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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The author can be reached via e-mail to <crossfire@schmorp.de> |
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*/ |
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|
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#include <global.h> |
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#include <sproto.h> |
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#include <object.h> |
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|
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/* This writes out information on all the temporary maps. It is called by |
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* swap_map below. |
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*/ |
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static void |
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write_map_log (void) |
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{ |
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FILE *fp; |
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maptile *map; |
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char buf[MAX_BUF]; |
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long current_time = time (NULL); |
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|
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sprintf (buf, "%s/temp.maps", settings.localdir); |
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if (!(fp = fopen (buf, "w"))) |
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{ |
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LOG (llevError, "Could not open %s for writing\n", buf); |
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return; |
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} |
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|
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for_all_maps (map) |
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/* If tmpname is null, it is probably a unique player map, |
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* so don't save information on it. |
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*/ |
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if (map->in_memory != MAP_IN_MEMORY && map->tmpname) |
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/* the 0 written out is a leftover from the lock number for |
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* unique items and second one is from encounter maps. |
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* Keep using it so that old temp files continue |
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* to work. |
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*/ |
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fprintf (fp, "%s:%s:%ld:0:0:%d:0:%d\n", map->path, map->tmpname, |
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(map->reset_time == (uint32) - 1 ? (long unsigned) -1 : map->reset_time - current_time), map->difficulty, map->darkness); |
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|
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fclose (fp); |
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} |
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|
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void |
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read_map_log (void) |
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{ |
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FILE *fp; |
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maptile *map; |
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char buf[MAX_BUF], *cp, *cp1; |
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int do_los, darkness, lock; |
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long sec = time (0); |
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|
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sprintf (buf, "%s/temp.maps", settings.localdir); |
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if (!(fp = fopen (buf, "r"))) |
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{ |
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LOG (llevDebug, "Could not open %s for reading\n", buf); |
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return; |
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} |
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|
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while (fgets (buf, MAX_BUF, fp)) |
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{ |
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map = get_linked_map (); |
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/* scanf doesn't work all that great on strings, so we break |
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* out that manually. strdup is used for tmpname, since other |
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* routines will try to free that pointer. |
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*/ |
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cp = strchr (buf, ':'); |
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*cp++ = '\0'; |
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strcpy (map->path, buf); |
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cp1 = strchr (cp, ':'); |
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*cp1++ = '\0'; |
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map->tmpname = strdup (cp); |
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|
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/* Lock is left over from the lock items - we just toss it now. |
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* We use it twice - second one is from encounter, but as we |
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* don't care about the value, this works fine |
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*/ |
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sscanf (cp1, "%d:%d:%d:%hd:%d:%d\n", &map->reset_time, &lock, &lock, &map->difficulty, &do_los, &darkness); |
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|
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map->in_memory = MAP_SWAPPED; |
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map->darkness = darkness; |
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|
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/* When the reset time is saved out, it is adjusted so that |
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* the current time is subtracted (thus, it is saved as number |
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* of seconds from current time that it should reset). We need |
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* to add in the current seconds for this to work right. |
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* On metalforge, strange behavior was observed with really high |
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* reset times - I don't know how they got to that state, |
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* but easy enough to do some sanity checking here. |
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*/ |
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map->reset_time += sec; |
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if (map->reset_time > (uint32) (sec + MAP_MAXRESET)) |
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map->reset_time = 0; |
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} |
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|
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fclose (fp); |
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} |
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|
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void |
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swap_map (maptile *map) |
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{ |
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if (map->in_memory != MAP_IN_MEMORY) |
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{ |
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LOG (llevError, "Tried to swap out map which was not in memory.\n"); |
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return; |
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} |
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|
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// cannot (yet) swap out maps with players |
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for_all_players (pl) |
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if (pl->ob && pl->ob->map == map && !pl->ob->flag [FLAG_REMOVED]) |
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return; |
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|
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remove_all_pets (map); /* Give them a chance to follow */ |
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|
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/* Update the reset time. Only do this if STAND_STILL is not set */ |
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if (!map->fixed_resettime) |
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set_map_reset_time (map); |
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|
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/* If it is immediate reset time, don't bother saving it - just get |
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* rid of it right away. |
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*/ |
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if (map->reset_time <= (uint32) time (0)) |
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{ |
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LOG (llevDebug, "Resetting map %s.\n", map->path); |
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INVOKE_MAP (RESET, map); |
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delete_map (map); |
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return; |
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} |
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|
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if (new_save_map (map, 0) == -1) |
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{ |
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LOG (llevError, "Failed to swap map %s.\n", map->path); |
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/* need to reset the in_memory flag so that delete map will also |
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* free the objects with it. |
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*/ |
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map->in_memory = MAP_IN_MEMORY; |
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delete_map (map); |
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} |
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else |
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{ |
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INVOKE_MAP (SWAPOUT, map); |
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free_map (map, 1); |
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} |
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|
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write_map_log (); |
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} |
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|
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void |
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check_active_maps (void) |
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{ |
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for_all_maps (map) |
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if (map->in_memory == MAP_IN_MEMORY |
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&& map->timeout |
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&& !--map->timeout) |
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{ |
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swap_map (map); |
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// only swap one map per tick |
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break; |
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} |
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} |
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|
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/* |
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* map_least_timeout() returns the map with the lowest timeout variable (not 0) |
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*/ |
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maptile * |
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map_least_timeout (char *except_level) |
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{ |
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maptile *chosen = NULL; |
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int timeout = MAP_MAXTIMEOUT + 1; |
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|
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for_all_maps (map) |
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if (map->in_memory == MAP_IN_MEMORY && strcmp (map->path, except_level) && map->timeout && map->timeout < timeout) |
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chosen = map, timeout = map->timeout; |
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|
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return chosen; |
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} |
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|
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/* |
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* players_on_map(): will be replaced by map->players when I'm satisfied |
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* that the variable is always correct. |
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* If show_all is true, we show everyone. If not, we don't show hidden |
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* players (dms) |
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*/ |
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int |
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players_on_map (maptile *m, int show_all) |
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{ |
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int nr = 0; |
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|
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for_all_players (pl) |
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if (pl->ob != NULL && !QUERY_FLAG (pl->ob, FLAG_REMOVED) && pl->ob->map == m && (show_all || !pl->hidden)) |
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nr++; |
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|
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return nr; |
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} |
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|
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/* |
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* flush_old_maps(): |
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* Removes tmp-files of maps which are going to be reset next time |
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* they are visited. |
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* This is very useful if the tmp-disk is very full. |
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*/ |
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void |
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flush_old_maps (void) |
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{ |
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maptile *m, *oldmap; |
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uint32 sec = time (0); |
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|
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m = first_map; |
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while (m) |
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{ |
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/* There can be cases (ie death) where a player leaves a map and the timeout |
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* is not set so it isn't swapped out. |
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*/ |
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if ((m->in_memory == MAP_IN_MEMORY) && (m->timeout == 0) && !players_on_map (m, TRUE)) |
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set_map_timeout (m); |
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|
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/* per player unique maps are never really reset. However, we do want |
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* to perdiocially remove the entries in the list of active maps - this |
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* generates a cleaner listing if a player issues the map commands, and |
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* keeping all those swapped out per player unique maps also has some |
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* memory and cpu consumption. |
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* We do the cleanup here because there are lots of places that call |
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* swap map, and doing it within swap map may cause problems as |
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* the functions calling it may not expect the map list to change |
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* underneath them. |
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*/ |
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if ((m->unique || m->templatemap) && m->in_memory == MAP_SWAPPED) |
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{ |
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LOG (llevDebug, "Resetting map %s.\n", m->path); |
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oldmap = m; |
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m = m->next; |
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delete_map (oldmap); |
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} |
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else if (m->in_memory != MAP_SWAPPED || m->tmpname == NULL || sec < m->reset_time) |
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m = m->next; |
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else |
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{ |
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LOG (llevDebug, "Resetting map %s.\n", m->path); |
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INVOKE_MAP (RESET, m); |
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clean_tmp_map (m); |
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oldmap = m; |
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m = m->next; |
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delete_map (oldmap); |
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} |
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} |
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} |