ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/main.c
Revision: 1.1
Committed: Fri Feb 3 07:14:32 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Branch point for: UPSTREAM
Log Message:
Initial revision

File Contents

# Content
1 /*
2 * static char *rcsid_main_c =
3 * "$Id: main.c,v 1.111 2006/01/15 16:50:38 ryo_saeba 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 if (op->map!=NULL)
292 {
293 /* Lauwenmark : Here we handle the MAPLEAVE global event */
294 execute_global_event(EVENT_MAPLEAVE, op);
295 }
296 /* remove_ob clears these so they must be reset after the remove_ob call */
297 op->x = x;
298 op->y = y;
299 op->map = newmap;
300 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON);
301
302 /* Lauwenmark : Here we handle the MAPENTER global event */
303 execute_global_event(EVENT_MAPENTER, op);
304
305 if (!op->contr->hidden)
306 newmap->players++;
307
308 newmap->timeout=0;
309 op->enemy = NULL;
310
311 if (op->contr) {
312 strcpy(op->contr->maplevel, newmap->path);
313 op->contr->count=0;
314 }
315
316 /* Update any golems */
317 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
318 int i = find_free_spot(op->contr->ranges[range_golem],newmap,
319 x, y, 1, SIZEOFFREE);
320 remove_ob(op->contr->ranges[range_golem]);
321 if (i==-1) {
322 remove_friendly_object(op->contr->ranges[range_golem]);
323 free_object(op->contr->ranges[range_golem]);
324 op->contr->ranges[range_golem]=NULL;
325 op->contr->golem_count=0;
326 }
327 else {
328 object *tmp;
329 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) {
330 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x);
331 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y);
332 tmp->map = newmap;
333 }
334 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0);
335 op->contr->ranges[range_golem]->direction =
336 find_dir_2(op->x - op->contr->ranges[range_golem]->x,
337 op->y - op->contr->ranges[range_golem]->y);
338 }
339 }
340 op->direction=0;
341
342 /* since the players map is already loaded, we don't need to worry
343 * about pending objects.
344 */
345 remove_all_pets(newmap);
346
347 /* If the player is changing maps, we need to do some special things
348 * Do this after the player is on the new map - otherwise the force swap of the
349 * old map does not work.
350 */
351 if (oldmap != newmap) {
352 if (oldmap) /* adjust old map */
353 {
354 oldmap->players--;
355
356 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
357 set_map_timeout(oldmap);
358 }
359 }
360 swap_below_max (newmap->path);
361
362 if( op->type == PLAYER)
363 MapNewmapCmd( op->contr);
364 }
365
366 void set_map_timeout(mapstruct *oldmap)
367 {
368 #if MAP_MAXTIMEOUT
369 oldmap->timeout = MAP_TIMEOUT(oldmap);
370 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
371 * lower than the min value.
372 */
373 #if MAP_MINTIMEOUT
374 if (oldmap->timeout < MAP_MINTIMEOUT) {
375 oldmap->timeout = MAP_MINTIMEOUT;
376 }
377 #endif
378 if (oldmap->timeout > MAP_MAXTIMEOUT) {
379 oldmap->timeout = MAP_MAXTIMEOUT;
380 }
381 #else
382 /* save out the map */
383 swap_map(oldmap);
384 #endif /* MAP_MAXTIMEOUT */
385 }
386
387
388 /* clean_path takes a path and replaces all / with _
389 * We do a strcpy so that we do not change the original string.
390 */
391 char *clean_path(const char *file)
392 {
393 static char newpath[MAX_BUF],*cp;
394
395 strncpy(newpath, file, MAX_BUF-1);
396 newpath[MAX_BUF-1]='\0';
397 for (cp=newpath; *cp!='\0'; cp++) {
398 if (*cp=='/') *cp='_';
399 }
400 return newpath;
401 }
402
403
404 /* unclean_path takes a path and replaces all _ with /
405 * This basically undoes clean path.
406 * We do a strcpy so that we do not change the original string.
407 * We are smart enough to start after the last / in case we
408 * are getting passed a string that points to a unique map
409 * path.
410 */
411 char *unclean_path(const char *src)
412 {
413 static char newpath[MAX_BUF],*cp;
414
415 cp=strrchr(src, '/');
416 if (cp)
417 strncpy(newpath, cp+1, MAX_BUF-1);
418 else
419 strncpy(newpath, src, MAX_BUF-1);
420 newpath[MAX_BUF-1]='\0';
421
422 for (cp=newpath; *cp!='\0'; cp++) {
423 if (*cp=='_') *cp='/';
424 }
425 return newpath;
426 }
427
428
429 /* The player is trying to enter a randomly generated map. In this case, generate the
430 * random map as needed.
431 */
432
433 static void enter_random_map(object *pl, object *exit_ob)
434 {
435 mapstruct *new_map;
436 char newmap_name[HUGE_BUF], *cp;
437 static int reference_number = 0;
438 RMParms rp;
439
440 memset(&rp, 0, sizeof(RMParms));
441 rp.Xsize=-1;
442 rp.Ysize=-1;
443 rp.region=get_region_by_map(exit_ob->map);
444 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
445 rp.origin_x = exit_ob->x;
446 rp.origin_y = exit_ob->y;
447 strcpy(rp.origin_map, pl->map->path);
448
449 /* If we have a final_map, use it as a base name to give some clue
450 * as where the player is. Otherwise, use the origin map.
451 * Take the last component (after the last slash) to give
452 * shorter names without bogus slashes.
453 */
454 if (rp.final_map[0]) {
455 cp = strrchr(rp.final_map, '/');
456 if (!cp) cp = rp.final_map;
457 } else {
458 char buf[HUGE_BUF];
459
460 cp = strrchr(rp.origin_map, '/');
461 if (!cp) cp = rp.origin_map;
462 /* Need to strip of any trailing digits, if it has them */
463 strcpy(buf, cp);
464 while (isdigit(buf[strlen(buf) - 1]))
465 buf[strlen(buf) - 1] = 0;
466 cp = buf;
467 }
468
469 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
470
471 /* now to generate the actual map. */
472 new_map=generate_random_map(newmap_name,&rp);
473
474 /* Update the exit_ob so it now points directly at the newly created
475 * random maps. Not that it is likely to happen, but it does mean that a
476 * exit in a unique map leading to a random map will not work properly.
477 * It also means that if the created random map gets reset before
478 * the exit leading to it, that the exit will no longer work.
479 */
480 if(new_map) {
481 int x, y;
482 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
483 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
484 EXIT_PATH(exit_ob) = add_string(newmap_name);
485 strcpy(new_map->path, newmap_name);
486 enter_map(pl, new_map, x, y);
487 }
488 }
489
490 /* The player is trying to enter a non-randomly generated template map. In this
491 * case, use a map file for a template
492 */
493
494 static void enter_fixed_template_map(object *pl, object *exit_ob)
495 {
496 mapstruct *new_map;
497 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
498 const char *new_map_name;
499
500 /* Split the exit path string into two parts, one
501 * for where to store the map, and one for were
502 * to generate the map from.
503 */
504 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
505 sourcemap = strchr(exitpath, '!');
506 if (!sourcemap) {
507 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
508 /* Should only occur when no source map is set.
509 */
510 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
511 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
512 return;
513 }
514 *sourcemap++ = '\0';
515
516 /* If we are not coming from a template map, we can use reletive directories
517 * for the map to generate from.
518 */
519 if (!exit_ob->map->template) {
520 sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap);
521 }
522
523 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
524 * of the exit, and the name of the map the exit is on, respectively.
525 */
526 sprintf(tmpnum ,"%d", exit_ob->x);
527 replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
528
529 sprintf(tmpnum ,"%d", exit_ob->y);
530 sprintf(tmpstring, "%s", resultname);
531 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
532
533 sprintf(tmpstring, "%s", resultname);
534 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
535
536 /* If we are coming from another template map, use reletive paths unless
537 * indicated otherwise.
538 */
539 if (exit_ob->map->template && (resultname[0] != '/')) {
540 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
541 } else {
542 new_map_name = create_template_pathname(resultname);
543 }
544
545 /* Attempt to load the map, if unable to, then
546 * create the map from the template.
547 */
548 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
549 if (!new_map) {
550 new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE);
551 if (new_map) fix_auto_apply(new_map);
552 }
553
554 if (new_map) {
555 /* set the path of the map to where it should be
556 * so we don't just save over the source map.
557 */
558 strcpy(new_map->path, new_map_name);
559 new_map->template = 1;
560 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
561 } else {
562 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
563 /* Should only occur when an invalid source map is set.
564 */
565 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
566 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
567 }
568 }
569
570
571 /* The player is trying to enter a randomly generated template map. In this
572 * case, generate the map as needed.
573 */
574
575 static void enter_random_template_map(object *pl, object *exit_ob)
576 {
577 mapstruct *new_map;
578 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
579 const char *new_map_name;
580 RMParms rp;
581
582 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
583 * of the exit, and the name of the map the exit is on, respectively.
584 */
585 sprintf(tmpnum ,"%d", exit_ob->x);
586 replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
587
588 sprintf(tmpnum ,"%d", exit_ob->y);
589 sprintf(tmpstring, "%s", resultname);
590 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
591
592 sprintf(tmpstring, "%s", resultname);
593 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
594
595 /* If we are coming from another template map, use reletive paths unless
596 * indicated otherwise.
597 */
598 if (exit_ob->map->template && (resultname[0] != '/')) {
599 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
600 } else {
601 new_map_name = create_template_pathname(resultname);
602 }
603
604 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
605 if (!new_map) {
606 memset(&rp, 0, sizeof(RMParms));
607 rp.Xsize=-1;
608 rp.Ysize=-1;
609 rp.region=get_region_by_map(exit_ob->map);
610 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
611 rp.origin_x = exit_ob->x;
612 rp.origin_y = exit_ob->y;
613 strcpy(rp.origin_map, pl->map->path);
614
615 /* now to generate the actual map. */
616 new_map=generate_random_map(new_map_name,&rp);
617 }
618
619
620 /* Update the exit_ob so it now points directly at the newly created
621 * random maps. Not that it is likely to happen, but it does mean that a
622 * exit in a unique map leading to a random map will not work properly.
623 * It also means that if the created random map gets reset before
624 * the exit leading to it, that the exit will no longer work.
625 */
626 if(new_map) {
627 int x, y;
628 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
629 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
630 new_map->template = 1;
631 enter_map(pl, new_map, x, y);
632 }
633 }
634
635
636 /* Code to enter/detect a character entering a unique map.
637 */
638 static void enter_unique_map(object *op, object *exit_ob)
639 {
640 char apartment[HUGE_BUF];
641 mapstruct *newmap;
642
643 if (EXIT_PATH(exit_ob)[0]=='/') {
644 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
645 settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob)));
646 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
647 if (!newmap) {
648 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
649 if (newmap) fix_auto_apply(newmap);
650 }
651 } else { /* relative directory */
652 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
653
654 if (exit_ob->map->unique) {
655
656 strcpy(reldir, unclean_path(exit_ob->map->path));
657
658 /* Need to copy this over, as clean_path only has one static return buffer */
659 strcpy(tmpc, clean_path(reldir));
660 /* Remove final component, if any */
661 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
662
663 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
664 settings.playerdir, op->name, tmpc,
665 clean_path(EXIT_PATH(exit_ob)));
666
667 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
668 if (!newmap) {
669 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
670 if (newmap) fix_auto_apply(newmap);
671 }
672 }
673 else {
674 /* The exit is unique, but the map we are coming from is not unique. So
675 * use the basic logic - don't need to demangle the path name
676 */
677 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
678 settings.playerdir, op->name,
679 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
680 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
681 if (!newmap) {
682 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
683 if (newmap) fix_auto_apply(newmap);
684 }
685 }
686 }
687
688 if (newmap) {
689 strcpy(newmap->path, apartment);
690 newmap->unique = 1;
691 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
692 } else {
693 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
694 /* Perhaps not critical, but I would think that the unique maps
695 * should be new enough this does not happen. This also creates
696 * a strange situation where some players could perhaps have visited
697 * such a map before it was removed, so they have the private
698 * map, but other players can't get it anymore.
699 */
700 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
701 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
702 }
703
704 }
705
706
707 /* Tries to move 'op' to exit_ob. op is the character or monster that is
708 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
709 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
710 * move the object to. This is used when loading the player.
711 *
712 * Largely redone by MSW 2001-01-21 - this function was overly complex
713 * and had some obscure bugs.
714 */
715
716 void enter_exit(object *op, object *exit_ob) {
717 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
718 object *tmp;
719 /* It may be nice to support other creatures moving across
720 * exits, but right now a lot of the code looks at op->contr,
721 * so thta is an RFE.
722 */
723 if (op->type != PLAYER) return;
724
725 /* First, lets figure out what map the player is going to go to */
726 if (exit_ob){
727
728 /* check to see if we make a template map */
729 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
730 if (EXIT_PATH(exit_ob)[2]=='!') {
731 /* generate a template map randomly */
732 enter_random_template_map(op, exit_ob);
733 } else {
734 /* generate a template map from a fixed template */
735 enter_fixed_template_map(op, exit_ob);
736 }
737 }
738 /* check to see if we make a randomly generated map */
739 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
740 enter_random_map(op, exit_ob);
741 }
742 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
743 enter_unique_map(op, exit_ob);
744 } else {
745 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
746 /* 'Normal' exits that do not do anything special
747 * Simple enough we don't need another routine for it.
748 */
749 mapstruct *newmap;
750 if (exit_ob->map) {
751 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
752 /* Random map was previously generated, but is no longer about. Lets generate a new
753 * map.
754 */
755 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
756 /* Maps that go down have a message set. However, maps that go
757 * up, don't. If the going home has reset, there isn't much
758 * point generating a random map, because it won't match the maps.
759 */
760 if (exit_ob->msg) {
761 enter_random_map(op, exit_ob);
762 } else {
763 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
764 return;
765 }
766
767 /* For exits that cause damages (like pits). Don't know if any
768 * random maps use this or not.
769 */
770 if(exit_ob->stats.dam && op->type==PLAYER)
771 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
772 return;
773 }
774 } else {
775 /* For word of recall and other force objects
776 * They contain the full pathname of the map to go back to,
777 * so we don't need to normalize it.
778 * But we do need to see if it is unique or not
779 */
780 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
781 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
782 else
783 newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
784 }
785 if (!newmap)
786 {
787 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
788 return;
789 }
790
791 /* This supports the old behaviour, but it really should not be used.
792 * I will note for example that with this method, it is impossible to
793 * set 0,0 destination coordinates. Really, if we want to support
794 * using the new maps default coordinates, the exit ob should use
795 * something like -1, -1 so it is clear to do that.
796 */
797 if (x==0 && y==0) {
798 x=MAP_ENTER_X(newmap);
799 y=MAP_ENTER_Y(newmap);
800 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
801 exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
802 exit_ob->map?exit_ob->map->path:"(none)");
803 }
804
805 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
806 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
807 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
808 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
809 if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;
810 }
811 if(tmp) {
812 remove_ob(tmp);
813 free_object(tmp);
814 }
815
816 strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));
817 op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
818 save_player(op, 1);
819 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
820 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
821 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
822 }
823
824 enter_map(op, newmap, x, y);
825 }
826 /* For exits that cause damages (like pits) */
827 if(exit_ob->stats.dam && op->type==PLAYER)
828 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
829 } else {
830 int flags = 0;
831 mapstruct *newmap;
832
833
834 /* Hypothetically, I guess its possible that a standard map matches
835 * the localdir, but that seems pretty unlikely - unlikely enough that
836 * I'm not going to attempt to try to deal with that possibility.
837 * We use the fact that when a player saves on a unique map, it prepends
838 * the localdir to that name. So its an easy way to see of the map is
839 * unique or not.
840 */
841 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
842 flags = MAP_PLAYER_UNIQUE;
843
844 /* newmap returns the map (if already loaded), or loads it for
845 * us.
846 */
847 newmap = ready_map_name(op->contr->maplevel, flags);
848 if (!newmap)
849 {
850 LOG(llevError,
851 "enter_exit: Pathname to map does not exist! (%s)\n",
852 op->contr->maplevel);
853 newmap = ready_map_name(settings.emergency_mapname, 0);
854 op->x = settings.emergency_x;
855 op->y = settings.emergency_y;
856 /* If we can't load the emergency map, something is probably really
857 * screwed up, so bail out now.
858 */
859 if (!newmap) {
860 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
861 abort();
862 }
863 }
864 enter_map(op, newmap, op->x, op->y);
865 }
866 }
867
868 /*
869 * process_active_maps(): Works like process_events(), but it only
870 * processes maps which a player is on.
871 * It will check that it isn't called too often, and abort
872 * if time since last call is less than MAX_TIME.
873 *
874 */
875
876 void process_active_maps(void) {
877 mapstruct *map;
878
879
880 /*
881 * If enough time has elapsed, do some work.
882 */
883 if(enough_elapsed_time()) {
884 for(map=first_map;map!=NULL;map=map->next) {
885 if(map->in_memory == MAP_IN_MEMORY) {
886 if(players_on_map(map,TRUE))
887 process_events(map);
888 }
889 }
890 }
891 }
892
893 /* process_players1 and process_players2 do all the player related stuff.
894 * I moved it out of process events and process_map. This was to some
895 * extent for debugging as well as to get a better idea of the time used
896 * by the various functions. process_players1() does the processing before
897 * objects have been updated, process_players2() does the processing that
898 * is needed after the players have been updated.
899 */
900
901 void process_players1(mapstruct *map)
902 {
903 int flag;
904 player *pl,*plnext;
905
906 /* Basically, we keep looping until all the players have done their actions. */
907 for(flag=1;flag!=0;) {
908 flag=0;
909 for(pl=first_player;pl!=NULL;pl=plnext) {
910 plnext=pl->next; /* In case a player exits the game in handle_player() */
911
912 if (pl->ob == NULL) continue;
913
914 if (map!=NULL && pl->ob->map!=map) continue;
915
916 if(pl->ob->speed_left>0) {
917 if (handle_newcs_player(pl->ob))
918 flag=1;
919 } /* end if player has speed left */
920
921 /* If the player is not actively playing, don't make a
922 * backup save - nothing to save anyway. Plus, the
923 * map may not longer be valid. This can happen when the
924 * player quits - they exist for purposes of tracking on the map,
925 * but don't actually reside on any actual map.
926 */
927 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
928
929 #ifdef AUTOSAVE
930 /* check for ST_PLAYING state so that we don't try to save off when
931 * the player is logging in.
932 */
933 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
934 /* Don't save the player on unholy ground. Instead, increase the
935 * tick time so it will be about 10 seconds before we try and save
936 * again.
937 */
938 if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
939 pl->last_save_tick += 100;
940 } else {
941 save_player(pl->ob,1);
942 pl->last_save_tick = pticks;
943 }
944 }
945 #endif
946 } /* end of for loop for all the players */
947 } /* for flag */
948 for(pl=first_player;pl!=NULL;pl=pl->next) {
949 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map))
950 continue;
951 if (settings.casting_time == TRUE) {
952 if (pl->ob->casting_time > 0){
953 pl->ob->casting_time--;
954 pl->ob->start_holding = 1;
955 }
956 /* set spell_state so we can update the range in stats field */
957 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
958 pl->ob->start_holding = 0;
959 }
960 }
961 do_some_living(pl->ob);
962 /* draw(pl->ob);*/ /* updated in socket code */
963 }
964 }
965
966 void process_players2(mapstruct *map)
967 {
968 player *pl;
969
970 /* Then check if any players should use weapon-speed instead of speed */
971 for(pl=first_player;pl!=NULL;pl=pl->next) {
972 if (map!=NULL) {
973 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
974 continue;
975 else if(pl->loading != NULL) /* Player is blocked */
976 pl->ob->speed_left -= pl->ob->speed;
977 if (pl->ob->map!=map) continue;
978 }
979
980 /* The code that did weapon_sp handling here was out of place -
981 * this isn't called until after the player has finished there
982 * actions, and is thus out of place. All we do here is bounds
983 * checking.
984 */
985 if (pl->has_hit) {
986 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
987
988 /* This needs to be here - if the player is running, we need to
989 * clear this each tick, but new commands are not being received
990 * so execute_newserver_command() is never called
991 */
992 pl->has_hit=0;
993
994 } else if (pl->ob->speed_left>pl->ob->speed)
995 pl->ob->speed_left = pl->ob->speed;
996 }
997 }
998
999 #define SPEED_DEBUG
1000
1001
1002 void process_events (mapstruct *map)
1003 {
1004 object *op;
1005 object marker;
1006 tag_t tag;
1007
1008 process_players1 (map);
1009
1010 memset(&marker, 0, sizeof(object));
1011 /* Put marker object at beginning of active list */
1012 marker.active_next = active_objects;
1013
1014 if (marker.active_next)
1015 marker.active_next->active_prev = &marker;
1016 marker.active_prev = NULL;
1017 active_objects = &marker;
1018
1019 while (marker.active_next) {
1020 op = marker.active_next;
1021 tag = op->count;
1022
1023 /* Move marker forward - swap op and marker */
1024 op->active_prev = marker.active_prev;
1025
1026 if (op->active_prev)
1027 op->active_prev->active_next = op;
1028 else
1029 active_objects = op;
1030
1031 marker.active_next = op->active_next;
1032
1033 if (marker.active_next)
1034 marker.active_next->active_prev = &marker;
1035 marker.active_prev = op;
1036 op->active_next = &marker;
1037
1038 /* Now process op */
1039 if (QUERY_FLAG (op, FLAG_FREED)) {
1040 LOG (llevError, "BUG: process_events(): Free object on list\n");
1041 op->speed = 0;
1042 update_ob_speed (op);
1043 continue;
1044 }
1045
1046 /* I've seen occasional crashes due to this - the object is removed,
1047 * and thus the map it points to (last map it was on) may be bogus
1048 * The real bug is to try to find out the cause of this - someone
1049 * is probably calling remove_ob without either an insert_ob or
1050 * free_object afterwards, leaving an object dangling. But I'd
1051 * rather log this and continue on instead of crashing.
1052 * Don't remove players - when a player quits, the object is in
1053 * sort of a limbo, of removed, but something we want to keep
1054 * around.
1055 */
1056 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1057 op->map && op->map->in_memory != MAP_IN_MEMORY) {
1058 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1059 dump_object(op);
1060 LOG(llevError, errmsg);
1061 free_object(op);
1062 continue;
1063 }
1064
1065 if ( ! op->speed) {
1066 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1067 "but is on active list\n", op->arch->name);
1068 update_ob_speed (op);
1069 continue;
1070 }
1071
1072 if (op->map == NULL && op->env == NULL && op->name &&
1073 op->type != MAP && map == NULL) {
1074 LOG (llevError, "BUG: process_events(): Object without map or "
1075 "inventory is on active list: %s (%d)\n",
1076 op->name, op->count);
1077 op->speed = 0;
1078 update_ob_speed (op);
1079 continue;
1080 }
1081
1082 if (map != NULL && op->map != map)
1083 continue;
1084
1085 /* Animate the object. Bug of feature that andim_speed
1086 * is based on ticks, and not the creatures speed?
1087 */
1088 if (op->anim_speed && op->last_anim >= op->anim_speed) {
1089 animate_object (op, op->direction);
1090 op->last_anim = 1;
1091 } else {
1092 op->last_anim++;
1093 }
1094
1095 if (op->speed_left > 0) {
1096 #if 0
1097 /* I've seen occasional crashes in move_symptom() with it
1098 * crashing because op is removed - add some debugging to
1099 * track if it is removed at this point.
1100 * This unfortunately is a bit too verbose it seems - not sure
1101 * why - I think what happens is a map is freed or something and
1102 * some objects get 'lost' - removed never to be reclaimed.
1103 * removed objects generally shouldn't exist.
1104 */
1105 if (QUERY_FLAG(op, FLAG_REMOVED)) {
1106 LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1107 op->name?op->name:"null");
1108 }
1109 #endif
1110 --op->speed_left;
1111 process_object (op);
1112 if (was_destroyed (op, tag))
1113 continue;
1114 }
1115 if (settings.casting_time == TRUE && op->casting_time > 0)
1116 op->casting_time--;
1117 if (op->speed_left <= 0)
1118 op->speed_left += FABS (op->speed);
1119 }
1120
1121 /* Remove marker object from active list */
1122 if (marker.active_prev != NULL)
1123 marker.active_prev->active_next = NULL;
1124 else
1125 active_objects = NULL;
1126
1127 process_players2 (map);
1128 }
1129
1130 void clean_tmp_files(void) {
1131 mapstruct *m, *next;
1132
1133 LOG(llevInfo,"Cleaning up...\n");
1134
1135 /* We save the maps - it may not be intuitive why, but if there are unique
1136 * items, we need to save the map so they get saved off. Perhaps we should
1137 * just make a special function that only saves the unique items.
1138 */
1139 for(m=first_map;m!=NULL;m=next) {
1140 next=m->next;
1141 if (m->in_memory == MAP_IN_MEMORY) {
1142 /* If we want to reuse the temp maps, swap it out (note that will also
1143 * update the log file. Otherwise, save the map (mostly for unique item
1144 * stuff). Note that the clean_tmp_map is called after the end of
1145 * the for loop but is in the #else bracket. IF we are recycling the maps,
1146 * we certainly don't want the temp maps removed.
1147 */
1148
1149 /* XXX The above comment is dead wrong */
1150 if (settings.recycle_tmp_maps == TRUE)
1151 swap_map(m);
1152 else {
1153 new_save_map(m, 0); /* note we save here into a overlay map */
1154 clean_tmp_map(m);
1155 }
1156 }
1157 }
1158 write_todclock(); /* lets just write the clock here */
1159 }
1160
1161 /* clean up everything before exiting */
1162 void cleanup(void)
1163 {
1164 LOG(llevDebug,"Cleanup called. freeing data.\n");
1165 clean_tmp_files();
1166 write_book_archive();
1167 #ifdef MEMORY_DEBUG
1168 free_all_maps();
1169 free_style_maps();
1170 free_all_object_data();
1171 free_all_archs();
1172 free_all_treasures();
1173 free_all_images();
1174 free_all_newserver();
1175 free_all_recipes();
1176 free_all_readable();
1177 free_all_god();
1178 free_all_anim();
1179 /* See what the string data that is out there that hasn't been freed. */
1180 /* LOG(llevDebug, ss_dump_table(0xff));*/
1181 #endif
1182 exit(0);
1183 }
1184
1185 void leave(player *pl, int draw_exit) {
1186 char buf[MAX_BUF];
1187
1188 if (pl!=NULL) {
1189 /* We do this so that the socket handling routine can do the final
1190 * cleanup. We also leave that loop to actually handle the freeing
1191 * of the data.
1192 */
1193 if (draw_exit==0)
1194 {
1195 }
1196 pl->socket.status=Ns_Dead;
1197 LOG(llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name,
1198 pl->socket.host);
1199
1200 (void) sprintf(buf,"%s left the game.",pl->ob->name);
1201 if (pl->ob->map) {
1202 if (pl->ob->map->in_memory==MAP_IN_MEMORY)
1203 pl->ob->map->timeout = MAP_TIMEOUT(pl->ob->map);
1204 pl->ob->map->players--;
1205 pl->ob->map=NULL;
1206 }
1207 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1208 }
1209 /* If a hidden dm dropped connection do not create
1210 * inconsistencies by showing that they have left the game
1211 */
1212 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden) &&
1213 (pl!=NULL && draw_exit) &&
1214 (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1215 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1216 }
1217
1218 int forbid_play(void)
1219 {
1220 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1221 char buf[MAX_BUF], day[MAX_BUF];
1222 FILE *fp;
1223 time_t clock;
1224 struct tm *tm;
1225 int i, start, stop, forbit=0, comp;
1226
1227 clock = time (NULL);
1228 tm = (struct tm *) localtime (&clock);
1229
1230 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1231 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1232 return 0;
1233
1234 while (fgets (buf, MAX_BUF, fp)) {
1235 if (buf[0]=='#') continue;
1236 if (!strncmp (buf, "msg", 3)) {
1237 if (forbit)
1238 while (fgets (buf, MAX_BUF, fp)) /* print message */
1239 fputs (buf, logfile);
1240 break;
1241
1242 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1243 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1244 continue;
1245 }
1246
1247 for (i=0; i< 7; i++) {
1248 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1249 (tm->tm_hour >= start) && (tm->tm_hour < stop))
1250 forbit = 1;
1251 }
1252 }
1253
1254 close_and_delete(fp, comp);
1255
1256 return forbit;
1257 #else
1258 return 0;
1259 #endif
1260 }
1261
1262 /*
1263 * do_specials() is a collection of functions to call from time to time.
1264 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1265 * often to do things. This will allow us to spred them out more often.
1266 * I use prime numbers for the factor count - in that way, it is less likely
1267 * these actions will fall on the same tick (compared to say using 500/2500/15000
1268 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1269 * done). Of course, there can still be times where multiple specials are
1270 * done on the same tick, but that will happen very infrequently
1271 *
1272 * I also think this code makes it easier to see how often we really are
1273 * doing the various things.
1274 */
1275
1276 extern unsigned long todtick;
1277
1278 void do_specials(void) {
1279
1280 #ifdef WATCHDOG
1281 if (!(pticks % 503))
1282 watchdog();
1283 #endif
1284
1285 if (!(pticks % PTICKS_PER_CLOCK))
1286 tick_the_clock();
1287
1288 if (!(pticks % 509))
1289 flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1290
1291 if (!(pticks % 2503))
1292 fix_weight(); /* Hack to fix weightproblems caused by bugs */
1293
1294 if (!(pticks % 2521))
1295 metaserver_update(); /* 2500 ticks is about 5 minutes */
1296
1297 if (!(pticks % 5003))
1298 write_book_archive();
1299
1300 if (!(pticks % 5009))
1301 clean_friendly_list();
1302
1303 if (!(pticks % 5011))
1304 obsolete_parties();
1305
1306 if (!(pticks % 12503))
1307 fix_luck();
1308 }
1309
1310 int main(int argc, char **argv)
1311 {
1312 #ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
1313 _fmode = _O_BINARY ;
1314 bRunning = 1;
1315 #endif
1316
1317 #ifdef DEBUG_MALLOC_LEVEL
1318 malloc_debug(DEBUG_MALLOC_LEVEL);
1319 #endif
1320
1321 settings.argc=argc;
1322 settings.argv=argv;
1323 init(argc, argv);
1324 initPlugins(); /* GROS - Init the Plugins */
1325 #ifdef WIN32
1326 while ( bRunning )
1327 {
1328 #else
1329 for(;;) {
1330 #endif
1331 nroferrors = 0;
1332
1333 doeric_server();
1334 process_events(NULL); /* "do" something with objects with speed */
1335 cftimer_process_timers();/* Process the crossfire Timers */
1336 /* Lauwenmark : Here we handle the CLOCK global event */
1337 execute_global_event(EVENT_CLOCK);
1338 check_active_maps(); /* Removes unused maps after a certain timeout */
1339 do_specials(); /* Routines called from time to time. */
1340
1341 sleep_delta(); /* Slepp proper amount of time before next tick */
1342 }
1343 emergency_save( 0 );
1344 cleanup( );
1345 return 0;
1346 }