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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file
* Main server functions.
*/
#include <assert.h>
#include "global.h"
#ifdef HAVE_TIME_H
#include <time.h>
#endif
#ifndef WIN32
# include <unistd.h>
# include <sys/types.h>
#endif
#ifdef HAVE_DES_H
#include <des.h>
#else
# ifdef HAVE_CRYPT_H
# include <crypt.h>
# endif
#endif
#include "object.h"
#include "sproto.h"
#include "tod.h"
#include "version.h"
#include "../random_maps/random_map.h"
#include "../random_maps/rproto.h"
#include "path.h"
/** Ingame days. */
static const char days[7][4] = {
"Sun",
"Mon",
"Tue",
"Wed",
"Thu",
"Fri",
"Sat"
};
/**
* Displays basic game version information.
*
* @param op
* who is requesting the verison information.
*/
void version(object *op) {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_VERSION,
"This is Crossfire v%s",
FULL_VERSION);
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_VERSION,
"The authors can be reached at crossfire@metalforge.org");
}
/**
* Gives basic start information to player.
*
* @param op
* player.
*/
void start_info(object *op) {
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOGIN,
"Welcome to Crossfire, v%s!\nPress `?' for help\n",
VERSION);
draw_ext_info_format(NDI_UNIQUE|NDI_ALL|NDI_DK_ORANGE, 5, op,
MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_PLAYER,
"%s entered the game.",
op->name);
}
/**
* Encrypt a string. Used for password storage on disk.
*
* Really, there is no reason to crypt the passwords any system. But easier
* to just leave this enabled for backward compatibility. Put the
* simple case at top - no encryption - makes it easier to read.
*
* @param str
* string to crypt.
* @param salt
* salt to crypt with.
* @return
* crypted str.
* @todo make thread-safe?
*/
const char *crypt_string(const char *str, const char *salt) {
#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
return(str);
#else
static const char *const c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
char s[2];
if (salt == NULL)
s[0] = c[RANDOM()%(int)strlen(c)],
s[1] = c[RANDOM()%(int)strlen(c)];
else
s[0] = salt[0],
s[1] = salt[1];
# ifdef HAVE_LIBDES
return (char *)des_crypt(str, s);
# endif
/* Default case - just use crypt */
return (char *)crypt(str, s);
#endif
}
/**
* Check if 2 passwords match.
*
* @param typed
* entered password. Not crypted.
* @param crypted
* password to check against. Must be crypted.
* @return
* 1 if the passwords match, 0 else.
*/
int check_password(const char *typed, const char *crypted) {
/* If crypted is an empty string, crypt_string() will return null, leading to issues with the strcmp. */
if (strlen(crypted) == 0) {
return strlen(typed) == 0 ? 1 : 0;
}
return !strcmp(crypt_string(typed, crypted), crypted);
}
/**
* This is a basic little function to put the player back to his
* savebed. We do some error checking - its possible that the
* savebed map may no longer exist, so we make sure the player
* goes someplace.
*
* @param op
* player.
*/
void enter_player_savebed(object *op) {
mapstruct *oldmap = op->map;
object *tmp;
tmp = object_new();
EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
EXIT_X(tmp) = op->contr->bed_x;
EXIT_Y(tmp) = op->contr->bed_y;
enter_exit(op, tmp);
/* If the player has not changed maps and the name does not match
* that of the savebed, his savebed map is gone. Lets go back
* to the emergency path. Update what the players savebed is
* while we're at it.
*/
if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
LOG(llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n", settings.emergency_mapname, op->name, op->contr->savebed_map);
strcpy(op->contr->savebed_map, settings.emergency_mapname);
op->contr->bed_x = settings.emergency_x;
op->contr->bed_y = settings.emergency_y;
free_string(op->contr->savebed_map);
EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
EXIT_X(tmp) = op->contr->bed_x;
EXIT_Y(tmp) = op->contr->bed_y;
enter_exit(op, tmp);
}
object_free2(tmp, FREE_OBJ_NO_DESTROY_CALLBACK);
}
/**
* Moves the player and pets from current map (if any) to
* new map.
*
* @param op
* player to move.
* @param newmap
* @param x
* @param y
* new location. If (x, y) point to an out of map point, will use default map coordinates.
*/
static void enter_map(object *op, mapstruct *newmap, int x, int y) {
mapstruct *oldmap = op->map;
if (out_of_map(newmap, x, y)) {
LOG(llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
/* If op has invalid (probably -1,-1) coordinates, force them to a correct value, else issues later on. */
if (op->x == x)
op->x = MAP_ENTER_X(newmap);
if (op->y == y)
op->y = MAP_ENTER_Y(newmap);
x = MAP_ENTER_X(newmap);
y = MAP_ENTER_Y(newmap);
if (out_of_map(newmap, x, y)) {
LOG(llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap));
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"The exit is closed");
return;
}
}
/* try to find a spot for the player */
if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
/* We try to find a spot for the player, starting closest in.
* We could use object_find_first_free_spot(), but that doesn't randomize it at all,
* So for example, if the north space is free, you would always end up there even
* if other spaces around are available.
* Note that for the second and third calls, we could start at a position other
* than one, but then we could end up on the other side of walls and so forth.
*/
int i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE1+1);
if (i == -1) {
i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE2+1);
if (i == -1)
i = object_find_free_spot(op, newmap, x, y, 1, SIZEOFFREE);
}
if (i != -1) {
x += freearr_x[i];
y += freearr_y[i];
} else {
/* not much we can do in this case. */
LOG(llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", newmap->path, x, y);
}
} /* end if looking for free spot */
/* If it is a player login, he has yet to be inserted anyplace.
* otherwise, we need to deal with removing the playe here.
*/
if (!QUERY_FLAG(op, FLAG_REMOVED))
object_remove(op);
if (op->map != NULL) {
/* Lauwenmark : Here we handle the MAPLEAVE global event */
execute_global_event(EVENT_MAPLEAVE, op, op->map);
}
/* object_remove clears these so they must be reset after the object_remove() call */
object_insert_in_map_at(op, newmap, NULL, INS_NO_WALK_ON, x, y);
/* Lauwenmark : Here we handle the MAPENTER global event */
execute_global_event(EVENT_MAPENTER, op, op->map);
if (op->contr) {
send_background_music(op->contr, newmap->background_music);
}
newmap->timeout = 0;
object_set_enemy(op, NULL);
if (op->contr) {
strcpy(op->contr->maplevel, newmap->path);
op->contr->count = 0;
}
/* Update any golems */
if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
int i = object_find_free_spot(op->contr->ranges[range_golem], newmap, x, y, 1, SIZEOFFREE);
object_remove(op->contr->ranges[range_golem]);
if (i == -1) {
remove_friendly_object(op->contr->ranges[range_golem]);
object_free_drop_inventory(op->contr->ranges[range_golem]);
op->contr->ranges[range_golem] = NULL;
op->contr->golem_count = 0;
} else {
object_insert_in_map_at(op->contr->ranges[range_golem], newmap, NULL, 0, x+freearr_x[i], y+freearr_y[i]);
op->contr->ranges[range_golem]->direction = find_dir_2(op->x-op->contr->ranges[range_golem]->x, op->y-op->contr->ranges[range_golem]->y);
}
}
op->direction = 0;
/* since the players map is already loaded, we don't need to worry
* about pending objects.
*/
pets_remove_all();
/* If the player is changing maps, we need to do some special things
* Do this after the player is on the new map - otherwise the force swap of the
* old map does not work.
*/
if (oldmap != newmap) {
if (oldmap) { /* adjust old map */
if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
set_map_timeout(oldmap);
}
}
swap_below_max(newmap->path);
if (op->type == PLAYER)
map_newmap_cmd(&op->contr->socket);
}
/**
* Applies the map timeout.
*
* @param oldmap
* map to process.
*/
void set_map_timeout(mapstruct *oldmap) {
#if MAP_MAXTIMEOUT
oldmap->timeout = MAP_TIMEOUT(oldmap);
/* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
* lower than the min value.
*/
#if MAP_MINTIMEOUT
if (oldmap->timeout < MAP_MINTIMEOUT) {
oldmap->timeout = MAP_MINTIMEOUT;
}
#endif
if (oldmap->timeout > MAP_MAXTIMEOUT) {
oldmap->timeout = MAP_MAXTIMEOUT;
}
#else
/* save out the map */
swap_map(oldmap);
#endif /* MAP_MAXTIMEOUT */
}
/**
* Takes a path and replaces all / with _
* We do a strcpy so that we do not change the original string.
*
* @param file
* path to clean.
* @param newpath
* buffer that will contain the cleaned path. Should be at least as long as file.
* @param size
* length of newpath.
* @return
* newpath.
*/
static char *clean_path(const char *file, char *newpath, int size) {
char *cp;
snprintf(newpath, size, "%s", file);
for (cp = newpath; *cp != '\0'; cp++) {
if (*cp == '/')
*cp = '_';
}
return newpath;
}
/**
* Takes a path and replaces all _ with /
* This basically undoes clean_path().
* We do a strcpy so that we do not change the original string.
* We are smart enough to start after the last / in case we
* are getting passed a string that points to a unique map
* path.
*
* @param src
* path to unclean.
* @param newpath
* buffer that will contain the uncleaned path. Should be at least as long as file.
* @param size
* length of newpath.
* @return
* newpath.
*/
static char *unclean_path(const char *src, char *newpath, int size) {
char *cp;
cp = strrchr(src, '/');
if (cp)
snprintf(newpath, size, "%s", cp+1);
else
snprintf(newpath, size, "%s", src);
for (cp = newpath; *cp != '\0'; cp++) {
if (*cp == '_')
*cp = '/';
}
return newpath;
}
/**
* The player is trying to enter a randomly generated map. In this case, generate the
* random map as needed.
*
* @param pl
* player.
* @param exit_ob
* exit containing random map parameters.
*/
static void enter_random_map(object *pl, object *exit_ob) {
mapstruct *new_map;
char newmap_name[HUGE_BUF], *cp;
static int reference_number = 0;
RMParms rp;
memset(&rp, 0, sizeof(RMParms));
rp.Xsize = -1;
rp.Ysize = -1;
rp.region = get_region_by_map(exit_ob->map);
if (exit_ob->msg)
set_random_map_variable(&rp, exit_ob->msg);
rp.origin_x = exit_ob->x;
rp.origin_y = exit_ob->y;
strcpy(rp.origin_map, pl->map->path);
/* If we have a final_map, use it as a base name to give some clue
* as where the player is. Otherwise, use the origin map.
* Take the last component (after the last slash) to give
* shorter names without bogus slashes.
*/
if (rp.final_map[0]) {
cp = strrchr(rp.final_map, '/');
if (!cp)
cp = rp.final_map;
} else {
char buf[HUGE_BUF];
cp = strrchr(rp.origin_map, '/');
if (!cp)
cp = rp.origin_map;
/* Need to strip of any trailing digits, if it has them */
snprintf(buf, sizeof(buf), "%s", cp);
while (isdigit(buf[strlen(buf)-1]))
buf[strlen(buf)-1] = 0;
cp = buf;
}
snprintf(newmap_name, sizeof(newmap_name), "/random/%s%04d", cp+1, reference_number++);
/* now to generate the actual map. */
new_map = generate_random_map(newmap_name, &rp, NULL);
/* Update the exit_ob so it now points directly at the newly created
* random maps. Not that it is likely to happen, but it does mean that a
* exit in a unique map leading to a random map will not work properly.
* It also means that if the created random map gets reset before
* the exit leading to it, that the exit will no longer work.
*/
if (new_map) {
int x, y;
x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
EXIT_PATH(exit_ob) = add_string(newmap_name);
snprintf(new_map->path, sizeof(new_map->path), "%s", newmap_name);
enter_map(pl, new_map, x, y);
}
}
/**
* The player is trying to enter a non-randomly generated template map. In this
* case, use a map file for a template.
*
* @param pl
* player.
* @param exit_ob
* exit containing template map parameters.
*/
static void enter_fixed_template_map(object *pl, object *exit_ob) {
mapstruct *new_map;
char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
char new_map_name[MAX_BUF];
/* Split the exit path string into two parts, one
* for where to store the map, and one for were
* to generate the map from.
*/
snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
sourcemap = strchr(exitpath, '!');
if (!sourcemap) {
draw_ext_info_format(NDI_UNIQUE, 0, pl,
MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"The %s is closed.",
exit_ob->name);
/* Should only occur when no source map is set.
*/
LOG(llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n", exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
return;
}
*sourcemap++ = '\0';
/* If we are not coming from a template map, we can use relative directories
* for the map to generate from.
*/
if (!exit_ob->map->is_template) {
/* We can't use exitpath directly, as sourcemap points there. */
path_combine_and_normalize(exit_ob->map->path, sourcemap, tmpstring, sizeof(tmpstring));
snprintf(exitpath, sizeof(exitpath), "%s", tmpstring);
sourcemap = exitpath;
}
/* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
* of the exit, and the name of the map the exit is on, respectively.
*/
snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
/* If we are coming from another template map, use reletive paths unless
* indicated otherwise.
*/
if (exit_ob->map->is_template && (resultname[0] != '/')) {
path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
} else {
create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
}
/* Attempt to load the map, if unable to, then
* create the map from the template.
*/
new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
if (!new_map) {
char path[MAX_BUF];
create_pathname(sourcemap, path, MAX_BUF);
new_map = load_original_map(path, MAP_PLAYER_UNIQUE);
}
if (new_map) {
/* set the path of the map to where it should be
* so we don't just save over the source map.
*/
snprintf(new_map->path, sizeof(new_map->path), "%s", new_map_name);
new_map->is_template = 1;
enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
} else {
draw_ext_info_format(NDI_UNIQUE, 0, pl,
MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"The %s is closed.",
exit_ob->name);
/* Should only occur when an invalid source map is set.
*/
LOG(llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n", exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
}
}
/**
* The player is trying to enter a randomly generated template map. In this
* case, generate the map as needed.
*
* @param pl
* player.
* @param exit_ob
* exit containing random template map parameters.
*/
static void enter_random_template_map(object *pl, object *exit_ob) {
mapstruct *new_map;
char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
char new_map_name[MAX_BUF];
RMParms rp;
/* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
* of the exit, and the name of the map the exit is on, respectively.
*/
snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->x);
replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
snprintf(tmpnum, sizeof(tmpnum), "%d", exit_ob->y);
snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
snprintf(tmpstring, sizeof(tmpstring), "%s", resultname);
replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
/* If we are coming from another template map, use reletive paths unless
* indicated otherwise.
*/
if (exit_ob->map->is_template && (resultname[0] != '/')) {
path_combine_and_normalize(exit_ob->map->path, resultname, new_map_name, sizeof(new_map_name));
} else {
create_template_pathname(resultname, new_map_name, sizeof(new_map_name));
}
new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
if (!new_map) {
memset(&rp, 0, sizeof(RMParms));
rp.Xsize = -1;
rp.Ysize = -1;
rp.region = get_region_by_map(exit_ob->map);
if (exit_ob->msg)
set_random_map_variable(&rp, exit_ob->msg);
rp.origin_x = exit_ob->x;
rp.origin_y = exit_ob->y;
strcpy(rp.origin_map, pl->map->path);
/* now to generate the actual map. */
new_map = generate_random_map(new_map_name, &rp, NULL);
}
/* Update the exit_ob so it now points directly at the newly created
* random maps. Not that it is likely to happen, but it does mean that a
* exit in a unique map leading to a random map will not work properly.
* It also means that if the created random map gets reset before
* the exit leading to it, that the exit will no longer work.
*/
if (new_map) {
int x, y;
x = EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
y = EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
new_map->is_template = 1;
enter_map(pl, new_map, x, y);
}
}
/**
* Player is entering a unique map.
*
* @param op
* player.
* @param exit_ob
* exit containing unique map information.
*/
static void enter_unique_map(object *op, object *exit_ob) {
char apartment[HUGE_BUF], path[MAX_BUF];
mapstruct *newmap;
if (EXIT_PATH(exit_ob)[0] == '/') {
snprintf(apartment, sizeof(apartment), "%s/%s/%s/%s", settings.localdir, settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob), path, sizeof(path)));
newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
if (!newmap) {
create_pathname(EXIT_PATH(exit_ob), path, sizeof(path));
newmap = load_original_map(path, MAP_PLAYER_UNIQUE);
}
} else { /* relative directory */
char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
if (exit_ob->map->unique) {
unclean_path(exit_ob->map->path, reldir, sizeof(reldir));
/* Need to copy this over, as clean_path only has one static return buffer */
clean_path(reldir, tmpc, sizeof(tmpc));
/* Remove final component, if any */
if ((cp = strrchr(tmpc, '_')) != NULL)
*cp = 0;
snprintf(apartment, sizeof(apartment), "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, op->name, tmpc, clean_path(EXIT_PATH(exit_ob), path, sizeof(path)));
newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
if (!newmap) {
create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob), tmpc, sizeof(tmpc)), path, sizeof(path));
newmap = load_original_map(path, MAP_PLAYER_UNIQUE);
}
} else {
/* The exit is unique, but the map we are coming from is not unique. So
* use the basic logic - don't need to demangle the path name
*/
path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
snprintf(apartment, sizeof(apartment), "%s/%s/%s/%s", settings.localdir, settings.playerdir, op->name, clean_path(reldir, path, sizeof(path)));
newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
if (!newmap) {
path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), reldir, sizeof(reldir));
newmap = ready_map_name(reldir, 0);
if (newmap)
apply_auto_fix(newmap);
}
}
}
if (newmap) {
snprintf(newmap->path, sizeof(newmap->path), "%s", apartment);
newmap->unique = 1;
enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
} else {
draw_ext_info_format(NDI_UNIQUE, 0, op,
MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"The %s is closed.",
exit_ob->name);
/* Perhaps not critical, but I would think that the unique maps
* should be new enough this does not happen. This also creates
* a strange situation where some players could perhaps have visited
* such a map before it was removed, so they have the private
* map, but other players can't get it anymore.
*/
LOG(llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n", exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
}
}
/**
* Try to move op to the exit op->maplevel points to.
* Will abort() if maplevel is invalid and the emergency map is invalid too.
* @param op what to move, must not be NULL and must be a player.
*/
static void enter_maplevel_exit(object *op) {
int flags = 0, x = op->x, y = op->y;
mapstruct *newmap;
assert(op != NULL);
assert(op->type == PLAYER);
/* Hypothetically, I guess its possible that a standard map matches
* the localdir, but that seems pretty unlikely - unlikely enough that
* I'm not going to attempt to try to deal with that possibility.
* We use the fact that when a player saves on a unique map, it prepends
* the localdir to that name. So its an easy way to see of the map is
* unique or not.
*/
if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
flags = MAP_PLAYER_UNIQUE;
/* newmap returns the map (if already loaded), or loads it for us. */
newmap = ready_map_name(op->contr->maplevel, flags);
if (!newmap) {
LOG(llevError, "enter_exit: Map at '%s' doesn't exist!\n",
op->contr->maplevel);
newmap = ready_map_name(settings.emergency_mapname, 0);
x = settings.emergency_x;
y = settings.emergency_y;
/* If we can't load the emergency map, something is probably really
* screwed up, so bail out now.
*/
if (!newmap) {
LOG(llevError, "enter_exit: could not load emergency map? Fatal error\n");
abort();
}
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_MISC, 0,
"You find yourself somewhere unexpected...");
}
/* as a special case, if coordinates are (-1, -1), then the item should
* be put at the default location. Used for loginmethod 0 (old clients). */
if (x == -1 && y == -1) {
x = MAP_ENTER_X(newmap);
y = MAP_ENTER_Y(newmap);
}
enter_map(op, newmap, x, y);
}
/**
* Tries to move 'op' to exit_ob.
*
* This is used when loading the player.
*
* Largely redone by MSW 2001-01-21 - this function was overly complex
* and had some obscure bugs.
*
* May call abort() in some situations.
*
* @param op
* character or monster that is using the exit.
* @param exit_ob
* exit object (boat, door, teleporter, etc.). if null, then op->contr->maplevel contains that map to
* move the object to.
*/
void enter_exit(object *op, object *exit_ob) {
#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
/* It may be nice to support other creatures moving across
* exits, but right now a lot of the code looks at op->contr,
* so thta is an RFE.
*/
if (op->type != PLAYER)
return;
/* Need to remove player from transport */
if (op->contr->transport)
ob_apply(op->contr->transport, op, AP_UNAPPLY);
if (!exit_ob) {
enter_maplevel_exit(op);
return;
}
assert(EXIT_PATH(exit_ob) != NULL);
/* check to see if we make a template map */
if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '@') {
if (EXIT_PATH(exit_ob)[2] == '!') {
/* generate a template map randomly */
enter_random_template_map(op, exit_ob);
} else {
/* generate a template map from a fixed template */
enter_fixed_template_map(op, exit_ob);
}
}
/* check to see if we make a randomly generated map */
else if (EXIT_PATH(exit_ob) && EXIT_PATH(exit_ob)[1] == '!') {
enter_random_map(op, exit_ob);
} else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
enter_unique_map(op, exit_ob);
} else {
int x = EXIT_X(exit_ob), y = EXIT_Y(exit_ob);
/* 'Normal' exits that do not do anything special
* Simple enough we don't need another routine for it.
*/
mapstruct *newmap;
if (exit_ob->map) {
char tmp_path[HUGE_BUF];
path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), tmp_path, sizeof(tmp_path));
newmap = ready_map_name(tmp_path, 0);
/* Random map was previously generated, but is no longer about. Lets generate a new
* map.
*/
if (!newmap && !strncmp(EXIT_PATH(exit_ob), "/random/", 8)) {
/* Maps that go down have a message set. However, maps that go
* up, don't. If the going home has reset, there isn't much
* point generating a random map, because it won't match the maps.
*/
if (exit_ob->msg) {
enter_random_map(op, exit_ob);
} else {
draw_ext_info_format(NDI_UNIQUE, 0, op,
MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"The %s is closed.",
exit_ob->name);
return;
}
/* For exits that cause damages (like pits). Don't know if any
* random maps use this or not.
*/
if (exit_ob->stats.dam && op->type == PLAYER)
hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
return;
}
} else {
/* For word of recall and other force objects
* They contain the full pathname of the map to go back to,
* so we don't need to normalize it.
* But we do need to see if it is unique or not
*/
if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
else
newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
}
if (!newmap) {
if (exit_ob->name)
draw_ext_info_format(NDI_UNIQUE, 0, op,
MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"The %s is closed.",
exit_ob->name);
/* don't cry to momma if name is not set - as in tmp objects
* used by the savebed code and character creation */
return;
}
if (x == -1 && y == -1) {
x = MAP_ENTER_X(newmap);
y = MAP_ENTER_Y(newmap);
}
/* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
object *tmp;
/* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
tmp = object_find_by_type_and_slaying(op, FORCE, PORTAL_DESTINATION_NAME);
if (tmp) {
object_remove(tmp);
object_free2(tmp, FREE_OBJ_NO_DESTROY_CALLBACK);
}
path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob), op->contr->savebed_map, sizeof(op->contr->savebed_map));
op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
save_player(op, 1);
/* LOG(llevDebug, "enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
* exit_ob->name ? exit_ob->name : "(none)", exit_ob->x, exit_ob->y,
* path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
}
enter_map(op, newmap, x, y);
}
/* For exits that cause damages (like pits) */
if (exit_ob->stats.dam && op->type == PLAYER)
hit_player(op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
}
/**
* Do all player-related stuff before objects have been updated.
*
* @sa process_players2().
*/
static void process_players1(void) {
int flag;
player *pl, *plnext;
/* Basically, we keep looping until all the players have done their actions. */
for (flag = 1; flag != 0; ) {
flag = 0;
for (pl = first_player; pl != NULL; pl = plnext) {
plnext = pl->next; /* In case a player exits the game in handle_player() */
if (pl->ob == NULL)
continue;
/* Only do this on the first pass - what we are recording
* here is the number of ticks the player has been online - not
* how many actions/moves the player has done.
*/
if (!flag) pl->ticks_played++;
/** Handle DM follow command */
if (pl->followed_player) {
player *followed = find_player_partial_name(pl->followed_player);
if (followed && followed->ob && followed->ob->map) {
rv_vector rv;
if (!get_rangevector(pl->ob, followed->ob, &rv, 0) || rv.distance > 4) {
int space = object_find_free_spot(pl->ob, followed->ob->map, followed->ob->x, followed->ob->y, 1, 25);
if (space == -1)
/** This is a DM, just teleport on the top of player. */
space = 0;
object_remove(pl->ob);
object_insert_in_map_at(pl->ob, followed->ob->map, NULL, 0, followed->ob->x+freearr_x[space], followed->ob->y+freearr_y[space]);
map_newmap_cmd(&pl->socket);
}
} else {
draw_ext_info_format(NDI_UNIQUE, 0, pl->ob, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_DM, "Player %s left or ambiguous name.", pl->followed_player);
FREE_AND_CLEAR_STR(pl->followed_player);
}
} /** End of follow */
if (pl->ob->speed_left > 0) {
if (handle_newcs_player(pl->ob))
flag = 1;
} /* end if player has speed left */
/* If the player is not actively playing, don't make a
* backup save - nothing to save anyway. Plus, the
* map may not longer be valid. This can happen when the
* player quits - they exist for purposes of tracking on the map,
* but don't actually reside on any actual map.
*/
if (QUERY_FLAG(pl->ob, FLAG_REMOVED))
continue;
#ifdef AUTOSAVE
/* check for ST_PLAYING state so that we don't try to save off when
* the player is logging in.
*/
if ((pl->last_save_tick+AUTOSAVE) < pticks && pl->state == ST_PLAYING) {
/* Don't save the player on unholy ground. Instead, increase the
* tick time so it will be about 10 seconds before we try and save
* again.
*/
if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL)&P_NO_CLERIC) {
pl->last_save_tick += 100;
} else {
save_player(pl->ob, 1);
pl->last_save_tick = pticks;
hiscore_check(pl->ob, 1);
}
}
#endif
} /* end of for loop for all the players */
} /* for flag */
for (pl = first_player; pl != NULL; pl = pl->next) {
int has_action = 1;
pl->ob->weapon_speed_left += pl->ob->weapon_speed;
if (pl->ob->weapon_speed_left > 1.0)
pl->ob->weapon_speed_left = 1.0;
pl->socket.sounds_this_tick = 0;
if (settings.casting_time == TRUE) {
if (pl->ob->casting_time > 0) {
pl->ob->casting_time--;
has_action = 0;
}
}
/* If the character is idle (standing around resting) increase
* regen rates.
*/
if (has_action && pl->ob->speed_left > 0) {
pl->ob->last_heal -= 2;
pl->ob->last_sp -= 2;
pl->ob->last_grace -= 2;
pl->ob->last_eat += 2; /* Slow down food consumption */
}
do_some_living(pl->ob);
}
}
/**
* Do all player-related stuff after objects have been updated.
*
* @sa process_players1().
*
* @todo explain why 2 passes for players.
*/
static void process_players2(void) {
player *pl;
/* Then check if any players should use weapon-speed instead of speed */
for (pl = first_player; pl != NULL; pl = pl->next) {
/* The code that did weapon_sp handling here was out of place -
* this isn't called until after the player has finished there
* actions, and is thus out of place. All we do here is bounds
* checking.
*/
if (pl->has_hit) {
/* This needs to be here - if the player is running, we need to
* clear this each tick, but new commands are not being received
* so execute_newserver_command() is never called
*/
pl->has_hit = 0;
} else if (pl->ob->speed_left > pl->ob->speed)
pl->ob->speed_left = pl->ob->speed;
}
}
#define SPEED_DEBUG
/**
* Process all active objects.
*/
void process_events(void) {
object *op;
object marker;
tag_t tag;
process_players1();
memset(&marker, 0, sizeof(object));
/* Put marker object at beginning of active list */
marker.active_next = active_objects;
if (marker.active_next)
marker.active_next->active_prev = ▮
marker.active_prev = NULL;
active_objects = ▮
while (marker.active_next) {
op = marker.active_next;
tag = op->count;
/* Move marker forward - swap op and marker */
op->active_prev = marker.active_prev;
if (op->active_prev)
op->active_prev->active_next = op;
else
active_objects = op;
marker.active_next = op->active_next;
if (marker.active_next)
marker.active_next->active_prev = ▮
marker.active_prev = op;
op->active_next = ▮
/* Now process op */
if (QUERY_FLAG(op, FLAG_FREED)) {
LOG(llevError, "BUG: process_events(): Free object on list\n");
op->speed = 0;
object_update_speed(op);
continue;
}
/* I've seen occasional crashes due to this - the object is removed,
* and thus the map it points to (last map it was on) may be bogus
* The real bug is to try to find out the cause of this - someone
* is probably calling object_remove() without either an insert_ob or
* object_free_drop_inventory() afterwards, leaving an object dangling.
* But I'd rather log this and continue on instead of crashing.
* Don't remove players - when a player quits, the object is in
* sort of a limbo, of removed, but something we want to keep
* around.
*/
if (QUERY_FLAG(op, FLAG_REMOVED)
&& op->type != PLAYER
&& op->map
&& op->map->in_memory != MAP_IN_MEMORY) {
StringBuffer *sb;
char *diff;
LOG(llevError, "BUG: process_events(): Removed object on list\n");
sb = stringbuffer_new();
object_dump(op, sb);
diff = stringbuffer_finish(sb);
LOG(llevError, "%s\n", diff);
free(diff);
object_free2(op, FREE_OBJ_NO_DESTROY_CALLBACK);
continue;
}
if (!op->speed) {
LOG(llevError, "BUG: process_events(): Object %s has no speed, but is on active list\n", op->arch->name);
object_update_speed(op);
continue;
}
if (op->map == NULL
&& op->env == NULL
&& op->name
&& op->type != MAP) {
LOG(llevError, "BUG: process_events(): Object without map or inventory is on active list: %s (%d)\n", op->name, op->count);
op->speed = 0;
object_update_speed(op);
continue;
}
/* Seen some cases where process_object() is crashing because
* the object is on a swapped out map. But can't be sure if
* something in the chain of events caused the object to
* change maps or was just never removed - this will
* give some clue as to its state before call to
* process_object
*/
if (op->map && op->map->in_memory != MAP_IN_MEMORY) {
LOG(llevError, "BUG: process_events(): Processing object on swapped out map: %s (%d), map=%s\n", op->name, op->count, op->map->path);
}
/* Animate the object. Bug of feature that andim_speed
* is based on ticks, and not the creatures speed?
*/
if ((op->anim_speed && op->last_anim >= op->anim_speed)
|| (op->temp_animation_id && op->last_anim >= op->temp_anim_speed)) {
op->state++;
if ((op->type == PLAYER) || (op->type == MONSTER))
animate_object(op, op->facing);
else
animate_object(op, op->direction);
op->last_anim = 1;
} else {
op->last_anim++;
}
if (op->speed_left > 0) {
--op->speed_left;
process_object(op);
if (object_was_destroyed(op, tag))
continue;
}
if (settings.casting_time == TRUE && op->casting_time > 0)
op->casting_time--;
if (op->speed_left <= 0)
op->speed_left += FABS(op->speed);
}
/* Remove marker object from active list */
if (marker.active_prev != NULL)
marker.active_prev->active_next = NULL;
else
active_objects = NULL;
process_players2();
}
/**
* Remove temporary map files.
*
* @todo check logic, why is file only removed if map is in memory?
*/
void clean_tmp_files(void) {
mapstruct *m, *next;
LOG(llevInfo, "Cleaning up...\n");
/* We save the maps - it may not be intuitive why, but if there are unique
* items, we need to save the map so they get saved off. Perhaps we should
* just make a special function that only saves the unique items.
*/
for (m = first_map; m != NULL; m = next) {
next = m->next;
if (m->in_memory == MAP_IN_MEMORY) {
/* If we want to reuse the temp maps, swap it out (note that will also
* update the log file. Otherwise, save the map (mostly for unique item
* stuff). Note that the clean_tmp_map is called after the end of
* the for loop but is in the #else bracket. IF we are recycling the maps,
* we certainly don't want the temp maps removed.
*/
/* XXX The above comment is dead wrong */
if (settings.recycle_tmp_maps == TRUE)
swap_map(m);
else {
save_map(m, SAVE_MODE_NORMAL); /* note we save here into a overlay map */
clean_tmp_map(m);
}
}
}
write_todclock(); /* lets just write the clock here */
}
/** Clean up everything and exit. */
void cleanup(void) {
LOG(llevDebug, "Cleanup called. freeing data.\n");
clean_tmp_files();
write_book_archive();
accounts_save();
#ifdef MEMORY_DEBUG
free_all_maps();
free_style_maps();
#endif
cleanupPlugins();
#ifdef MEMORY_DEBUG
free_all_archs();
free_all_treasures();
free_all_artifacts();
free_all_images();
free_all_newserver();
free_all_recipes();
free_all_readable();
free_all_god();
free_all_anim();
i18n_free();
free_loader();
free_globals();
free_server();
object_free_all_data();
free_knowledge();
free_quest();
free_quest_definitions();
/* See what the string data that is out there that hasn't been freed. */
/* LOG(llevDebug, "%s", ss_dump_table(0xff));*/
#endif
exit(0);
}
/**
* Player logs out, or was disconnected.
*
* @param pl
* player.
* @param draw_exit
* if set, display leaving message to other players.
*/
void leave(player *pl, int draw_exit) {
if (!QUERY_FLAG(pl->ob, FLAG_REMOVED)) {
pets_terminate_all(pl->ob);
object_remove(pl->ob);
}
pl->socket.status = Ns_Dead;
LOG(llevInfo, "LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host);
strcpy(pl->ob->contr->killer, "left");
hiscore_check(pl->ob, 1);
/* If this player is the captain of the transport, need to do
* some extra work. By the time we get here, object_remove()
* should have already been called.
*/
if (pl->transport && pl->transport->contr == pl) {
/* If inv is a non player, inv->contr will be NULL, but that
* is OK.
*/
if (pl->transport->inv)
pl->transport->contr = pl->transport->inv->contr;
else
pl->transport->contr = NULL;
if (pl->transport->contr) {
char name[MAX_BUF];
query_name(pl->transport, name, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, pl->transport->contr->ob,
MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_PLAYER,
"%s has left. You are now the captain of %s",
pl->ob->name, name);
}
}
if (pl->ob->map) {
if (pl->ob->map->in_memory == MAP_IN_MEMORY)
pl->ob->map->timeout = MAP_TIMEOUT(pl->ob->map);
pl->ob->map = NULL;
}
pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
party_leave(pl->ob);
/* If a hidden dm dropped connection do not create
* inconsistencies by showing that they have left the game
*/
if (!(QUERY_FLAG(pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
&& (pl != NULL && draw_exit) && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
draw_ext_info_format(NDI_UNIQUE|NDI_ALL|NDI_DK_ORANGE, 5, NULL,
MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_PLAYER,
"%s left the game.",
pl->ob->name);
}
/**
* Checks if server should be started.
*
* @return
* 1 if play is forbidden, 0 if ok.
* @todo document forbidden stuff.
*/
int forbid_play(void) {
#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
char buf[MAX_BUF], day[MAX_BUF];
FILE *fp;
time_t clock;
struct tm *tm;
int i, start, stop, forbit = 0;
clock = time(NULL);
tm = (struct tm *)localtime(&clock);
snprintf(buf, sizeof(buf), "%s/%s", settings.confdir, PERM_FILE);
if ((fp = fopen(buf, "r")) == NULL)
return 0;
while (fgets(buf, sizeof(buf), fp)) {
if (buf[0] == '#')
continue;
if (!strncmp(buf, "msg", 3)) {
if (forbit)
while (fgets(buf, sizeof(buf), fp)) /* print message */
fputs(buf, logfile);
break;
} else if (sscanf(buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
continue;
}
for (i = 0; i < 7; i++) {
if (!strncmp(buf, days[i], 3)
&& (tm->tm_wday == i)
&& (tm->tm_hour >= start)
&& (tm->tm_hour < stop))
forbit = 1;
}
}
fclose(fp);
return forbit;
#else
return 0;
#endif
}
extern unsigned long todtick;
/**
* Collection of functions to call from time to time.
*
* Modified 2000-1-14 MSW to use the global pticks count to determine how
* often to do things. This will allow us to spred them out more often.
* I use prime numbers for the factor count - in that way, it is less likely
* these actions will fall on the same tick (compared to say using 500/2500/15000
* which would mean on that 15,000 tick count a whole bunch of stuff gets
* done). Of course, there can still be times where multiple specials are
* done on the same tick, but that will happen very infrequently
*
* I also think this code makes it easier to see how often we really are
* doing the various things.
*/
static void do_specials(void) {
if (!(pticks%10))
knowledge_process_incremental();
#ifdef WATCHDOG
if (!(pticks%503))
watchdog();
#endif
if (!(pticks%PTICKS_PER_CLOCK))
tick_the_clock();
if (!(pticks%509))
flush_old_maps(); /* Clears the tmp-files of maps which have reset */
if (!(pticks%2503))
fix_weight(); /* Hack to fix weightproblems caused by bugs */
if (!(pticks%2521))
metaserver_update(); /* 2500 ticks is about 5 minutes */
if (!(pticks%2531))
accounts_save();
if (!(pticks%5003))
write_book_archive();
if (!(pticks%5009))
clean_friendly_list();
if (!(pticks%5011))
party_obsolete_parties();
if (!(pticks%12503))
fix_luck();
}
/**
* Server main function.
*
* @param argc
* length of argv.
* @param argv
* command-line options.
* @return
* 0.
*/
int server_main(int argc, char **argv) {
#ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
_fmode = _O_BINARY;
bRunning = 1;
#endif
#ifndef WIN32
/* Here we check that we aren't root or suid */
if (getuid() == 0 || geteuid() == 0) {
fprintf(stderr,
"Running crossfire-server as root is a bad idea; aborting!\n"
"Please run it again as a normal, unprivileged user.\n"
);
return 1;
}
#endif
#ifdef DEBUG_MALLOC_LEVEL
malloc_debug(DEBUG_MALLOC_LEVEL);
#endif
init(argc, argv);
initPlugins(); /* GROS - Init the Plugins */
#ifdef WIN32
while (bRunning) {
#else
for (;;) {
#endif
nroferrors = 0;
do_server();
process_events(); /* "do" something with objects with speed */
cftimer_process_timers(); /* Process the crossfire Timers */
/* Lauwenmark : Here we handle the CLOCK global event */
execute_global_event(EVENT_CLOCK);
check_active_maps(); /* Removes unused maps after a certain timeout */
do_specials(); /* Routines called from time to time. */
sleep_delta(); /* Sleep proper amount of time before next tick */
}
#if 0 /* unreachable */
emergency_save(0);
cleanup();
return 0;
#endif
}
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