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/cvs/deliantra/server/server/main.c
Revision: 1.16
Committed: Sun Aug 13 17:16:04 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.15: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_main_c =
3 * "$Id$";
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 relative 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 /* Need to remove player from transport */
726 if (op->contr->transport) apply_transport(op, op->contr->transport, AP_UNAPPLY);
727
728 /* First, lets figure out what map the player is going to go to */
729 if (exit_ob){
730
731 /* check to see if we make a template map */
732 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
733 if (EXIT_PATH(exit_ob)[2]=='!') {
734 /* generate a template map randomly */
735 enter_random_template_map(op, exit_ob);
736 } else {
737 /* generate a template map from a fixed template */
738 enter_fixed_template_map(op, exit_ob);
739 }
740 }
741 /* check to see if we make a randomly generated map */
742 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
743 enter_random_map(op, exit_ob);
744 }
745 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
746 enter_unique_map(op, exit_ob);
747 } else {
748 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
749 /* 'Normal' exits that do not do anything special
750 * Simple enough we don't need another routine for it.
751 */
752 mapstruct *newmap;
753 if (exit_ob->map) {
754 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
755 /* Random map was previously generated, but is no longer about. Lets generate a new
756 * map.
757 */
758 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
759 /* Maps that go down have a message set. However, maps that go
760 * up, don't. If the going home has reset, there isn't much
761 * point generating a random map, because it won't match the maps.
762 */
763 if (exit_ob->msg) {
764 enter_random_map(op, exit_ob);
765 } else {
766 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
767 return;
768 }
769
770 /* For exits that cause damages (like pits). Don't know if any
771 * random maps use this or not.
772 */
773 if(exit_ob->stats.dam && op->type==PLAYER)
774 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
775 return;
776 }
777 } else {
778 /* For word of recall and other force objects
779 * They contain the full pathname of the map to go back to,
780 * so we don't need to normalize it.
781 * But we do need to see if it is unique or not
782 */
783 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
784 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
785 else
786 newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
787 }
788 if (!newmap)
789 {
790 if (exit_ob->name)
791 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
792 /* don't cry to momma if name is not set - as in tmp objects
793 * used by the savebed code and character creation */
794 return;
795 }
796
797 /* This supports the old behaviour, but it really should not be used.
798 * I will note for example that with this method, it is impossible to
799 * set 0,0 destination coordinates. Really, if we want to support
800 * using the new maps default coordinates, the exit ob should use
801 * something like -1, -1 so it is clear to do that.
802 */
803 if (x==0 && y==0) {
804 x=MAP_ENTER_X(newmap);
805 y=MAP_ENTER_Y(newmap);
806 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
807 exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
808 exit_ob->map?exit_ob->map->path:"(none)");
809 }
810
811 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
812 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
813 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
814 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
815 if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;
816 }
817 if(tmp) {
818 remove_ob(tmp);
819 free_object(tmp);
820 }
821
822 strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));
823 op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
824 save_player(op, 1);
825 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
826 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
827 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
828 }
829
830 enter_map(op, newmap, x, y);
831 }
832 /* For exits that cause damages (like pits) */
833 if(exit_ob->stats.dam && op->type==PLAYER)
834 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
835 } else {
836 int flags = 0;
837 mapstruct *newmap;
838
839
840 /* Hypothetically, I guess its possible that a standard map matches
841 * the localdir, but that seems pretty unlikely - unlikely enough that
842 * I'm not going to attempt to try to deal with that possibility.
843 * We use the fact that when a player saves on a unique map, it prepends
844 * the localdir to that name. So its an easy way to see of the map is
845 * unique or not.
846 */
847 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
848 flags = MAP_PLAYER_UNIQUE;
849
850 /* newmap returns the map (if already loaded), or loads it for
851 * us.
852 */
853 newmap = ready_map_name(op->contr->maplevel, flags);
854 if (!newmap)
855 {
856 LOG(llevError,
857 "enter_exit: Pathname to map does not exist! (%s)\n",
858 op->contr->maplevel);
859 newmap = ready_map_name(settings.emergency_mapname, 0);
860 op->x = settings.emergency_x;
861 op->y = settings.emergency_y;
862 /* If we can't load the emergency map, something is probably really
863 * screwed up, so bail out now.
864 */
865 if (!newmap) {
866 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
867 abort();
868 }
869 }
870 enter_map(op, newmap, op->x, op->y);
871 }
872 }
873
874 /*
875 * process_active_maps(): Works like process_events(), but it only
876 * processes maps which a player is on.
877 * It will check that it isn't called too often, and abort
878 * if time since last call is less than MAX_TIME.
879 *
880 */
881
882 void process_active_maps(void) {
883 mapstruct *map;
884
885
886 /*
887 * If enough time has elapsed, do some work.
888 */
889 if(enough_elapsed_time()) {
890 for(map=first_map;map!=NULL;map=map->next) {
891 if(map->in_memory == MAP_IN_MEMORY) {
892 if(players_on_map(map,TRUE))
893 process_events(map);
894 }
895 }
896 }
897 }
898
899 /* process_players1 and process_players2 do all the player related stuff.
900 * I moved it out of process events and process_map. This was to some
901 * extent for debugging as well as to get a better idea of the time used
902 * by the various functions. process_players1() does the processing before
903 * objects have been updated, process_players2() does the processing that
904 * is needed after the players have been updated.
905 */
906
907 void process_players1(mapstruct *map)
908 {
909 int flag;
910 player *pl,*plnext;
911
912 /* Basically, we keep looping until all the players have done their actions. */
913 for(flag=1;flag!=0;) {
914 flag=0;
915 for(pl=first_player;pl!=NULL;pl=plnext) {
916 plnext=pl->next; /* In case a player exits the game in handle_player() */
917
918 if (pl->ob == NULL) continue;
919
920 if (map!=NULL && pl->ob->map!=map) continue;
921
922 if(pl->ob->speed_left>0) {
923 if (handle_newcs_player(pl->ob))
924 flag=1;
925 } /* end if player has speed left */
926
927 /* If the player is not actively playing, don't make a
928 * backup save - nothing to save anyway. Plus, the
929 * map may not longer be valid. This can happen when the
930 * player quits - they exist for purposes of tracking on the map,
931 * but don't actually reside on any actual map.
932 */
933 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
934
935 #ifdef AUTOSAVE
936 /* check for ST_PLAYING state so that we don't try to save off when
937 * the player is logging in.
938 */
939 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
940 /* Don't save the player on unholy ground. Instead, increase the
941 * tick time so it will be about 10 seconds before we try and save
942 * again.
943 */
944 // if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
945 // pl->last_save_tick += 100;
946 // } else {
947 save_player(pl->ob,1);
948 pl->last_save_tick = pticks;
949 // }
950 }
951 #endif
952 } /* end of for loop for all the players */
953 } /* for flag */
954 for(pl=first_player;pl!=NULL;pl=pl->next) {
955 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map))
956 continue;
957 if (settings.casting_time == TRUE) {
958 if (pl->ob->casting_time > 0){
959 pl->ob->casting_time--;
960 pl->ob->start_holding = 1;
961 }
962 /* set spell_state so we can update the range in stats field */
963 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
964 pl->ob->start_holding = 0;
965 }
966 }
967 do_some_living(pl->ob);
968 /* draw(pl->ob);*/ /* updated in socket code */
969 }
970 }
971
972 void process_players2(mapstruct *map)
973 {
974 player *pl;
975
976 /* Then check if any players should use weapon-speed instead of speed */
977 for(pl=first_player;pl!=NULL;pl=pl->next) {
978 if (map!=NULL) {
979 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
980 continue;
981 else if(pl->loading != NULL) /* Player is blocked */
982 pl->ob->speed_left -= pl->ob->speed;
983 if (pl->ob->map!=map) continue;
984 }
985
986 /* The code that did weapon_sp handling here was out of place -
987 * this isn't called until after the player has finished there
988 * actions, and is thus out of place. All we do here is bounds
989 * checking.
990 */
991 if (pl->has_hit) {
992 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
993
994 /* This needs to be here - if the player is running, we need to
995 * clear this each tick, but new commands are not being received
996 * so execute_newserver_command() is never called
997 */
998 pl->has_hit=0;
999
1000 } else if (pl->ob->speed_left>pl->ob->speed)
1001 pl->ob->speed_left = pl->ob->speed;
1002 }
1003 }
1004
1005 #define SPEED_DEBUG
1006
1007
1008 void process_events (mapstruct *map)
1009 {
1010 object *op;
1011 object marker;
1012 tag_t tag;
1013
1014 process_players1 (map);
1015
1016 memset(&marker, 0, sizeof(object));
1017 /* Put marker object at beginning of active list */
1018 marker.active_next = active_objects;
1019
1020 if (marker.active_next)
1021 marker.active_next->active_prev = &marker;
1022 marker.active_prev = NULL;
1023 active_objects = &marker;
1024
1025 while (marker.active_next) {
1026 op = marker.active_next;
1027 tag = op->count;
1028
1029 /* Move marker forward - swap op and marker */
1030 op->active_prev = marker.active_prev;
1031
1032 if (op->active_prev)
1033 op->active_prev->active_next = op;
1034 else
1035 active_objects = op;
1036
1037 marker.active_next = op->active_next;
1038
1039 if (marker.active_next)
1040 marker.active_next->active_prev = &marker;
1041 marker.active_prev = op;
1042 op->active_next = &marker;
1043
1044 /* Now process op */
1045 if (QUERY_FLAG (op, FLAG_FREED)) {
1046 LOG (llevError, "BUG: process_events(): Free object on list\n");
1047 op->speed = 0;
1048 update_ob_speed (op);
1049 continue;
1050 }
1051
1052 /* I've seen occasional crashes due to this - the object is removed,
1053 * and thus the map it points to (last map it was on) may be bogus
1054 * The real bug is to try to find out the cause of this - someone
1055 * is probably calling remove_ob without either an insert_ob or
1056 * free_object afterwards, leaving an object dangling. But I'd
1057 * rather log this and continue on instead of crashing.
1058 * Don't remove players - when a player quits, the object is in
1059 * sort of a limbo, of removed, but something we want to keep
1060 * around.
1061 */
1062 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1063 op->map && op->map->in_memory != MAP_IN_MEMORY) {
1064 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1065 dump_object(op);
1066 LOG(llevError, errmsg);
1067 free_object(op);
1068 continue;
1069 }
1070
1071 if ( ! op->speed) {
1072 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1073 "but is on active list\n", op->arch->name);
1074 update_ob_speed (op);
1075 continue;
1076 }
1077
1078 if (op->map == NULL && op->env == NULL && op->name &&
1079 op->type != MAP && map == NULL) {
1080 LOG (llevError, "BUG: process_events(): Object without map or "
1081 "inventory is on active list: %s (%d)\n",
1082 op->name, op->count);
1083 op->speed = 0;
1084 update_ob_speed (op);
1085 continue;
1086 }
1087
1088 if (map != NULL && op->map != map)
1089 continue;
1090
1091 /* Animate the object. Bug of feature that andim_speed
1092 * is based on ticks, and not the creatures speed?
1093 */
1094 if (op->anim_speed && op->last_anim >= op->anim_speed)
1095 {
1096 if ((op->type==PLAYER)||(op->type==MONSTER))
1097 animate_object(op, op->facing);
1098 else
1099 animate_object (op, op->direction);
1100
1101 op->last_anim = 1;
1102 }
1103 else
1104 op->last_anim++;
1105
1106 if (op->speed_left > 0) {
1107 #if 0
1108 /* I've seen occasional crashes in move_symptom() with it
1109 * crashing because op is removed - add some debugging to
1110 * track if it is removed at this point.
1111 * This unfortunately is a bit too verbose it seems - not sure
1112 * why - I think what happens is a map is freed or something and
1113 * some objects get 'lost' - removed never to be reclaimed.
1114 * removed objects generally shouldn't exist.
1115 */
1116 if (QUERY_FLAG(op, FLAG_REMOVED)) {
1117 LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1118 op->name?op->name:"null");
1119 }
1120 #endif
1121 --op->speed_left;
1122 process_object (op);
1123 if (was_destroyed (op, tag))
1124 continue;
1125 }
1126 if (settings.casting_time == TRUE && op->casting_time > 0)
1127 op->casting_time--;
1128 if (op->speed_left <= 0)
1129 op->speed_left += FABS (op->speed);
1130 }
1131
1132 /* Remove marker object from active list */
1133 if (marker.active_prev != NULL)
1134 marker.active_prev->active_next = NULL;
1135 else
1136 active_objects = NULL;
1137
1138 process_players2 (map);
1139 }
1140
1141 void clean_tmp_files(void) {
1142 mapstruct *m, *next;
1143
1144 LOG(llevInfo,"Cleaning up...\n");
1145
1146 /* We save the maps - it may not be intuitive why, but if there are unique
1147 * items, we need to save the map so they get saved off. Perhaps we should
1148 * just make a special function that only saves the unique items.
1149 */
1150 for(m=first_map;m!=NULL;m=next) {
1151 next=m->next;
1152 if (m->in_memory == MAP_IN_MEMORY) {
1153 /* If we want to reuse the temp maps, swap it out (note that will also
1154 * update the log file. Otherwise, save the map (mostly for unique item
1155 * stuff). Note that the clean_tmp_map is called after the end of
1156 * the for loop but is in the #else bracket. IF we are recycling the maps,
1157 * we certainly don't want the temp maps removed.
1158 */
1159
1160 /* XXX The above comment is dead wrong */
1161 if (settings.recycle_tmp_maps == TRUE)
1162 swap_map(m);
1163 else {
1164 new_save_map(m, 0); /* note we save here into a overlay map */
1165 clean_tmp_map(m);
1166 }
1167 }
1168 }
1169 write_todclock(); /* lets just write the clock here */
1170 }
1171
1172 /* clean up everything before exiting */
1173 void cleanup(void)
1174 {
1175 LOG(llevDebug,"Cleanup called. freeing data.\n");
1176 clean_tmp_files();
1177 write_book_archive();
1178 #ifdef MEMORY_DEBUG
1179 free_all_maps();
1180 free_style_maps();
1181 free_all_object_data();
1182 free_all_archs();
1183 free_all_treasures();
1184 free_all_images();
1185 free_all_newserver();
1186 free_all_recipes();
1187 free_all_readable();
1188 free_all_god();
1189 free_all_anim();
1190 /* See what the string data that is out there that hasn't been freed. */
1191 /* LOG(llevDebug, ss_dump_table(0xff));*/
1192 #endif
1193 exit(0);
1194 }
1195
1196 void leave(player *pl, int draw_exit) {
1197 if (pl != NULL) {
1198 /* We do this so that the socket handling routine can do the final
1199 * cleanup. We also leave that loop to actually handle the freeing
1200 * of the data.
1201 */
1202 if (pl->ob->type != DEAD_OBJECT)
1203 {
1204 execute_global_event (EVENT_LOGOUT, pl, pl->socket.host);
1205 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host);
1206
1207 pl->socket.status = Ns_Dead;
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 && draw_exit
1214 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1215 {
1216 char buf[MAX_BUF];
1217 sprintf (buf, "%s left the game.", pl->ob->name);
1218 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1219 }
1220
1221 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1222 leave_map (pl->ob);
1223
1224 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1225 }
1226 }
1227 }
1228
1229 int forbid_play(void)
1230 {
1231 #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1232 char buf[MAX_BUF], day[MAX_BUF];
1233 FILE *fp;
1234 time_t clock;
1235 struct tm *tm;
1236 int i, start, stop, forbit=0, comp;
1237
1238 clock = time (NULL);
1239 tm = (struct tm *) localtime (&clock);
1240
1241 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1242 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1243 return 0;
1244
1245 while (fgets (buf, MAX_BUF, fp)) {
1246 if (buf[0]=='#') continue;
1247 if (!strncmp (buf, "msg", 3)) {
1248 if (forbit)
1249 while (fgets (buf, MAX_BUF, fp)) /* print message */
1250 fputs (buf, logfile);
1251 break;
1252
1253 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1254 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1255 continue;
1256 }
1257
1258 for (i=0; i< 7; i++) {
1259 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1260 (tm->tm_hour >= start) && (tm->tm_hour < stop))
1261 forbit = 1;
1262 }
1263 }
1264
1265 close_and_delete(fp, comp);
1266
1267 return forbit;
1268 #else
1269 return 0;
1270 #endif
1271 }
1272
1273 /*
1274 * do_specials() is a collection of functions to call from time to time.
1275 * Modified 2000-1-14 MSW to use the global pticks count to determine how
1276 * often to do things. This will allow us to spred them out more often.
1277 * I use prime numbers for the factor count - in that way, it is less likely
1278 * these actions will fall on the same tick (compared to say using 500/2500/15000
1279 * which would mean on that 15,000 tick count a whole bunch of stuff gets
1280 * done). Of course, there can still be times where multiple specials are
1281 * done on the same tick, but that will happen very infrequently
1282 *
1283 * I also think this code makes it easier to see how often we really are
1284 * doing the various things.
1285 */
1286
1287 extern unsigned long todtick;
1288
1289 void do_specials(void) {
1290
1291 #ifdef WATCHDOG
1292 if (!(pticks % 503))
1293 watchdog();
1294 #endif
1295
1296 if (!(pticks % PTICKS_PER_CLOCK))
1297 tick_the_clock();
1298
1299 if (!(pticks % 509))
1300 flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1301
1302 if (!(pticks % 2503))
1303 fix_weight(); /* Hack to fix weightproblems caused by bugs */
1304
1305 if (!(pticks % 2521))
1306 metaserver_update(); /* 2500 ticks is about 5 minutes */
1307
1308 if (!(pticks % 5003))
1309 write_book_archive();
1310
1311 if (!(pticks % 5009))
1312 clean_friendly_list();
1313
1314 if (!(pticks % 5011))
1315 obsolete_parties();
1316
1317 if (!(pticks % 12503))
1318 fix_luck();
1319 }
1320
1321 int main(int argc, char **argv)
1322 {
1323 #ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
1324 _fmode = _O_BINARY ;
1325 bRunning = 1;
1326 #endif
1327
1328 #ifdef DEBUG_MALLOC_LEVEL
1329 malloc_debug(DEBUG_MALLOC_LEVEL);
1330 #endif
1331
1332 settings.argc=argc;
1333 settings.argv=argv;
1334 init(argc, argv);
1335 initPlugins(); /* GROS - Init the Plugins */
1336 #ifdef WIN32
1337 while ( bRunning )
1338 {
1339 #else
1340 for(;;) {
1341 #endif
1342 nroferrors = 0;
1343
1344 doeric_server();
1345 process_events(NULL); /* "do" something with objects with speed */
1346 cftimer_process_timers();/* Process the crossfire Timers */
1347 /* Lauwenmark : Here we handle the CLOCK global event */
1348 execute_global_event(EVENT_CLOCK);
1349 flush_sockets();
1350 check_active_maps(); /* Removes unused maps after a certain timeout */
1351 do_specials(); /* Routines called from time to time. */
1352
1353 sleep_delta(); /* Slepp proper amount of time before next tick */
1354 }
1355 emergency_save( 0 );
1356 cleanup( );
1357 return 0;
1358 }