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Revision: 1.8
Committed: Sun Aug 27 16:15:13 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +7 -3 lines
Log Message:
first, untested persistent objetc storage for players and objects, not yte for maps

File Contents

# Content
1 /*
2 * static char *rcsid_main_c =
3 * "$Id: main.C,v 1.7 2006-08-26 08:44:06 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #include <object.h>
31 #include <tod.h>
32
33 #ifdef HAVE_DES_H
34 #include <des.h>
35 #else
36 # ifdef HAVE_CRYPT_H
37 # include <crypt.h>
38 # endif
39 #endif
40
41 #ifndef __CEXTRACT__
42 #include <sproto.h>
43 #endif
44
45 #ifdef HAVE_TIME_H
46 #include <time.h>
47 #endif
48
49 #include <../random_maps/random_map.h>
50 #include <../random_maps/rproto.h>
51 #include "path.h"
52
53 static char days[7][4] = {
54 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};
55
56 void version(object *op) {
57 if(op!=NULL)
58 clear_win_info(op);
59
60 new_draw_info_format(NDI_UNIQUE, 0, op, "This is Crossfire v%s",VERSION);
61
62 /* If in a socket, don't print out the list of authors. It confuses the
63 * crossclient program.
64 */
65 if (op==NULL) return;
66 new_draw_info(NDI_UNIQUE, 0,op,"Authors and contributors to this program:");
67 new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)");
68 new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)");
69 new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
70 new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
71 new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)");
72 new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
73 new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)");
74 new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)");
75 new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
76 new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
77 new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)");
78 new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)");
79 new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)");
80 new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
81 new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
82 new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)");
83 new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)");
84 new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)");
85 new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)");
86 new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)");
87 new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)");
88 new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)");
89 new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)");
90 new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)");
91 new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)");
92 new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)");
93 new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
94 new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)");
95 new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)");
96 new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)");
97 new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)");
98 new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)");
99 new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)");
100 new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)");
101 new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)");
102 new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
103 new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)");
104 new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)");
105 new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David [david.delbecq@mailandnews.com]");
106 new_draw_info(NDI_UNIQUE, 0,op,"Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
107 new_draw_info(NDI_UNIQUE, 0,op,"Images and art:");
108 new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner");
109 new_draw_info(NDI_UNIQUE, 0,op,"David Gervais [david_eg@mail.com]");
110 new_draw_info(NDI_UNIQUE, 0,op,"Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
111 new_draw_info(NDI_UNIQUE, 0,op,"Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
112 new_draw_info(NDI_UNIQUE, 0,op,"Mårten Woxberg [maxmc@telia.com]");
113 new_draw_info(NDI_UNIQUE, 0,op,"And many more!");
114 }
115
116 void info_keys(object *op) {
117 clear_win_info(op);
118 new_draw_info(NDI_UNIQUE, 0,op,"Push `hjklynub' to walk in a direction.");
119 new_draw_info(NDI_UNIQUE, 0,op,"Shift + dir = fire, Ctrl + dir = run");
120 new_draw_info(NDI_UNIQUE, 0,op,"(To fire at yourself, hit `.'");
121 new_draw_info(NDI_UNIQUE, 0,op,"To attack, walk into the monsters.");
122 new_draw_info(NDI_UNIQUE, 0,op,"\" = speak ' = extended command");
123 new_draw_info(NDI_UNIQUE, 0,op,"i = inventory , = get : = look");
124 new_draw_info(NDI_UNIQUE, 0,op,"<> = rotate d = drop ? = help");
125 new_draw_info(NDI_UNIQUE, 0,op,"a = apply A = apply below t = throw");
126 new_draw_info(NDI_UNIQUE, 0,op,"e = examine E = exa below @ = autopick");
127 new_draw_info(NDI_UNIQUE, 0,op,"C = configure s = brace v = version");
128 new_draw_info(NDI_UNIQUE, 0,op,"+- = change range <tab> = browse spells");
129 new_draw_info(NDI_UNIQUE, 0,op,"x = change inventory type");
130 new_draw_info(NDI_UNIQUE, 0,op,"Mouse: L = examine, M = apply, R = drop/get");
131 new_draw_info(NDI_UNIQUE, 0,op,"'help = info about extended commands.");
132 new_draw_info(NDI_UNIQUE, 0,op,"Ctrl-R = refresh Ctrl-C = clear");
133 new_draw_info(NDI_UNIQUE, 0,op,"You can type a number before most commands.");
134 new_draw_info(NDI_UNIQUE, 0,op,"(For instance 3d drops 3 items.)");
135 }
136
137 void start_info(object *op) {
138 char buf[MAX_BUF];
139
140 sprintf(buf,"Welcome to Crossfire, v%s!",VERSION);
141 new_draw_info(NDI_UNIQUE, 0,op,buf);
142 new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help");
143 new_draw_info(NDI_UNIQUE, 0,op," ");
144 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op,
145 "%s entered the game.",op->name);
146 if(!op->contr->name_changed) {
147 new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name");
148 new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list.");
149 new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)");
150 }
151 }
152
153 /* Really, there is no reason to crypt the passwords any system. But easier
154 * to just leave this enabled for backward compatibility. Put the
155 * simple case at top - no encryption - makes it easier to read.
156 */
157 char *crypt_string(char *str, char *salt) {
158 #if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
159 return(str);
160 #else
161 static char *c=
162 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
163 char s[2];
164
165 if(salt==NULL)
166 s[0]= c[RANDOM() % (int)strlen(c)],
167 s[1]= c[RANDOM() % (int)strlen(c)];
168 else
169 s[0]= salt[0],
170 s[1]= salt[1];
171
172 # ifdef HAVE_LIBDES
173 return (char*)des_crypt(str,s);
174 # endif
175 /* Default case - just use crypt */
176 return (char*)crypt(str,s);
177 #endif
178 }
179
180 int check_password(char *typed,char *crypted) {
181 return !strcmp(crypt_string(typed,crypted),crypted);
182 }
183
184 /* This is a basic little function to put the player back to his
185 * savebed. We do some error checking - its possible that the
186 * savebed map may no longer exist, so we make sure the player
187 * goes someplace.
188 */
189 void enter_player_savebed(object *op)
190 {
191 mapstruct *oldmap = op->map;
192 object *tmp;
193
194 tmp=get_object();
195
196 EXIT_PATH(tmp) = add_string(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 LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n",
207 settings.emergency_mapname, op->name, op->contr->savebed_map);
208 strcpy(op->contr->savebed_map, settings.emergency_mapname);
209 op->contr->bed_x = settings.emergency_x;
210 op->contr->bed_y = settings.emergency_y;
211 free_string(op->contr->savebed_map);
212 EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
213 EXIT_X(tmp) = op->contr->bed_x;
214 EXIT_Y(tmp) = op->contr->bed_y;
215 enter_exit(op,tmp);
216 }
217 free_object(tmp);
218 }
219
220 /* All this really is is a glorified remove_object that also updates
221 * the counts on the map if needed.
222 */
223 void leave_map(object *op)
224 {
225 mapstruct *oldmap = op->map;
226
227 remove_ob(op);
228
229 if (oldmap) {
230 if (!op->contr->hidden)
231 oldmap->players--;
232 if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */
233 set_map_timeout(oldmap);
234 }
235 }
236 }
237
238 /*
239 * enter_map(): Moves the player and pets from current map (if any) to
240 * new map. map, x, y must be set. map is the map we are moving the
241 * player to - it could be the map he just came from if the load failed for
242 * whatever reason. If default map coordinates are to be used, then
243 * the function that calls this should figure them out.
244 */
245 static void enter_map(object *op, mapstruct *newmap, int x, int y) {
246 mapstruct *oldmap = op->map;
247
248 if (out_of_map(newmap, x, y)) {
249 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n",
250 newmap->path, x, y);
251 x=MAP_ENTER_X(newmap);
252 y=MAP_ENTER_Y(newmap);
253 if (out_of_map(newmap, x, y)) {
254 LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
255 newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap));
256 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed");
257 return;
258 }
259 }
260 /* try to find a spot for the player */
261 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
262 /* We try to find a spot for the player, starting closest in.
263 * We could use find_first_free_spot, but that doesn't randomize it at all,
264 * So for example, if the north space is free, you would always end up there even
265 * if other spaces around are available.
266 * Note that for the second and third calls, we could start at a position other
267 * than one, but then we could end up on the other side of walls and so forth.
268 */
269 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1);
270 if (i==-1) {
271 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1);
272 if (i==-1)
273 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
274 }
275 if (i != -1 ) {
276 x += freearr_x[i];
277 y += freearr_y[i];
278 } else {
279 /* not much we can do in this case. */
280 LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n",
281 newmap->path, x , y);
282 }
283 } /* end if looking for free spot */
284
285
286 /* If it is a player login, he has yet to be inserted anyplace.
287 * otherwise, we need to deal with removing the playe here.
288 */
289 if(!QUERY_FLAG(op, FLAG_REMOVED))
290 remove_ob(op);
291
292 if (op->map!=NULL)
293 {
294 INVOKE_PLAYER (LEAVE, op->contr, ARG_MAP (op->map));
295 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
296 }
297
298 /* remove_ob clears these so they must be reset after the remove_ob call */
299 op->x = x;
300 op->y = y;
301 op->map = newmap;
302 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON);
303
304 INVOKE_PLAYER (ENTER, op->contr, ARG_MAP (op->map));
305 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
306
307 if (!op->contr->hidden)
308 newmap->players++;
309
310 newmap->timeout=0;
311 op->enemy = NULL;
312
313 if (op->contr) {
314 strcpy(op->contr->maplevel, newmap->path);
315 op->contr->count=0;
316 }
317
318 /* Update any golems */
319 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
320 int i = find_free_spot(op->contr->ranges[range_golem],newmap,
321 x, y, 1, SIZEOFFREE);
322 remove_ob(op->contr->ranges[range_golem]);
323 if (i==-1) {
324 remove_friendly_object(op->contr->ranges[range_golem]);
325 free_object(op->contr->ranges[range_golem]);
326 op->contr->ranges[range_golem]=NULL;
327 op->contr->golem_count=0;
328 }
329 else {
330 object *tmp;
331 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) {
332 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x);
333 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y);
334 tmp->map = newmap;
335 }
336 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0);
337 op->contr->ranges[range_golem]->direction =
338 find_dir_2(op->x - op->contr->ranges[range_golem]->x,
339 op->y - op->contr->ranges[range_golem]->y);
340 }
341 }
342 op->direction=0;
343
344 /* since the players map is already loaded, we don't need to worry
345 * about pending objects.
346 */
347 remove_all_pets(newmap);
348
349 /* If the player is changing maps, we need to do some special things
350 * Do this after the player is on the new map - otherwise the force swap of the
351 * old map does not work.
352 */
353 if (oldmap != newmap) {
354 if (oldmap) /* adjust old map */
355 {
356 oldmap->players--;
357
358 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
359 set_map_timeout(oldmap);
360 }
361 }
362 swap_below_max (newmap->path);
363 }
364
365 void set_map_timeout(mapstruct *oldmap)
366 {
367 #if MAP_MAXTIMEOUT
368 oldmap->timeout = MAP_TIMEOUT(oldmap);
369 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
370 * lower than the min value.
371 */
372 #if MAP_MINTIMEOUT
373 if (oldmap->timeout < MAP_MINTIMEOUT) {
374 oldmap->timeout = MAP_MINTIMEOUT;
375 }
376 #endif
377 if (oldmap->timeout > MAP_MAXTIMEOUT) {
378 oldmap->timeout = MAP_MAXTIMEOUT;
379 }
380 #else
381 /* save out the map */
382 swap_map(oldmap);
383 #endif /* MAP_MAXTIMEOUT */
384 }
385
386
387 /* clean_path takes a path and replaces all / with _
388 * We do a strcpy so that we do not change the original string.
389 */
390 char *clean_path(const char *file)
391 {
392 static char newpath[MAX_BUF],*cp;
393
394 strncpy(newpath, file, MAX_BUF-1);
395 newpath[MAX_BUF-1]='\0';
396 for (cp=newpath; *cp!='\0'; cp++) {
397 if (*cp=='/') *cp='_';
398 }
399 return newpath;
400 }
401
402
403 /* unclean_path takes a path and replaces all _ with /
404 * This basically undoes clean path.
405 * We do a strcpy so that we do not change the original string.
406 * We are smart enough to start after the last / in case we
407 * are getting passed a string that points to a unique map
408 * path.
409 */
410 char *unclean_path(const char *src)
411 {
412 static char newpath[MAX_BUF],*cp;
413
414 cp=strrchr(src, '/');
415 if (cp)
416 strncpy(newpath, cp+1, MAX_BUF-1);
417 else
418 strncpy(newpath, src, MAX_BUF-1);
419 newpath[MAX_BUF-1]='\0';
420
421 for (cp=newpath; *cp!='\0'; cp++) {
422 if (*cp=='_') *cp='/';
423 }
424 return newpath;
425 }
426
427
428 /* The player is trying to enter a randomly generated map. In this case, generate the
429 * random map as needed.
430 */
431
432 static void enter_random_map(object *pl, object *exit_ob)
433 {
434 mapstruct *new_map;
435 char newmap_name[HUGE_BUF], *cp;
436 static int reference_number = 0;
437 RMParms rp;
438
439 memset(&rp, 0, sizeof(RMParms));
440 rp.Xsize=-1;
441 rp.Ysize=-1;
442 rp.region=get_region_by_map(exit_ob->map);
443 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
444 rp.origin_x = exit_ob->x;
445 rp.origin_y = exit_ob->y;
446 strcpy(rp.origin_map, pl->map->path);
447
448 /* If we have a final_map, use it as a base name to give some clue
449 * as where the player is. Otherwise, use the origin map.
450 * Take the last component (after the last slash) to give
451 * shorter names without bogus slashes.
452 */
453 if (rp.final_map[0]) {
454 cp = strrchr(rp.final_map, '/');
455 if (!cp) cp = rp.final_map;
456 } else {
457 char buf[HUGE_BUF];
458
459 cp = strrchr(rp.origin_map, '/');
460 if (!cp) cp = rp.origin_map;
461 /* Need to strip of any trailing digits, if it has them */
462 strcpy(buf, cp);
463 while (isdigit(buf[strlen(buf) - 1]))
464 buf[strlen(buf) - 1] = 0;
465 cp = buf;
466 }
467
468 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
469
470 /* now to generate the actual map. */
471 new_map=generate_random_map(newmap_name,&rp);
472
473 /* Update the exit_ob so it now points directly at the newly created
474 * random maps. Not that it is likely to happen, but it does mean that a
475 * exit in a unique map leading to a random map will not work properly.
476 * It also means that if the created random map gets reset before
477 * the exit leading to it, that the exit will no longer work.
478 */
479 if(new_map) {
480 int x, y;
481 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
482 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
483 EXIT_PATH(exit_ob) = add_string(newmap_name);
484 strcpy(new_map->path, newmap_name);
485 enter_map(pl, new_map, x, y);
486 }
487 }
488
489 /* The player is trying to enter a non-randomly generated template map. In this
490 * case, use a map file for a template
491 */
492
493 static void enter_fixed_template_map(object *pl, object *exit_ob)
494 {
495 mapstruct *new_map;
496 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
497 const char *new_map_name;
498
499 /* Split the exit path string into two parts, one
500 * for where to store the map, and one for were
501 * to generate the map from.
502 */
503 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
504 sourcemap = strchr(exitpath, '!');
505 if (!sourcemap) {
506 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
507 /* Should only occur when no source map is set.
508 */
509 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
510 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
511 return;
512 }
513 *sourcemap++ = '\0';
514
515 /* If we are not coming from a template map, we can use relative directories
516 * for the map to generate from.
517 */
518 if (!exit_ob->map->templatemap) {
519 sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap);
520 }
521
522 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
523 * of the exit, and the name of the map the exit is on, respectively.
524 */
525 sprintf(tmpnum ,"%d", exit_ob->x);
526 replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
527
528 sprintf(tmpnum ,"%d", exit_ob->y);
529 sprintf(tmpstring, "%s", resultname);
530 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
531
532 sprintf(tmpstring, "%s", resultname);
533 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
534
535 /* If we are coming from another template map, use reletive paths unless
536 * indicated otherwise.
537 */
538 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
539 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
540 } else {
541 new_map_name = create_template_pathname(resultname);
542 }
543
544 /* Attempt to load the map, if unable to, then
545 * create the map from the template.
546 */
547 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
548 if (!new_map) {
549 new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE);
550 if (new_map) fix_auto_apply(new_map);
551 }
552
553 if (new_map) {
554 /* set the path of the map to where it should be
555 * so we don't just save over the source map.
556 */
557 strcpy(new_map->path, new_map_name);
558 new_map->templatemap = 1;
559 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
560 } else {
561 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
562 /* Should only occur when an invalid source map is set.
563 */
564 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
565 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
566 }
567 }
568
569
570 /* The player is trying to enter a randomly generated template map. In this
571 * case, generate the map as needed.
572 */
573
574 static void enter_random_template_map(object *pl, object *exit_ob)
575 {
576 mapstruct *new_map;
577 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
578 const char *new_map_name;
579 RMParms rp;
580
581 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
582 * of the exit, and the name of the map the exit is on, respectively.
583 */
584 sprintf(tmpnum ,"%d", exit_ob->x);
585 replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
586
587 sprintf(tmpnum ,"%d", exit_ob->y);
588 sprintf(tmpstring, "%s", resultname);
589 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
590
591 sprintf(tmpstring, "%s", resultname);
592 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
593
594 /* If we are coming from another template map, use reletive paths unless
595 * indicated otherwise.
596 */
597 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
598 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
599 } else {
600 new_map_name = create_template_pathname(resultname);
601 }
602
603 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
604 if (!new_map) {
605 memset(&rp, 0, sizeof(RMParms));
606 rp.Xsize=-1;
607 rp.Ysize=-1;
608 rp.region=get_region_by_map(exit_ob->map);
609 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
610 rp.origin_x = exit_ob->x;
611 rp.origin_y = exit_ob->y;
612 strcpy(rp.origin_map, pl->map->path);
613
614 /* now to generate the actual map. */
615 new_map=generate_random_map(new_map_name,&rp);
616 }
617
618
619 /* Update the exit_ob so it now points directly at the newly created
620 * random maps. Not that it is likely to happen, but it does mean that a
621 * exit in a unique map leading to a random map will not work properly.
622 * It also means that if the created random map gets reset before
623 * the exit leading to it, that the exit will no longer work.
624 */
625 if(new_map) {
626 int x, y;
627 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
628 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
629 new_map->templatemap = 1;
630 enter_map(pl, new_map, x, y);
631 }
632 }
633
634
635 /* Code to enter/detect a character entering a unique map.
636 */
637 static void enter_unique_map(object *op, object *exit_ob)
638 {
639 char apartment[HUGE_BUF];
640 mapstruct *newmap;
641
642 if (EXIT_PATH(exit_ob)[0]=='/') {
643 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
644 settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob)));
645 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
646 if (!newmap) {
647 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
648 if (newmap) fix_auto_apply(newmap);
649 }
650 } else { /* relative directory */
651 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
652
653 if (exit_ob->map->unique) {
654
655 strcpy(reldir, unclean_path(exit_ob->map->path));
656
657 /* Need to copy this over, as clean_path only has one static return buffer */
658 strcpy(tmpc, clean_path(reldir));
659 /* Remove final component, if any */
660 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
661
662 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
663 settings.playerdir, op->name, tmpc,
664 clean_path(EXIT_PATH(exit_ob)));
665
666 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
667 if (!newmap) {
668 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
669 if (newmap) fix_auto_apply(newmap);
670 }
671 }
672 else {
673 /* The exit is unique, but the map we are coming from is not unique. So
674 * use the basic logic - don't need to demangle the path name
675 */
676 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
677 settings.playerdir, op->name,
678 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
679 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
680 if (!newmap) {
681 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
682 if (newmap) fix_auto_apply(newmap);
683 }
684 }
685 }
686
687 if (newmap) {
688 strcpy(newmap->path, apartment);
689 newmap->unique = 1;
690 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
691 } else {
692 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
693 /* Perhaps not critical, but I would think that the unique maps
694 * should be new enough this does not happen. This also creates
695 * a strange situation where some players could perhaps have visited
696 * such a map before it was removed, so they have the private
697 * map, but other players can't get it anymore.
698 */
699 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
700 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
701 }
702
703 }
704
705
706 /* Tries to move 'op' to exit_ob. op is the character or monster that is
707 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
708 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
709 * move the object to. This is used when loading the player.
710 *
711 * Largely redone by MSW 2001-01-21 - this function was overly complex
712 * and had some obscure bugs.
713 */
714
715 void enter_exit(object *op, object *exit_ob) {
716 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
717 object *tmp;
718 /* It may be nice to support other creatures moving across
719 * exits, but right now a lot of the code looks at op->contr,
720 * so thta is an RFE.
721 */
722 if (op->type != PLAYER) return;
723
724 /* Need to remove player from transport */
725 if (op->contr->transport) apply_transport(op, op->contr->transport, AP_UNAPPLY);
726
727 /* First, lets figure out what map the player is going to go to */
728 if (exit_ob){
729
730 /* check to see if we make a template map */
731 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
732 if (EXIT_PATH(exit_ob)[2]=='!') {
733 /* generate a template map randomly */
734 enter_random_template_map(op, exit_ob);
735 } else {
736 /* generate a template map from a fixed template */
737 enter_fixed_template_map(op, exit_ob);
738 }
739 }
740 /* check to see if we make a randomly generated map */
741 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
742 enter_random_map(op, exit_ob);
743 }
744 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
745 enter_unique_map(op, exit_ob);
746 } else {
747 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
748 /* 'Normal' exits that do not do anything special
749 * Simple enough we don't need another routine for it.
750 */
751 mapstruct *newmap;
752 if (exit_ob->map) {
753 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
754 /* Random map was previously generated, but is no longer about. Lets generate a new
755 * map.
756 */
757 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
758 /* Maps that go down have a message set. However, maps that go
759 * up, don't. If the going home has reset, there isn't much
760 * point generating a random map, because it won't match the maps.
761 */
762 if (exit_ob->msg) {
763 enter_random_map(op, exit_ob);
764 } else {
765 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
766 return;
767 }
768
769 /* For exits that cause damages (like pits). Don't know if any
770 * random maps use this or not.
771 */
772 if(exit_ob->stats.dam && op->type==PLAYER)
773 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
774 return;
775 }
776 } else {
777 /* For word of recall and other force objects
778 * They contain the full pathname of the map to go back to,
779 * so we don't need to normalize it.
780 * But we do need to see if it is unique or not
781 */
782 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
783 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
784 else
785 newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
786 }
787 if (!newmap)
788 {
789 if (exit_ob->name)
790 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
791 /* don't cry to momma if name is not set - as in tmp objects
792 * used by the savebed code and character creation */
793 return;
794 }
795
796 /* This supports the old behaviour, but it really should not be used.
797 * I will note for example that with this method, it is impossible to
798 * set 0,0 destination coordinates. Really, if we want to support
799 * using the new maps default coordinates, the exit ob should use
800 * something like -1, -1 so it is clear to do that.
801 */
802 if (x==0 && y==0) {
803 x=MAP_ENTER_X(newmap);
804 y=MAP_ENTER_Y(newmap);
805 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
806 exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
807 exit_ob->map?exit_ob->map->path:"(none)");
808 }
809
810 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
811 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
812 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
813 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
814 if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;
815 }
816 if(tmp) {
817 remove_ob(tmp);
818 free_object(tmp);
819 }
820
821 strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));
822 op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
823 save_player(op, 1);
824 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
825 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
826 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
827 }
828
829 enter_map(op, newmap, x, y);
830 }
831 /* For exits that cause damages (like pits) */
832 if(exit_ob->stats.dam && op->type==PLAYER)
833 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
834 } else {
835 int flags = 0;
836 mapstruct *newmap;
837
838
839 /* Hypothetically, I guess its possible that a standard map matches
840 * the localdir, but that seems pretty unlikely - unlikely enough that
841 * I'm not going to attempt to try to deal with that possibility.
842 * We use the fact that when a player saves on a unique map, it prepends
843 * the localdir to that name. So its an easy way to see of the map is
844 * unique or not.
845 */
846 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
847 flags = MAP_PLAYER_UNIQUE;
848
849 /* newmap returns the map (if already loaded), or loads it for
850 * us.
851 */
852 newmap = ready_map_name(op->contr->maplevel, flags);
853 if (!newmap)
854 {
855 LOG(llevError,
856 "enter_exit: Pathname to map does not exist! (%s)\n",
857 op->contr->maplevel);
858 newmap = ready_map_name(settings.emergency_mapname, 0);
859 op->x = settings.emergency_x;
860 op->y = settings.emergency_y;
861 /* If we can't load the emergency map, something is probably really
862 * screwed up, so bail out now.
863 */
864 if (!newmap) {
865 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
866 abort();
867 }
868 }
869 enter_map(op, newmap, op->x, op->y);
870 }
871 }
872
873 /*
874 * process_active_maps(): Works like process_events(), but it only
875 * processes maps which a player is on.
876 *
877 */
878
879 #if 0 // dead code, schmorp
880 void process_active_maps ()
881 {
882 for (mapstruct *map = first_map; map != NULL; map = map->next)
883 if (map->in_memory == MAP_IN_MEMORY)
884 if (players_on_map (map, TRUE))
885 process_events (map);
886 }
887 #endif
888
889 /* process_players1 and process_players2 do all the player related stuff.
890 * I moved it out of process events and process_map. This was to some
891 * extent for debugging as well as to get a better idea of the time used
892 * by the various functions. process_players1() does the processing before
893 * objects have been updated, process_players2() does the processing that
894 * is needed after the players have been updated.
895 */
896
897 void process_players1(mapstruct *map)
898 {
899 int flag;
900 player *pl,*plnext;
901
902 /* Basically, we keep looping until all the players have done their actions. */
903 for(flag=1;flag!=0;) {
904 flag=0;
905 for(pl=first_player;pl!=NULL;pl=plnext) {
906 plnext=pl->next; /* In case a player exits the game in handle_player() */
907
908 if (pl->ob == NULL) continue;
909
910 if (map!=NULL && pl->ob->map!=map) continue;
911
912 if(pl->ob->speed_left>0) {
913 if (handle_newcs_player(pl->ob))
914 flag=1;
915 } /* end if player has speed left */
916
917 /* If the player is not actively playing, don't make a
918 * backup save - nothing to save anyway. Plus, the
919 * map may not longer be valid. This can happen when the
920 * player quits - they exist for purposes of tracking on the map,
921 * but don't actually reside on any actual map.
922 */
923 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
924
925 #ifdef AUTOSAVE
926 /* check for ST_PLAYING state so that we don't try to save off when
927 * the player is logging in.
928 */
929 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
930 /* Don't save the player on unholy ground. Instead, increase the
931 * tick time so it will be about 10 seconds before we try and save
932 * again.
933 */
934 // if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
935 // pl->last_save_tick += 100;
936 // } else {
937 save_player(pl->ob,1);
938 pl->last_save_tick = pticks;
939 // }
940 }
941 #endif
942 } /* end of for loop for all the players */
943 } /* for flag */
944 for(pl=first_player;pl!=NULL;pl=pl->next) {
945 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map))
946 continue;
947 if (settings.casting_time == TRUE) {
948 if (pl->ob->casting_time > 0){
949 pl->ob->casting_time--;
950 pl->ob->start_holding = 1;
951 }
952 /* set spell_state so we can update the range in stats field */
953 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
954 pl->ob->start_holding = 0;
955 }
956 }
957 do_some_living(pl->ob);
958 /* draw(pl->ob);*/ /* updated in socket code */
959 }
960 }
961
962 void process_players2(mapstruct *map)
963 {
964 player *pl;
965
966 /* Then check if any players should use weapon-speed instead of speed */
967 for(pl=first_player;pl!=NULL;pl=pl->next) {
968 if (map!=NULL) {
969 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
970 continue;
971 else if(pl->loading != NULL) /* Player is blocked */
972 pl->ob->speed_left -= pl->ob->speed;
973 if (pl->ob->map!=map) continue;
974 }
975
976 /* The code that did weapon_sp handling here was out of place -
977 * this isn't called until after the player has finished there
978 * actions, and is thus out of place. All we do here is bounds
979 * checking.
980 */
981 if (pl->has_hit) {
982 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
983
984 /* This needs to be here - if the player is running, we need to
985 * clear this each tick, but new commands are not being received
986 * so execute_newserver_command() is never called
987 */
988 pl->has_hit=0;
989
990 } else if (pl->ob->speed_left>pl->ob->speed)
991 pl->ob->speed_left = pl->ob->speed;
992 }
993 }
994
995 #define SPEED_DEBUG
996
997
998 void process_events (mapstruct *map)
999 {
1000 object *op;
1001 object marker;
1002 tag_t tag;
1003
1004 process_players1 (map);
1005
1006 memset(&marker, 0, sizeof(object));
1007 /* Put marker object at beginning of active list */
1008 marker.active_next = active_objects;
1009
1010 if (marker.active_next)
1011 marker.active_next->active_prev = &marker;
1012 marker.active_prev = NULL;
1013 active_objects = &marker;
1014
1015 while (marker.active_next) {
1016 op = marker.active_next;
1017 tag = op->count;
1018
1019 /* Move marker forward - swap op and marker */
1020 op->active_prev = marker.active_prev;
1021
1022 if (op->active_prev)
1023 op->active_prev->active_next = op;
1024 else
1025 active_objects = op;
1026
1027 marker.active_next = op->active_next;
1028
1029 if (marker.active_next)
1030 marker.active_next->active_prev = &marker;
1031 marker.active_prev = op;
1032 op->active_next = &marker;
1033
1034 /* Now process op */
1035 if (QUERY_FLAG (op, FLAG_FREED)) {
1036 LOG (llevError, "BUG: process_events(): Free object on list\n");
1037 op->speed = 0;
1038 update_ob_speed (op);
1039 continue;
1040 }
1041
1042 /* I've seen occasional crashes due to this - the object is removed,
1043 * and thus the map it points to (last map it was on) may be bogus
1044 * The real bug is to try to find out the cause of this - someone
1045 * is probably calling remove_ob without either an insert_ob or
1046 * free_object afterwards, leaving an object dangling. But I'd
1047 * rather log this and continue on instead of crashing.
1048 * Don't remove players - when a player quits, the object is in
1049 * sort of a limbo, of removed, but something we want to keep
1050 * around.
1051 */
1052 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1053 op->map && op->map->in_memory != MAP_IN_MEMORY) {
1054 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1055 dump_object(op);
1056 LOG(llevError, errmsg);
1057 free_object(op);
1058 continue;
1059 }
1060
1061 if ( ! op->speed) {
1062 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1063 "but is on active list\n", op->arch->name);
1064 update_ob_speed (op);
1065 continue;
1066 }
1067
1068 if (op->map == NULL && op->env == NULL && op->name &&
1069 op->type != MAP && map == NULL) {
1070 LOG (llevError, "BUG: process_events(): Object without map or "
1071 "inventory is on active list: %s (%d)\n",
1072 op->name, op->count);
1073 op->speed = 0;
1074 update_ob_speed (op);
1075 continue;
1076 }
1077
1078 if (map != NULL && op->map != map)
1079 continue;
1080
1081 /* Animate the object. Bug of feature that andim_speed
1082 * is based on ticks, and not the creatures speed?
1083 */
1084 if (op->anim_speed && op->last_anim >= op->anim_speed)
1085 {
1086 if ((op->type==PLAYER)||(op->type==MONSTER))
1087 animate_object(op, op->facing);
1088 else
1089 animate_object (op, op->direction);
1090
1091 op->last_anim = 1;
1092 }
1093 else
1094 op->last_anim++;
1095
1096 if (op->speed_left > 0) {
1097 #if 0
1098 /* I've seen occasional crashes in move_symptom() with it
1099 * crashing because op is removed - add some debugging to
1100 * track if it is removed at this point.
1101 * This unfortunately is a bit too verbose it seems - not sure
1102 * why - I think what happens is a map is freed or something and
1103 * some objects get 'lost' - removed never to be reclaimed.
1104 * removed objects generally shouldn't exist.
1105 */
1106 if (QUERY_FLAG(op, FLAG_REMOVED)) {
1107 LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1108 op->name?op->name:"null");
1109 }
1110 #endif
1111 --op->speed_left;
1112 process_object (op);
1113 if (was_destroyed (op, tag))
1114 continue;
1115 }
1116 if (settings.casting_time == TRUE && op->casting_time > 0)
1117 op->casting_time--;
1118 if (op->speed_left <= 0)
1119 op->speed_left += FABS (op->speed);
1120 }
1121
1122 /* Remove marker object from active list */
1123 if (marker.active_prev != NULL)
1124 marker.active_prev->active_next = NULL;
1125 else
1126 active_objects = NULL;
1127
1128 process_players2 (map);
1129 }
1130
1131 void clean_tmp_files(void) {
1132 mapstruct *m, *next;
1133
1134 LOG(llevInfo,"Cleaning up...\n");
1135
1136 /* We save the maps - it may not be intuitive why, but if there are unique
1137 * items, we need to save the map so they get saved off. Perhaps we should
1138 * just make a special function that only saves the unique items.
1139 */
1140 for(m=first_map;m!=NULL;m=next) {
1141 next=m->next;
1142 if (m->in_memory == MAP_IN_MEMORY) {
1143 /* If we want to reuse the temp maps, swap it out (note that will also
1144 * update the log file. Otherwise, save the map (mostly for unique item
1145 * stuff). Note that the clean_tmp_map is called after the end of
1146 * the for loop but is in the #else bracket. IF we are recycling the maps,
1147 * we certainly don't want the temp maps removed.
1148 */
1149
1150 /* XXX The above comment is dead wrong */
1151 if (settings.recycle_tmp_maps == TRUE)
1152 swap_map(m);
1153 else {
1154 new_save_map(m, 0); /* note we save here into a overlay map */
1155 clean_tmp_map(m);
1156 }
1157 }
1158 }
1159 write_todclock(); /* lets just write the clock here */
1160 }
1161
1162 /* clean up everything before exiting */
1163 void cleanup(void)
1164 {
1165 LOG(llevDebug,"Cleanup called. freeing data.\n");
1166 clean_tmp_files();
1167 write_book_archive();
1168 #ifdef MEMORY_DEBUG
1169 free_all_maps();
1170 free_style_maps();
1171 free_all_object_data();
1172 free_all_archs();
1173 free_all_treasures();
1174 free_all_images();
1175 free_all_newserver();
1176 free_all_recipes();
1177 free_all_readable();
1178 free_all_god();
1179 free_all_anim();
1180 /* See what the string data that is out there that hasn't been freed. */
1181 /* LOG(llevDebug, ss_dump_table(0xff));*/
1182 #endif
1183 exit(0);
1184 }
1185
1186 void leave(player *pl, int draw_exit) {
1187 if (pl != NULL) {
1188 /* We do this so that the socket handling routine can do the final
1189 * cleanup. We also leave that loop to actually handle the freeing
1190 * of the data.
1191 */
1192 if (pl->ob->type != DEAD_OBJECT)
1193 {
1194 pl->socket.status = Ns_Dead;
1195
1196 /* If a hidden dm dropped connection do not create
1197 * inconsistencies by showing that they have left the game
1198 */
1199 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden)
1200 && draw_exit
1201 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1202 {
1203 if (pl->ob->map)
1204 {
1205 INVOKE_PLAYER (LOGOUT, pl);
1206 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host);
1207 }
1208
1209 char buf[MAX_BUF];
1210 sprintf (buf, "%s left the game.", pl->ob->name);
1211 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1212 }
1213
1214 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1215 leave_map (pl->ob);
1216
1217 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1218 }
1219 }
1220 }
1221
1222 int forbid_play(void)
1223 {
1224 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1225 char buf[MAX_BUF], day[MAX_BUF];
1226 FILE *fp;
1227 time_t clock;
1228 struct tm *tm;
1229 int i, start, stop, forbit=0, comp;
1230
1231 clock = time (NULL);
1232 tm = (struct tm *) localtime (&clock);
1233
1234 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1235 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1236 return 0;
1237
1238 while (fgets (buf, MAX_BUF, fp)) {
1239 if (buf[0]=='#') continue;
1240 if (!strncmp (buf, "msg", 3)) {
1241 if (forbit)
1242 while (fgets (buf, MAX_BUF, fp)) /* print message */
1243 fputs (buf, logfile);
1244 break;
1245
1246 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1247 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1248 continue;
1249 }
1250
1251 for (i=0; i< 7; i++) {
1252 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1253 (tm->tm_hour >= start) && (tm->tm_hour < stop))
1254 forbit = 1;
1255 }
1256 }
1257
1258 close_and_delete(fp, comp);
1259
1260 return forbit;
1261 #else
1262 return 0;
1263 #endif
1264 }
1265
1266 /*
1267 * do_specials() is a collection of functions to call from time to time.
1268 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1269 * often to do things. This will allow us to spred them out more often.
1270 * I use prime numbers for the factor count - in that way, it is less likely
1271 * these actions will fall on the same tick (compared to say using 500/2500/15000
1272 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1273 * done). Of course, there can still be times where multiple specials are
1274 * done on the same tick, but that will happen very infrequently
1275 *
1276 * I also think this code makes it easier to see how often we really are
1277 * doing the various things.
1278 */
1279
1280 extern unsigned long todtick;
1281
1282 void do_specials(void) {
1283
1284 #ifdef WATCHDOG
1285 if (!(pticks % 503))
1286 watchdog();
1287 #endif
1288
1289 if (!(pticks % PTICKS_PER_CLOCK))
1290 tick_the_clock();
1291
1292 if (!(pticks % 509))
1293 flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1294
1295 if (!(pticks % 2503))
1296 fix_weight(); /* Hack to fix weightproblems caused by bugs */
1297
1298 if (!(pticks % 2521))
1299 metaserver_update(); /* 2500 ticks is about 5 minutes */
1300
1301 if (!(pticks % 5003))
1302 write_book_archive();
1303
1304 if (!(pticks % 5009))
1305 clean_friendly_list();
1306
1307 if (!(pticks % 5011))
1308 obsolete_parties();
1309
1310 if (!(pticks % 12503))
1311 fix_luck();
1312 }
1313
1314 void server_tick ()
1315 {
1316 nroferrors = 0;
1317
1318 doeric_server();
1319 process_events(NULL); /* "do" something with objects with speed */
1320 cftimer_process_timers();/* Process the crossfire Timers */
1321 /* Lauwenmark : Here we handle the CLOCK global event */
1322 execute_global_event(EVENT_CLOCK);
1323 flush_sockets();
1324 check_active_maps(); /* Removes unused maps after a certain timeout */
1325 do_specials(); /* Routines called from time to time. */
1326
1327 ++pticks;
1328 }
1329
1330 int main(int argc, char **argv)
1331 {
1332 settings.argc = argc;
1333 settings.argv = argv;
1334
1335 init (argc, argv);
1336
1337 initPlugins (); /* GROS - Init the Plugins */
1338 cfperl_init ();
1339
1340 for (;;)
1341 cfperl_main ();
1342
1343 // unreached
1344 emergency_save (0);
1345 cleanup ();
1346
1347 return 0;
1348 }