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Revision: 1.52
Committed: Thu Dec 21 23:37:06 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.51: +5 -5 lines
Log Message:
- made state a per-client variable
  (that does not magically make state a per-client thing!)
- rename player->socket to player->ns. its not a good name for "client",
  but it is an historical artifact, and better than "socket".

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 #include <sproto.h>
37 #include <time.h>
38
39 #include <../random_maps/random_map.h>
40 #include <../random_maps/rproto.h>
41 #include "path.h"
42
43 static char days[7][4] = {
44 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
45 };
46
47 void
48 version (object *op)
49 {
50 if (op != NULL)
51 clear_win_info (op);
52
53 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION);
54
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:");
61 new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)");
62 new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)");
63 new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
64 new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
65 new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)");
66 new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
67 new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)");
68 new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)");
69 new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
70 new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
71 new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)");
72 new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)");
73 new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)");
74 new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
75 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
76 new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)");
77 new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)");
78 new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)");
79 new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)");
80 new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)");
81 new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)");
82 new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)");
83 new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)");
84 new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)");
85 new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)");
86 new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)");
87 new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
88 new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)");
89 new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)");
90 new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)");
91 new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)");
92 new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)");
93 new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)");
94 new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)");
95 new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)");
96 new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
97 new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)");
98 new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)");
99 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");
101 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
102 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
103 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]");
105 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
106 new_draw_info (NDI_UNIQUE, 0, op, "MÃ¥rten Woxberg [maxmc@telia.com]");
107 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
108 }
109
110 void
111 info_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
133 void
134 start_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 */
155 char *
156 crypt_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
177 int
178 check_password (char *typed, char *crypted)
179 {
180 return !strcmp (crypt_string (typed, crypted), crypted);
181 }
182
183 /* This is a basic little function to put the player back to his
184 * savebed. We do some error checking - its possible that the
185 * savebed map may no longer exist, so we make sure the player
186 * goes someplace.
187 */
188 void
189 enter_player_savebed (object *op)
190 {
191 maptile *oldmap = op->map;
192 object *tmp;
193
194 tmp = object::create ();
195
196 EXIT_PATH (tmp) = op->contr->savebed_map;
197 EXIT_X (tmp) = op->contr->bed_x;
198 EXIT_Y (tmp) = op->contr->bed_y;
199 enter_exit (op, 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 ();
219 }
220
221 /* All this really is is a glorified remove_object that also updates
222 * the counts on the map if needed.
223 */
224 void
225 leave_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 /*
243 * 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
245 * 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
247 * the function that calls this should figure them out.
248 */
249 static void
250 enter_map (object *op, maptile *newmap, int x, int y)
251 {
252 maptile *oldmap = op->map;
253
254 if (out_of_map (newmap, x, y))
255 {
256 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);
258 y = MAP_ENTER_Y (newmap);
259 if (out_of_map (newmap, x, y))
260 {
261 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));
263 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
264 return;
265 }
266 }
267
268 /* try to find a spot for the player */
269 if (ob_blocked (op, newmap, x, y))
270 { /* First choice blocked */
271 /* 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,
273 * So for example, if the north space is free, you would always end up there even
274 * if other spaces around are available.
275 * 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.
277 */
278 int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1);
279
280 if (i == -1)
281 {
282 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
283 if (i == -1)
284 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
285 }
286
287 if (i != -1)
288 {
289 x += freearr_x[i];
290 y += freearr_y[i];
291 }
292 else
293 {
294 /* 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);
296 }
297 } /* end if looking for free spot */
298
299 if (op->map)
300 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
301 return;
302
303 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
304 return;
305
306 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y)))
307 return;
308
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;
316 op->y = y;
317 op->map = newmap;
318
319 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
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 op->contr->ranges[range_golem]->remove ();
340
341 if (i == -1)
342 {
343 remove_friendly_object (op->contr->ranges[range_golem]);
344 op->contr->ranges[range_golem]->destroy ();
345 op->contr->ranges[range_golem] = 0;
346 }
347 else
348 {
349 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
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
356 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
357 op->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);
359 }
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 (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 */
411 char *
412 clean_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 */
432 char *
433 unclean_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
452 static void
453 enter_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
502 static void
503 enter_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
588 static void
589 enter_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 */
659 static void
660 enter_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
749 void
750 enter_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 }
929
930 /* 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
932 * extent for debugging as well as to get a better idea of the time used
933 * by the various functions. process_players1() does the processing before
934 * objects have been updated, process_players2() does the processing that
935 * is needed after the players have been updated.
936 */
937 static void
938 process_players1 ()
939 {
940 int flag;
941 /* Basically, we keep looping until all the players have done their actions. */
942 for (flag = 1; flag != 0;)
943 {
944 flag = 0;
945 for (player *plnext, *pl = first_player; pl; pl = plnext)
946 {
947 plnext = pl->next; /* In case a player exits the game in handle_player() */
948
949 if (!pl->ob)
950 continue;
951
952 if (pl->ob->speed_left > 0)
953 {
954 if (handle_newcs_player (pl->ob))
955 flag = 1;
956 } /* end if player has speed left */
957
958 /* If the player is not actively playing, don't make a
959 * backup save - nothing to save anyway. Plus, the
960 * map may not longer be valid. This can happen when the
961 * player quits - they exist for purposes of tracking on the map,
962 * but don't actually reside on any actual map.
963 */
964 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
965 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->ns->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 */
978 } /* for flag */
979
980 for (player *pl = first_player; pl; pl = pl->next)
981 {
982 if (settings.casting_time)
983 {
984 if (pl->ob->casting_time > 0)
985 {
986 pl->ob->casting_time--;
987 pl->ob->start_holding = 1;
988 }
989
990 /* set spell_state so we can update the range in stats field */
991 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
992 pl->ob->start_holding = 0;
993 }
994
995 do_some_living (pl->ob);
996 }
997 }
998
999 static void
1000 process_players2 ()
1001 {
1002 /* Then check if any players should use weapon-speed instead of speed */
1003 for (player *pl = first_player; pl; pl = pl->next)
1004 {
1005 /* The code that did weapon_sp handling here was out of place -
1006 * 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
1008 * checking.
1009 */
1010 if (pl->has_hit)
1011 {
1012 if (pl->ob->speed_left > pl->weapon_sp)
1013 pl->ob->speed_left = pl->weapon_sp;
1014
1015 /* This needs to be here - if the player is running, we need to
1016 * clear this each tick, but new commands are not being received
1017 * so execute_newserver_command() is never called
1018 */
1019 pl->has_hit = 0;
1020 }
1021 else if (pl->ob->speed_left > pl->ob->speed)
1022 pl->ob->speed_left = pl->ob->speed;
1023 }
1024 }
1025
1026 void
1027 process_events ()
1028 {
1029 object *op;
1030
1031 static object *marker;
1032
1033 if (!marker)
1034 marker = object::create ();
1035
1036 process_players1 ();
1037
1038 marker->active_next = active_objects;
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 {
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 */
1067 if (QUERY_FLAG (op, FLAG_FREED))
1068 {
1069 LOG (llevError, "BUG: process_events(): Free object on list\n");
1070 op->speed = 0;
1071 update_ob_speed (op);
1072 continue;
1073 }
1074
1075 /* 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
1077 * The real bug is to try to find out the cause of this - someone
1078 * is probably calling remove_ob without either an insert_ob or
1079 * free_object afterwards, leaving an object dangling. But I'd
1080 * rather log this and continue on instead of crashing.
1081 * Don't remove players - when a player quits, the object is in
1082 * sort of a limbo, of removed, but something we want to keep
1083 * around.
1084 */
1085 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1086 {
1087 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1088 char *dump = dump_object (op);
1089 LOG (llevError, dump);
1090 free (dump);
1091 op->destroy ();
1092 continue;
1093 }
1094
1095 if (!op->speed)
1096 {
1097 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1098 "but is on active list\n", &op->arch->name);
1099 update_ob_speed (op);
1100 continue;
1101 }
1102
1103 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1104 {
1105 LOG (llevError, "BUG: process_events(): Object without map or "
1106 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1107 op->speed = 0;
1108 update_ob_speed (op);
1109 continue;
1110 }
1111
1112 /* Animate the object. Bug or feature that anim_speed
1113 * is based on ticks, and not the creatures speed?
1114 */
1115 if (op->anim_speed && op->last_anim >= op->anim_speed)
1116 {
1117 if ((op->type == PLAYER))
1118 animate_object (op, op->facing);
1119 else
1120 animate_object (op, op->direction);
1121
1122 op->last_anim = 1;
1123 }
1124 else
1125 op->last_anim++;
1126
1127 if (op->speed_left > 0)
1128 {
1129 #if 0
1130 /* I've seen occasional crashes in move_symptom() with it
1131 * crashing because op is removed - add some debugging to
1132 * track if it is removed at this point.
1133 * This unfortunately is a bit too verbose it seems - not sure
1134 * why - I think what happens is a map is freed or something and
1135 * some objects get 'lost' - removed never to be reclaimed.
1136 * removed objects generally shouldn't exist.
1137 */
1138 if (QUERY_FLAG (op, FLAG_REMOVED))
1139 {
1140 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1141 }
1142 #endif
1143 --op->speed_left;
1144 process_object (op);
1145
1146 if (op->destroyed ())
1147 continue;
1148 }
1149
1150 if (settings.casting_time == TRUE && op->casting_time > 0)
1151 op->casting_time--;
1152
1153 if (op->speed_left <= 0)
1154 op->speed_left += FABS (op->speed);
1155 }
1156
1157 /* Remove marker object from active list */
1158 if (marker->active_prev != NULL)
1159 marker->active_prev->active_next = NULL;
1160 else
1161 active_objects = NULL;
1162
1163 process_players2 ();
1164 }
1165
1166 void
1167 clean_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 }
1193
1194 /* clean up everything before exiting */
1195 void
1196 cleanup (bool make_core)
1197 {
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)
1216 abort ();
1217 else
1218 _exit (0);
1219 }
1220
1221 void
1222 leave (player *pl, int draw_exit)
1223 {
1224 if (pl)
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->ns)
1231 pl->ns->destroy ();
1232
1233 if (pl->ob->type != DEAD_OBJECT)
1234 {
1235 /* If a hidden dm dropped connection do not create
1236 * inconsistencies by showing that they have left the game
1237 */
1238 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1239 && draw_exit && (pl->ns->state != ST_GET_NAME && pl->ns->state != ST_GET_PASSWORD && pl->ns->state != ST_CONFIRM_PASSWORD))
1240 {
1241 if (pl->ob->map)
1242 {
1243 INVOKE_PLAYER (LOGOUT, pl);
1244 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
1245 }
1246
1247 char buf[MAX_BUF];
1248
1249 sprintf (buf, "%s left the game.", &pl->ob->name);
1250 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1251 }
1252
1253 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1254 leave_map (pl->ob);
1255
1256 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1257 }
1258 }
1259 }
1260
1261 int
1262 forbid_play (void)
1263 {
1264 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1265 char buf[MAX_BUF], day[MAX_BUF];
1266 FILE *fp;
1267 time_t clock;
1268 struct tm *tm;
1269 int i, start, stop, forbit = 0, comp;
1270
1271 clock = time (NULL);
1272 tm = (struct tm *) localtime (&clock);
1273
1274 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1275 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1276 return 0;
1277
1278 while (fgets (buf, MAX_BUF, fp))
1279 {
1280 if (buf[0] == '#')
1281 continue;
1282 if (!strncmp (buf, "msg", 3))
1283 {
1284 if (forbit)
1285 while (fgets (buf, MAX_BUF, fp)) /* print message */
1286 fputs (buf, logfile);
1287 break;
1288
1289 }
1290 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1291 {
1292 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1293 continue;
1294 }
1295
1296 for (i = 0; i < 7; i++)
1297 {
1298 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1299 forbit = 1;
1300 }
1301 }
1302
1303 close_and_delete (fp, comp);
1304
1305 return forbit;
1306 #else
1307 return 0;
1308 #endif
1309 }
1310
1311 /*
1312 * do_specials() is a collection of functions to call from time to time.
1313 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1314 * often to do things. This will allow us to spred them out more often.
1315 * I use prime numbers for the factor count - in that way, it is less likely
1316 * these actions will fall on the same tick (compared to say using 500/2500/15000
1317 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1318 * done). Of course, there can still be times where multiple specials are
1319 * done on the same tick, but that will happen very infrequently
1320 *
1321 * I also think this code makes it easier to see how often we really are
1322 * doing the various things.
1323 */
1324
1325 extern unsigned long todtick;
1326
1327 void
1328 do_specials (void)
1329 {
1330 if (!(pticks % PTICKS_PER_CLOCK))
1331 tick_the_clock ();
1332
1333 if (!(pticks % 7))
1334 shstr::gc ();
1335
1336 if (!(pticks % 79))
1337 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1338
1339 if (!(pticks % 2503))
1340 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1341
1342 if (!(pticks % 5003))
1343 write_book_archive ();
1344
1345 if (!(pticks % 5009))
1346 clean_friendly_list ();
1347
1348 if (!(pticks % 5011))
1349 obsolete_parties ();
1350
1351 if (!(pticks % 12503))
1352 fix_luck ();
1353 }
1354
1355 void
1356 server_tick ()
1357 {
1358 nroferrors = 0;
1359
1360 // first do the user visible stuff
1361 doeric_server ();
1362 INVOKE_GLOBAL (CLOCK);
1363 process_events (); /* "do" something with objects with speed */
1364 flush_sockets ();
1365
1366 // then do some bookkeeping, should not really be here
1367 check_active_maps (); /* Removes unused maps after a certain timeout */
1368 do_specials (); /* Routines called from time to time. */
1369 object::free_mortals ();
1370
1371 ++pticks;
1372 }
1373
1374 int
1375 main (int argc, char **argv)
1376 {
1377 settings.argc = argc;
1378 settings.argv = argv;
1379
1380 init (argc, argv);
1381
1382 initPlugins ();
1383
1384 for (;;)
1385 cfperl_main ();
1386
1387 // unreached
1388 emergency_save (0);
1389 cleanup ();
1390
1391 return 0;
1392 }