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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
* Basic initialization for the common library.
*/
#define EXTERN
#define INIT_C
#include "global.h"
#include <stdlib.h>
#include <string.h>
#include "object.h"
#include "output_file.h"
static void init_environ(void);
static void init_defaults(void);
static void init_dynamic(void);
static void init_clocks(void);
static void init_attackmess(void);
/*
* Anything with non-zero defaults in include/global.h must be set here.
*/
struct Settings settings = {
.csport = CSPORT,
.debug = llevInfo,
.confdir = CONFDIR,
.datadir = DATADIR,
.localdir = LOCALDIR,
.playerdir = PLAYERDIR,
.mapdir = MAPDIR,
.archetypes = ARCHETYPES,
.regions = REGIONS,
.treasures = TREASURES,
.uniquedir = UNIQUE_DIR,
.templatedir = TEMPLATE_DIR,
.tmpdir = TMPDIR,
.stat_loss_on_death = STAT_LOSS_ON_DEATH,
.pk_luck_penalty = PK_LUCK_PENALTY,
.permanent_exp_ratio = PERMANENT_EXPERIENCE_RATIO,
.death_penalty_ratio = DEATH_PENALTY_RATIO,
.death_penalty_level = DEATH_PENALTY_LEVEL,
.balanced_stat_loss = BALANCED_STAT_LOSS,
.not_permadeth = NOT_PERMADETH,
.simple_exp = SIMPLE_EXP,
.reset_loc_time = RESET_LOCATION_TIME,
.set_title = SET_TITLE,
.resurrection = RESURRECTION,
.search_items = SEARCH_ITEMS,
.spell_encumbrance = SPELL_ENCUMBRANCE,
.spell_failure_effects = SPELL_FAILURE_EFFECTS,
.casting_time = CASTING_TIME,
.real_wiz = REAL_WIZ,
.recycle_tmp_maps = RECYCLE_TMP_MAPS,
.always_show_hp = ALWAYS_SHOW_HP,
.spellpoint_level_depend = SPELLPOINT_LEVEL_DEPEND,
.set_friendly_fire = SET_FRIENDLY_FIRE,
.motd = MOTD,
.rules = "rules",
.news = "news",
.emergency_x = EMERGENCY_X,
.emergency_y = EMERGENCY_Y,
.item_power_factor = 1.0,
/* Armor enchantment stuff */
.armor_max_enchant = ARMOR_MAX_ENCHANT,
.armor_weight_reduction = ARMOR_WEIGHT_REDUCTION,
.armor_weight_linear = ARMOR_WEIGHT_LINEAR,
.armor_speed_improvement = ARMOR_SPEED_IMPROVEMENT,
.armor_speed_linear = ARMOR_SPEED_LINEAR,
.no_player_stealing = 1,
.create_home_portals = 0,
.personalized_blessings = 1,
.pk_max_experience = 5000000,
.pk_max_experience_percent = 10,
.starting_stat_min = 3,
.starting_stat_max = 18,
.starting_stat_points = 85,
.roll_stat_points = 115,
.max_stat = 0, /* max_stat - will be loaded from stats file */
.special_break_map = 1, /* special_break_map, 1 for historical reasons */
};
struct Statistics statistics;
/**
* Perhaps not the best place for this, but needs to be
* in some file in the common area so that standalone
* programs, like the random map generator, can be built.
*/
const char *const spellpathnames[NRSPELLPATHS] = {
"Protection",
"Fire",
"Frost",
"Electricity",
"Missiles",
"Self",
"Summoning",
"Abjuration",
"Restoration",
"Detonation",
"Mind",
"Creation",
"Teleportation",
"Information",
"Transmutation",
"Transferrence",
"Turning",
"Wounding",
"Death",
"Light"
};
/**
* This loads the emergency map information from a
* .emergency file in the map directory. Doing this makes
* it easier to switch between map distributions (don't need
* to recompile. Note that there is no reason I see that
* this could not be re-loaded during play, but it seems
* like there should be little reason to do that.
*
* @note
* If file doesn't exist, will not do anything.
*/
static void init_emergency_mappath(void) {
char filename[MAX_BUF], tmpbuf[MAX_BUF];
FILE *fp;
int online = 0;
settings.emergency_mapname = strdup_local(EMERGENCY_MAPPATH);
/* If this file doesn't exist, not a big deal */
snprintf(filename, sizeof(filename), "%s/%s/.emergency", settings.datadir, settings.mapdir);
fp = fopen(filename, "r");
if (fp != NULL) {
while (fgets(tmpbuf, MAX_BUF-1, fp)) {
if (tmpbuf[0] == '#')
continue; /* ignore comments */
if (online == 0) {
tmpbuf[strlen(tmpbuf)-1] = 0; /* kill newline */
free(settings.emergency_mapname);
settings.emergency_mapname = strdup_local(tmpbuf);
} else if (online == 1) {
settings.emergency_x = atoi(tmpbuf);
} else if (online == 2) {
settings.emergency_y = atoi(tmpbuf);
}
online++;
if (online > 2)
break;
}
fclose(fp);
if (online <= 2)
LOG(llevError, "Online read partial data from %s\n", filename);
LOG(llevDebug, "emergency map set to %s (%d, %d)\n",
settings.emergency_mapname,
settings.emergency_x, settings.emergency_y);
}
}
/**
* It is vital that init_library() is called by any functions
* using this library.
* If you want to lessen the size of the program using the library,
* you can replace the call to init_library() with init_globals() and
* init_function_pointers(). Good idea to also call
* init_hash_table if you are doing any object loading.
*/
void init_library(void) {
init_environ();
init_globals();
init_stats(FALSE); /* Needs to be fairly early, since the loader will check
* against the settings.max_stat value
*/
init_hash_table();
i18n_init();
init_objects();
init_block();
read_bmap_names();
read_smooth();
init_anim(); /* Must be after we read in the bitmaps */
init_archetypes(); /* Reads all archetypes from file */
init_attackmess();
init_clocks();
init_emergency_mappath();
init_experience();
/* init_dynamic() loads a map, so needs a region */
if (init_regions() != 0) {
LOG(llevError, "Please check that your maps are correctly installed.\n");
exit(EXIT_FAILURE);
}
init_dynamic();
}
/**
* Initializes values from the environmental variables.
* it needs to be called very early, since command line options should
* overwrite these if specified.
*/
static void init_environ(void) {
char *cp;
cp = getenv("CROSSFIRE_LIBDIR");
if (cp)
settings.datadir = cp;
cp = getenv("CROSSFIRE_LOCALDIR");
if (cp)
settings.localdir = cp;
cp = getenv("CROSSFIRE_PLAYERDIR");
if (cp)
settings.playerdir = cp;
cp = getenv("CROSSFIRE_MAPDIR");
if (cp)
settings.mapdir = cp;
cp = getenv("CROSSFIRE_ARCHETYPES");
if (cp)
settings.archetypes = cp;
cp = getenv("CROSSFIRE_TREASURES");
if (cp)
settings.treasures = cp;
cp = getenv("CROSSFIRE_UNIQUEDIR");
if (cp)
settings.uniquedir = cp;
cp = getenv("CROSSFIRE_TEMPLATEDIR");
if (cp)
settings.templatedir = cp;
cp = getenv("CROSSFIRE_TMPDIR");
if (cp)
settings.tmpdir = cp;
}
/**
* Initialises all global variables.
* Might use environment-variables as default for some of them.
*
* Setups logfile, and such variables.
*/
void init_globals(void) {
memset(&statistics, 0, sizeof(struct Statistics));
/* Log to stderr by default. */
logfile = stderr;
/* Try to open the log file specified on the command-line. */
if (settings.logfilename != NULL) {
logfile = fopen(settings.logfilename, "a");
/* If writable, set buffer mode to per-line. */
if (logfile != NULL) {
setvbuf(logfile, NULL, _IOLBF, 0);
} else {
logfile = stderr;
LOG(llevError, "Could not open '%s' for logging.\n",
settings.logfilename);
}
}
exiting = 0;
first_player = NULL;
first_friendly_object = NULL;
first_map = NULL;
first_treasurelist = NULL;
first_artifactlist = NULL;
first_archetype = NULL;
*first_map_ext_path = 0;
nroftreasures = 0;
nrofartifacts = 0;
nrofallowedstr = 0;
ring_arch = NULL;
amulet_arch = NULL;
undead_name = add_string("undead");
trying_emergency_save = 0;
num_animations = 0;
animations = NULL;
init_defaults();
}
/**
* Cleans all memory allocated for global variables.
*
* Will clear:
* * attack messages
* * emergency map settings
* * friendly list
* * experience
* * regions
*/
void free_globals(void) {
int msg, attack;
objectlink *friend;
region *reg;
FREE_AND_CLEAR_STR(undead_name);
for (msg = 0; msg < NROFATTACKMESS; msg++)
for (attack = 0; attack < MAXATTACKMESS; attack++) {
free(attack_mess[msg][attack].buf1);
free(attack_mess[msg][attack].buf2);
free(attack_mess[msg][attack].buf3);
}
free(settings.emergency_mapname);
while (first_friendly_object) {
friend = first_friendly_object->next;
FREE_AND_CLEAR(first_friendly_object);
first_friendly_object = friend;
}
free_experience();
while (first_region) {
reg = first_region->next;
FREE_AND_CLEAR(first_region->name);
FREE_AND_CLEAR(first_region->parent_name);
FREE_AND_CLEAR(first_region->jailmap);
FREE_AND_CLEAR(first_region->msg);
FREE_AND_CLEAR(first_region->longname);
FREE_AND_CLEAR(first_region);
first_region = reg;
}
}
/**
* Initialises global variables which can be changed by options.
* Called by init_library().
*/
static void init_defaults(void) {
nroferrors = 0;
}
/**
* Initializes first_map_path from the archetype collection.
*
* Must be called after archetypes have been initialized.
*
* @note
* will call exit() if no MAP archetype was found.
*/
static void init_dynamic(void) {
archetype *at = first_archetype;
while (at) {
if (at->clone.type == MAP && at->clone.subtype == MAP_TYPE_LEGACY) {
if (at->clone.race) {
safe_strncpy(first_map_ext_path, at->clone.race,
sizeof(first_map_ext_path));
}
if (EXIT_PATH(&at->clone)) {
mapstruct *first;
strlcpy(first_map_path, EXIT_PATH(&at->clone), sizeof(first_map_path));
first = ready_map_name(first_map_path, 0);
if (!first) {
LOG(llevError, "Initial map %s can't be found! Please ensure maps are correctly installed.\n", first_map_path);
LOG(llevError, "Unable to continue without initial map.\n");
abort();
}
delete_map(first);
return;
}
}
at = at->next;
}
LOG(llevError, "You need a archetype called 'map' and it have to contain start map\n");
exit(-1);
}
/** Ingame time */
unsigned long todtick;
/**
* Write out the current time to the file so time does not
* reset every time the server reboots.
*/
void write_todclock(void) {
char filename[MAX_BUF];
FILE *fp;
OutputFile of;
snprintf(filename, sizeof(filename), "%s/clockdata", settings.localdir);
fp = of_open(&of, filename);
if (fp == NULL)
return;
fprintf(fp, "%lu", todtick);
of_close(&of);
}
/**
* Initializes the gametime and TOD counters
* Called by init_library().
*/
static void init_clocks(void) {
char filename[MAX_BUF];
FILE *fp;
static int has_been_done = 0;
if (has_been_done)
return;
else
has_been_done = 1;
snprintf(filename, sizeof(filename), "%s/clockdata", settings.localdir);
fp = fopen(filename, "r");
if (fp == NULL) {
LOG(llevError, "Can't open %s.\n", filename);
todtick = 0;
write_todclock();
return;
}
/* Read TOD and default to 0 on failure. */
if (fscanf(fp, "%lu", &todtick) == 1) {
LOG(llevDebug, "clockdata: todtick is %lu\n", todtick);
fclose(fp);
} else {
LOG(llevError, "Couldn't parse todtick, using default value 0\n");
todtick = 0;
fclose(fp);
write_todclock();
}
}
/**
* Initializes the attack messages.
* Called by init_library().
*
* Memory will be cleared by free_globals().
*/
static void init_attackmess(void) {
char buf[MAX_BUF];
char filename[MAX_BUF];
char *cp, *p;
FILE *fp;
static int has_been_done = 0;
int mess = -1, level;
int mode = 0, total = 0;
if (has_been_done)
return;
else
has_been_done = 1;
snprintf(filename, sizeof(filename), "%s/attackmess", settings.datadir);
fp = fopen(filename, "r");
if (fp == NULL) {
LOG(llevError, "Can't open %s.\n", filename);
return;
}
level = 0;
while (fgets(buf, MAX_BUF, fp) != NULL) {
if (*buf == '#')
continue;
// Find the end of the line and strip the newline
cp = strchr(buf, '\n');
if (cp != NULL)
*cp = '\0';
/*
* Skip blanks -- strspn is slightly faster than a loop w/ optimization on
* Also, note we go from the beginning of the line again, since cp was at the end.
* While here, also skip tabs for more complete whitespace handling.
*
* SilverNexus 2018-01-21
*/
cp = buf + strspn(buf, " \t");
if (strncmp(cp, "TYPE:", 5) == 0) {
p = strtok(buf, ":");
p = strtok(NULL, ":");
if (mode == 1) {
attack_mess[mess][level].level = -1;
attack_mess[mess][level].buf1 = NULL;
attack_mess[mess][level].buf2 = NULL;
attack_mess[mess][level].buf3 = NULL;
}
level = 0;
mess = atoi(p);
mode = 1;
continue;
}
if (mode == 1) {
p = strtok(buf, "=");
attack_mess[mess][level].level = atoi(buf);
p = strtok(NULL, "=");
if (p != NULL)
attack_mess[mess][level].buf1 = strdup_local(p);
else
attack_mess[mess][level].buf1 = strdup_local("");
mode = 2;
continue;
} else if (mode == 2) {
p = strtok(buf, "=");
attack_mess[mess][level].level = atoi(buf);
p = strtok(NULL, "=");
if (p != NULL)
attack_mess[mess][level].buf2 = strdup_local(p);
else
attack_mess[mess][level].buf2 = strdup_local("");
mode = 3;
continue;
} else if (mode == 3) {
p = strtok(buf, "=");
attack_mess[mess][level].level = atoi(buf);
p = strtok(NULL, "=");
if (p != NULL)
attack_mess[mess][level].buf3 = strdup_local(p);
else
attack_mess[mess][level].buf3 = strdup_local("");
mode = 1;
level++;
total++;
continue;
}
}
LOG(llevDebug, "attackmsg: %d messages in %d categories\n", total, mess+1);
fclose(fp);
}
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