);
517 }
518 }
519
520 /* The player is trying to enter a non-randomly generated template map. In this
521 * case, use a map file for a template
522 */
523
524 static void
525 enter_fixed_template_map (object *pl, object *exit_ob)
526 {
527 mapstruct *new_map;
528 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
529 const char *new_map_name;
530
531 /* Split the exit path string into two parts, one
532 * for where to store the map, and one for were
533 * to generate the map from.
534 */
535 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
536 sourcemap = strchr (exitpath, '!');
537 if (!sourcemap)
538 {
539 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
540 /* Should only occur when no source map is set.
541 */
542 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
543 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
544 return;
545 }
546 *sourcemap++ = '\0';
547
548 /* If we are not coming from a template map, we can use relative directories
549 * for the map to generate from.
550 */
551 if (!exit_ob->map->templatemap)
552 {
553 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
554 }
555
556 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
557 * of the exit, and the name of the map the exit is on, respectively.
558 */
559 sprintf (tmpnum, "%d", exit_ob->x);
560 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
561
562 sprintf (tmpnum, "%d", exit_ob->y);
563 sprintf (tmpstring, "%s", resultname);
564 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
565
566 sprintf (tmpstring, "%s", resultname);
567 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
568
569 /* If we are coming from another template map, use reletive paths unless
570 * indicated otherwise.
571 */
572 if (exit_ob->map->templatemap && (resultname[0] != '/'))
573 {
574 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
575 }
576 else
577 {
578 new_map_name = create_template_pathname (resultname);
579 }
580
581 /* Attempt to load the map, if unable to, then
582 * create the map from the template.
583 */
584 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
585 if (!new_map)
586 {
587 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
588 if (new_map)
589 fix_auto_apply (new_map);
590 }
591
592 if (new_map)
593 {
594 /* set the path of the map to where it should be
595 * so we don't just save over the source map.
596 */
597 strcpy (new_map->path, new_map_name);
598 new_map->templatemap = 1;
599 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
600 }
601 else
602 {
603 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
604 /* Should only occur when an invalid source map is set.
605 */
606 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
607 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
608 }
609 }
610
611
612 /* The player is trying to enter a randomly generated template map. In this
613 * case, generate the map as needed.
614 */
615
616 static void
617 enter_random_template_map (object *pl, object *exit_ob)
618 {
619 mapstruct *new_map;
620 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
621 const char *new_map_name;
622 RMParms rp;
623
624 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
625 * of the exit, and the name of the map the exit is on, respectively.
626 */
627 sprintf (tmpnum, "%d", exit_ob->x);
628 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
629
630 sprintf (tmpnum, "%d", exit_ob->y);
631 sprintf (tmpstring, "%s", resultname);
632 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
633
634 sprintf (tmpstring, "%s", resultname);
635 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
636
637 /* If we are coming from another template map, use reletive paths unless
638 * indicated otherwise.
639 */
640 if (exit_ob->map->templatemap && (resultname[0] != '/'))
641 {
642 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
643 }
644 else
645 {
646 new_map_name = create_template_pathname (resultname);
647 }
648
649 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
650 if (!new_map)
651 {
652 memset (&rp, 0, sizeof (RMParms));
653 rp.Xsize = -1;
654 rp.Ysize = -1;
655 rp.region = get_region_by_map (exit_ob->map);
656 if (exit_ob->msg)
657 set_random_map_variable (&rp, exit_ob->msg);
658 rp.origin_x = exit_ob->x;
659 rp.origin_y = exit_ob->y;
660 strcpy (rp.origin_map, pl->map->path);
661
662 /* now to generate the actual map. */
663 new_map = generate_random_map (new_map_name, &rp);
664 }
665
666
667 /* Update the exit_ob so it now points directly at the newly created
668 * random maps. Not that it is likely to happen, but it does mean that a
669 * exit in a unique map leading to a random map will not work properly.
670 * It also means that if the created random map gets reset before
671 * the exit leading to it, that the exit will no longer work.
672 */
673 if (new_map)
674 {
675 int x, y;
676
677 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
678 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
679 new_map->templatemap = 1;
680 enter_map (pl, new_map, x, y);
681 }
682 }
683
684
685 /* Code to enter/detect a character entering a unique map.
686 */
687 static void
688 enter_unique_map (object *op, object *exit_ob)
689 {
690 char apartment[HUGE_BUF];
691 mapstruct *newmap;
692
693 if (EXIT_PATH (exit_ob)[0] == '/')
694 {
695 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
696 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
697 if (!newmap)
698 {
699 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
700 if (newmap)
701 fix_auto_apply (newmap);
702 }
703 }
704 else
705 { /* relative directory */
706 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
707
708 if (exit_ob->map->unique)
709 {
710
711 strcpy (reldir, unclean_path (exit_ob->map->path));
712
713 /* Need to copy this over, as clean_path only has one static return buffer */
714 strcpy (tmpc, clean_path (reldir));
715 /* Remove final component, if any */
716 if ((cp = strrchr (tmpc, '_')) != NULL)
717 *cp = 0;
718
719 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
720
721 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
722 if (!newmap)
723 {
724 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
725 if (newmap)
726 fix_auto_apply (newmap);
727 }
728 }
729 else
730 {
731 /* The exit is unique, but the map we are coming from is not unique. So
732 * use the basic logic - don't need to demangle the path name
733 */
734 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
735 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
736 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
737 if (!newmap)
738 {
739 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
740 if (newmap)
741 fix_auto_apply (newmap);
742 }
743 }
744 }
745
746 if (newmap)
747 {
748 strcpy (newmap->path, apartment);
749 newmap->unique = 1;
750 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
751 }
752 else
753 {
754 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
755 /* Perhaps not critical, but I would think that the unique maps
756 * should be new enough this does not happen. This also creates
757 * a strange situation where some players could perhaps have visited
758 * such a map before it was removed, so they have the private
759 * map, but other players can't get it anymore.
760 */
761 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
762 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
763 }
764
765 }
766
767
768 /* Tries to move 'op' to exit_ob. op is the character or monster that is
769 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
770 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
771 * move the object to. This is used when loading the player.
772 *
773 * Largely redone by MSW 2001-01-21 - this function was overly complex
774 * and had some obscure bugs.
775 */
776
777 void
778 enter_exit (object *op, object *exit_ob)
779 {
780 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
781 object *tmp;
782
783 /* It may be nice to support other creatures moving across
784 * exits, but right now a lot of the code looks at op->contr,
785 * so thta is an RFE.
786 */
787 if (op->type != PLAYER)
788 return;
789
790 /* First, lets figure out what map the player is going to go to */
791 if (exit_ob)
792 {
793
794 /* check to see if we make a template map */
795 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
796 {
797 if (EXIT_PATH (exit_ob)[2] == '!')
798 {
799 /* generate a template map randomly */
800 enter_random_template_map (op, exit_ob);
801 }
802 else
803 {
804 /* generate a template map from a fixed template */
805 enter_fixed_template_map (op, exit_ob);
806 }
807 }
808 /* check to see if we make a randomly generated map */
809 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
810 {
811 enter_random_map (op, exit_ob);
812 }
813 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
814 {
815 enter_unique_map (op, exit_ob);
816 }
817 else
818 {
819 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
820
821 /* 'Normal' exits that do not do anything special
822 * Simple enough we don't need another routine for it.
823 */
824 mapstruct *newmap;
825
826 if (exit_ob->map)
827 {
828 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
829 /* Random map was previously generated, but is no longer about. Lets generate a new
830 * map.
831 */
832 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
833 {
834 /* Maps that go down have a message set. However, maps that go
835 * up, don't. If the going home has reset, there isn't much
836 * point generating a random map, because it won't match the maps.
837 */
838 if (exit_ob->msg)
839 {
840 enter_random_map (op, exit_ob);
841 }
842 else
843 {
844 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
845 return;
846 }
847
848 /* For exits that cause damages (like pits). Don't know if any
849 * random maps use this or not.
850 */
851 if (exit_ob->stats.dam && op->type == PLAYER)
852 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
853 return;
854 }
855 }
856 else
857 {
858 /* For word of recall and other force objects
859 * They contain the full pathname of the map to go back to,
860 * so we don't need to normalize it.
861 * But we do need to see if it is unique or not
862 */
863 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
864 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
865 else
866 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
867 }
868 if (!newmap)
869 {
870 if (exit_ob->name)
871 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
872 /* don't cry to momma if name is not set - as in tmp objects
873 * used by the savebed code and character creation */
874 return;
875 }
876
877 /* This supports the old behaviour, but it really should not be used.
878 * I will note for example that with this method, it is impossible to
879 * set 0,0 destination coordinates. Really, if we want to support
880 * using the new maps default coordinates, the exit ob should use
881 * something like -1, -1 so it is clear to do that.
882 */
883 if (x == 0 && y == 0)
884 {
885 x = MAP_ENTER_X (newmap);
886 y = MAP_ENTER_Y (newmap);
887 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
888 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
889 }
890
891 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
892 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
893 {
894 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
896 {
897 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
898 break;
899 }
900 if (tmp)
901 {
902 remove_ob (tmp);
903 free_object (tmp);
904 }
905
906 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
907 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
908 save_player (op, 1);
909 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
910 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
911 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
912 }
913
914 enter_map (op, newmap, x, y);
915 }
916 /* For exits that cause damages (like pits) */
917 if (exit_ob->stats.dam && op->type == PLAYER)
918 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
919 }
920 else
921 {
922 int flags = 0;
923 mapstruct *newmap;
924
925
926 /* Hypothetically, I guess its possible that a standard map matches
927 * the localdir, but that seems pretty unlikely - unlikely enough that
928 * I'm not going to attempt to try to deal with that possibility.
929 * We use the fact that when a player saves on a unique map, it prepends
930 * the localdir to that name. So its an easy way to see of the map is
931 * unique or not.
932 */
933 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
934 flags = MAP_PLAYER_UNIQUE;
935
936 /* newmap returns the map (if already loaded), or loads it for
937 * us.
938 */
939 newmap = ready_map_name (op->contr->maplevel, flags);
940 if (!newmap)
941 {
942 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
943 newmap = ready_map_name (settings.emergency_mapname, 0);
944 op->x = settings.emergency_x;
945 op->y = settings.emergency_y;
946 /* If we can't load the emergency map, something is probably really
947 * screwed up, so bail out now.
948 */
949 if (!newmap)
950 {
951 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
952 abort ();
953 }
954 }
955 enter_map (op, newmap, op->x, op->y);
956 }
957 }
958
959 /*
960 * process_active_maps(): Works like process_events(), but it only
961 * processes maps which a player is on.
962 *
963 */
964
965 #if 0 // dead code, schmorp
966 void
967 process_active_maps ()
968 {
969 for (mapstruct *map = first_map; map != NULL; map = map->next)
970 if (map->in_memory == MAP_IN_MEMORY)
971 if (players_on_map (map, TRUE))
972 process_events (map);
973 }
974 #endif
975
976 /* process_players1 and process_players2 do all the player related stuff.
977 * I moved it out of process events and process_map. This was to some
978 * extent for debugging as well as to get a better idea of the time used
979 * by the various functions. process_players1() does the processing before
980 * objects have been updated, process_players2() does the processing that
981 * is needed after the players have been updated.
982 */
983
984 void
985 process_players1 (mapstruct *map)
986 {
987 int flag;
988 player *pl, *plnext;
989
990 /* Basically, we keep looping until all the players have done their actions. */
991 for (flag = 1; flag != 0;)
992 {
993 flag = 0;
994 for (pl = first_player; pl != NULL; pl = plnext)
995 {
996 plnext = pl->next; /* In case a player exits the game in handle_player() */
997
998 if (pl->ob == NULL)
999 continue;
1000
1001 if (map != NULL && pl->ob->map != map)
1002 continue;
1003
1004 if (pl->ob->speed_left > 0)
1005 {
1006 if (handle_newcs_player (pl->ob))
1007 flag = 1;
1008 } /* end if player has speed left */
1009
1010 /* If the player is not actively playing, don't make a
1011 * backup save - nothing to save anyway. Plus, the
1012 * map may not longer be valid. This can happen when the
1013 * player quits - they exist for purposes of tracking on the map,
1014 * but don't actually reside on any actual map.
1015 */
1016 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
1017 continue;
1018
1019 #ifdef AUTOSAVE
1020 /* check for ST_PLAYING state so that we don't try to save off when
1021 * the player is logging in.
1022 */
1023 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
1024 {
1025 /* Don't save the player on unholy ground. Instead, increase the
1026 * tick time so it will be about 10 seconds before we try and save
1027 * again.
1028 */
1029 // if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1030 // pl->last_save_tick += 100;
1031 // } else {
1032 save_player (pl->ob, 1);
1033 pl->last_save_tick = pticks;
1034 // }
1035 }
1036 #endif
1037 } /* end of for loop for all the players */
1038 } /* for flag */
1039 for (pl = first_player; pl != NULL; pl = pl->next)
1040 {
1041 if (map != NULL && (pl->ob == NULL || pl->ob->map != map))
1042 continue;
1043 if (settings.casting_time == TRUE)
1044 {
1045 if (pl->ob->casting_time > 0)
1046 {
1047 pl->ob->casting_time--;
1048 pl->ob->start_holding = 1;
1049 }
1050 /* set spell_state so we can update the range in stats field */
1051 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1052 {
1053 pl->ob->start_holding = 0;
1054 }
1055 }
1056 do_some_living (pl->ob);
1057 /* draw(pl->ob); *//* updated in socket code */
1058 }
1059 }
1060
1061 void
1062 process_players2 (mapstruct *map)
1063 {
1064 player *pl;
1065
1066 /* Then check if any players should use weapon-speed instead of speed */
1067 for (pl = first_player; pl != NULL; pl = pl->next)
1068 {
1069 if (map != NULL)
1070 {
1071 if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1072 continue;
1073 else if (pl->loading != NULL) /* Player is blocked */
1074 pl->ob->speed_left -= pl->ob->speed;
1075 if (pl->ob->map != map)
1076 continue;
1077 }
1078
1079 /* The code that did weapon_sp handling here was out of place -
1080 * this isn't called until after the player has finished there
1081 * actions, and is thus out of place. All we do here is bounds
1082 * checking.
1083 */
1084 if (pl->has_hit)
1085 {
1086 if (pl->ob->speed_left > pl->weapon_sp)
1087 pl->ob->speed_left = pl->weapon_sp;
1088
1089 /* This needs to be here - if the player is running, we need to
1090 * clear this each tick, but new commands are not being received
1091 * so execute_newserver_command() is never called
1092 */
1093 pl->has_hit = 0;
1094
1095 }
1096 else if (pl->ob->speed_left > pl->ob->speed)
1097 pl->ob->speed_left = pl->ob->speed;
1098 }
1099 }
1100
1101 void
1102 process_events (mapstruct *map)
1103 {
1104 object *op;
1105
1106 static object *marker;
1107 if (!marker)
1108 marker = get_object ();
1109
1110 process_players1 (map);
1111
1112 marker->active_next = active_objects;
1113
1114 if (marker->active_next)
1115 marker->active_next->active_prev = marker;
1116
1117 marker->active_prev = NULL;
1118 active_objects = marker;
1119
1120 while (marker->active_next)
1121 {
1122 op = marker->active_next;
1123
1124 /* Move marker forward - swap op and marker */
1125 op->active_prev = marker->active_prev;
1126
1127 if (op->active_prev)
1128 op->active_prev->active_next = op;
1129 else
1130 active_objects = op;
1131
1132 marker->active_next = op->active_next;
1133
1134 if (marker->active_next)
1135 marker->active_next->active_prev = marker;
1136
1137 marker->active_prev = op;
1138 op->active_next = marker;
1139
1140 /* Now process op */
1141 if (QUERY_FLAG (op, FLAG_FREED))
1142 {
1143 LOG (llevError, "BUG: process_events(): Free object on list\n");
1144 op->speed = 0;
1145 update_ob_speed (op);
1146 continue;
1147 }
1148
1149 /* I've seen occasional crashes due to this - the object is removed,
1150 * and thus the map it points to (last map it was on) may be bogus
1151 * The real bug is to try to find out the cause of this - someone
1152 * is probably calling remove_ob without either an insert_ob or
1153 * free_object afterwards, leaving an object dangling. But I'd
1154 * rather log this and continue on instead of crashing.
1155 * Don't remove players - when a player quits, the object is in
1156 * sort of a limbo, of removed, but something we want to keep
1157 * around.
1158 */
1159 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1160 {
1161 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1162 dump_object (op);
1163 LOG (llevError, errmsg);
1164 free_object (op);
1165 continue;
1166 }
1167
1168 if (!op->speed)
1169 {
1170 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name);
1171 update_ob_speed (op);
1172 continue;
1173 }
1174
1175 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL)
1176 {
1177 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count);
1178 op->speed = 0;
1179 update_ob_speed (op);
1180 continue;
1181 }
1182
1183 if (map != NULL && op->map != map)
1184 continue;
1185
1186 /* Animate the object. Bug of feature that andim_speed
1187 * is based on ticks, and not the creatures speed?
1188 */
1189 if (op->anim_speed && op->last_anim >= op->anim_speed)
1190 {
1191 if ((op->type == PLAYER) || (op->type == MONSTER))
1192 animate_object (op, op->facing);
1193 else
1194 animate_object (op, op->direction);
1195
1196 op->last_anim = 1;
1197 }
1198 else
1199 op->last_anim++;
1200
1201 if (op->speed_left > 0)
1202 {
1203 #if 0
1204 /* I've seen occasional crashes in move_symptom() with it
1205 * crashing because op is removed - add some debugging to
1206 * track if it is removed at this point.
1207 * This unfortunately is a bit too verbose it seems - not sure
1208 * why - I think what happens is a map is freed or something and
1209 * some objects get 'lost' - removed never to be reclaimed.
1210 * removed objects generally shouldn't exist.
1211 */
1212 if (QUERY_FLAG (op, FLAG_REMOVED))
1213 {
1214 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1215 }
1216 #endif
1217 --op->speed_left;
1218 process_object (op);
1219
1220 if (op->destroyed ())
1221 continue;
1222 }
1223
1224 if (settings.casting_time == TRUE && op->casting_time > 0)
1225 op->casting_time--;
1226
1227 if (op->speed_left <= 0)
1228 op->speed_left += FABS (op->speed);
1229 }
1230
1231 /* Remove marker object from active list */
1232 if (marker->active_prev != NULL)
1233 marker->active_prev->active_next = NULL;
1234 else
1235 active_objects = NULL;
1236
1237 process_players2 (map);
1238 }
1239
1240 void
1241 clean_tmp_files (void)
1242 {
1243 mapstruct *m, *next;
1244
1245 LOG (llevInfo, "Cleaning up...\n");
1246
1247 /* We save the maps - it may not be intuitive why, but if there are unique
1248 * items, we need to save the map so they get saved off. Perhaps we should
1249 * just make a special function that only saves the unique items.
1250 */
1251 for (m = first_map; m != NULL; m = next)
1252 {
1253 next = m->next;
1254 if (m->in_memory == MAP_IN_MEMORY)
1255 {
1256 /* If we want to reuse the temp maps, swap it out (note that will also
1257 * update the log file. Otherwise, save the map (mostly for unique item
1258 * stuff). Note that the clean_tmp_map is called after the end of
1259 * the for loop but is in the #else bracket. IF we are recycling the maps,
1260 * we certainly don't want the temp maps removed.
1261 */
1262
1263 /* XXX The above comment is dead wrong */
1264 if (settings.recycle_tmp_maps == TRUE)
1265 swap_map (m);
1266 else
1267 {
1268 new_save_map (m, 0); /* note we save here into a overlay map */
1269 clean_tmp_map (m);
1270 }
1271 }
1272 }
1273 write_todclock (); /* lets just write the clock here */
1274 }
1275
1276 /* clean up everything before exiting */
1277 void
1278 cleanup (void)
1279 {
1280 LOG (llevDebug, "Cleanup called.\n");
1281
1282 for (player *pl = first_player; pl != NULL; pl = pl->next)
1283 save_player (pl->ob, 0);
1284
1285 for (player *pl = first_player; pl != NULL; pl = pl->next)
1286 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1287 leave_map (pl->ob);
1288
1289 clean_tmp_files ();
1290 write_book_archive ();
1291
1292 INVOKE_GLOBAL (CLEANUP);
1293
1294 _exit (0);
1295 }
1296
1297 void
1298 leave (player *pl, int draw_exit)
1299 {
1300 if (pl != NULL)
1301 {
1302 /* We do this so that the socket handling routine can do the final
1303 * cleanup. We also leave that loop to actually handle the freeing
1304 * of the data.
1305 */
1306 if (pl->ob->type != DEAD_OBJECT)
1307 {
1308 pl->socket.status = Ns_Dead;
1309
1310 /* If a hidden dm dropped connection do not create
1311 * inconsistencies by showing that they have left the game
1312 */
1313 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1314 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1315 {
1316 if (pl->ob->map)
1317 {
1318 INVOKE_PLAYER (LOGOUT, pl);
1319 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1320 }
1321
1322 char buf[MAX_BUF];
1323
1324 sprintf (buf, "%s left the game.", &pl->ob->name);
1325 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1326 }
1327
1328 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1329 leave_map (pl->ob);
1330
1331 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1332 }
1333 }
1334 }
1335
1336 int
1337 forbid_play (void)
1338 {
1339 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1340 char buf[MAX_BUF], day[MAX_BUF];
1341 FILE *fp;
1342 time_t clock;
1343 struct tm *tm;
1344 int i, start, stop, forbit = 0, comp;
1345
1346 clock = time (NULL);
1347 tm = (struct tm *) localtime (&clock);
1348
1349 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1350 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1351 return 0;
1352
1353 while (fgets (buf, MAX_BUF, fp))
1354 {
1355 if (buf[0] == '#')
1356 continue;
1357 if (!strncmp (buf, "msg", 3))
1358 {
1359 if (forbit)
1360 while (fgets (buf, MAX_BUF, fp)) /* print message */
1361 fputs (buf, logfile);
1362 break;
1363
1364 }
1365 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1366 {
1367 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1368 continue;
1369 }
1370
1371 for (i = 0; i < 7; i++)
1372 {
1373 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1374 forbit = 1;
1375 }
1376 }
1377
1378 close_and_delete (fp, comp);
1379
1380 return forbit;
1381 #else
1382 return 0;
1383 #endif
1384 }
1385
1386 /*
1387 * do_specials() is a collection of functions to call from time to time.
1388 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1389 * often to do things. This will allow us to spred them out more often.
1390 * I use prime numbers for the factor count - in that way, it is less likely
1391 * these actions will fall on the same tick (compared to say using 500/2500/15000
1392 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1393 * done). Of course, there can still be times where multiple specials are
1394 * done on the same tick, but that will happen very infrequently
1395 *
1396 * I also think this code makes it easier to see how often we really are
1397 * doing the various things.
1398 */
1399
1400 extern unsigned long todtick;
1401
1402 void
1403 do_specials (void)
1404 {
1405
1406 #ifdef WATCHDOG
1407 if (!(pticks % 503))
1408 watchdog ();
1409 #endif
1410
1411 if (!(pticks % PTICKS_PER_CLOCK))
1412 tick_the_clock ();
1413
1414 if (!(pticks % 7))
1415 shstr::gc ();
1416
1417 if (!(pticks % 79))
1418 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1419
1420 if (!(pticks % 2503))
1421 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1422
1423 if (!(pticks % 2521))
1424 metaserver_update (); /* 2500 ticks is about 5 minutes */
1425
1426 if (!(pticks % 5003))
1427 write_book_archive ();
1428
1429 if (!(pticks % 5009))
1430 clean_friendly_list ();
1431
1432 if (!(pticks % 5011))
1433 obsolete_parties ();
1434
1435 if (!(pticks % 12503))
1436 fix_luck ();
1437 }
1438
1439 void
1440 server_tick ()
1441 {
1442 nroferrors = 0;
1443
1444 doeric_server ();
1445 INVOKE_GLOBAL (CLOCK);
1446 process_events (NULL); /* "do" something with objects with speed */
1447 flush_sockets ();
1448 check_active_maps (); /* Removes unused maps after a certain timeout */
1449 do_specials (); /* Routines called from time to time. */
1450 object::free_mortals ();
1451
1452 ++pticks;
1453 }
1454
1455 int
1456 main (int argc, char **argv)
1457 {
1458 settings.argc = argc;
1459 settings.argv = argv;
1460
1461 cfperl_init ();
1462
1463 init (argc, argv);
1464
1465 initPlugins ();
1466
1467 for (;;)
1468 cfperl_main ();
1469
1470 // unreached
1471 emergency_save (0);
1472 cleanup ();
1473
1474 return 0;
1475 }