/* * static char *rcsid_init_c = * "$Id: init.c 11578 2009-02-23 22:02:27Z lalo $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /** * @file * Basic initialization for the common library. */ #define EXTERN #define INIT_C #include #include 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); /** You unforunately need to looking in include/global.h to see what these * correspond to. */ struct Settings settings = { LOGFILE, /* Logfile */ CSPORT, /* Client/server port */ /* Debug level */ #ifdef DEBUG llevDebug, #else llevInfo, #endif 0, NULL, 0, /* dumpvalues, dumparg, daemonmode */ 0, /* argc */ NULL, /* argv */ CONFDIR, DATADIR, LOCALDIR, PLAYERDIR, MAPDIR, ARCHETYPES, REGIONS, TREASURES, UNIQUE_DIR, TEMPLATE_DIR, TMPDIR, STAT_LOSS_ON_DEATH, PK_LUCK_PENALTY, PERMANENT_EXPERIENCE_RATIO, DEATH_PENALTY_RATIO, DEATH_PENALTY_LEVEL, BALANCED_STAT_LOSS, NOT_PERMADETH, SIMPLE_EXP, RESET_LOCATION_TIME, SET_TITLE, RESURRECTION, SEARCH_ITEMS, SPELL_ENCUMBRANCE, SPELL_FAILURE_EFFECTS, CASTING_TIME, REAL_WIZ, RECYCLE_TMP_MAPS, EXPLORE_MODE, SPELLPOINT_LEVEL_DEPEND, SET_FRIENDLY_FIRE, "", /* Who format specifier */ "", /* who wiz format specifier */ MOTD, "rules", "news", "", /* DM_MAIL */ 0, /* This and the next 3 values are metaserver values */ "", "", 0, "", 0, 0, 0, 0, 0, 0, 0, /* worldmap settings*/ EMERGENCY_MAPPATH, EMERGENCY_X, EMERGENCY_Y, 0, 1.0, /* Armor enchantment stuff */ ARMOR_MAX_ENCHANT, ARMOR_WEIGHT_REDUCTION, ARMOR_WEIGHT_LINEAR, ARMOR_SPEED_IMPROVEMENT, ARMOR_SPEED_LINEAR, 1, /* no_player_stealing */ 0, /* create_home_portals */ 1, /* personalized_blessings */ 5000000, /* pk_max_experience */ 10, /* pk_max_experience_percent */ 0, /* allow_denied_spells_writing */ 0, /* allow_broken_converters */ 0, /* log_timestamp */ NULL, /* log_timestamp_format */ }; 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; /* If this file doesn't exist, not a big deal */ snprintf(filename, sizeof(filename), "%s/%s/.emergency", settings.datadir, settings.mapdir); if ((fp = fopen(filename, "r")) != NULL) { while (fgets(tmpbuf, MAX_BUF-1, fp)) { if (tmpbuf[0] == '#') continue; /* ignore comments */ if (online == 0) { tmpbuf[strlen(tmpbuf)-1] = 0; /* kill newline */ 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 mappath reset 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_vars and * init_hash_table if you are doing any object loading. */ void init_library(void) { init_environ(); init_globals(); init_hash_table(); i18n_init(); init_objects(); init_vars(); 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(); } /** * 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)); if (settings.logfilename[0] == 0) { logfile = stderr; } else if ((logfile = fopen(settings.logfilename, "a")) == NULL) { fprintf(stderr, "Unable to open %s as the logfile - will use stderr instead\n", settings.logfilename); logfile = stderr; } else { setvbuf(logfile, NULL, _IOLBF, 0); } 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; warn_archetypes = 0; nroftreasures = 0; nrofartifacts = 0; nrofallowedstr = 0; ring_arch = NULL; earring_arch = NULL; amulet_arch = NULL; staff_arch = NULL; undead_name = add_string("undead"); trying_emergency_save = 0; num_animations = 0; animations = NULL; animations_allocated = 0; 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; } } /** * Sets up and initialises the linked list of free and used objects. * Allocates a certain chunk of objects and puts them on the free list. * Called by init_library(); */ void init_objects(void) { int i; /* Initialize all objects: */ objects = NULL; active_objects = NULL; #ifdef MEMORY_DEBUG free_objects = NULL; #else free_objects = objarray; objarray[0].prev = NULL, objarray[0].next = &objarray[1], SET_FLAG(&objarray[0], FLAG_REMOVED); SET_FLAG(&objarray[0], FLAG_FREED); for (i = 1; i < STARTMAX-1; i++) { objarray[i].next = &objarray[i+1]; objarray[i].prev = &objarray[i-1]; SET_FLAG(&objarray[i], FLAG_REMOVED); SET_FLAG(&objarray[i], FLAG_FREED); } objarray[STARTMAX-1].next = NULL; objarray[STARTMAX-1].prev = &objarray[STARTMAX-2]; SET_FLAG(&objarray[STARTMAX-1], FLAG_REMOVED); SET_FLAG(&objarray[STARTMAX-1], FLAG_FREED); #endif } /** * 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) { if (at->clone.race) { strcpy(first_map_ext_path, at->clone.race); } if (EXIT_PATH(&at->clone)) { mapstruct *first; snprintf(first_map_path, sizeof(first_map_path), "%s", EXIT_PATH(&at->clone)); 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; snprintf(filename, sizeof(filename), "%s/clockdata", settings.localdir); if ((fp = fopen(filename, "w")) == NULL) { LOG(llevError, "Cannot open %s for writing\n", filename); return; } fprintf(fp, "%lu", todtick); fclose(fp); } /** * 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); LOG(llevDebug, "Reading clockdata from %s...\n", filename); if ((fp = fopen(filename, "r")) == NULL) { LOG(llevError, "Can't open %s.\n", filename); todtick = 0; write_todclock(); return; } fscanf(fp, "%lu", &todtick); LOG(llevDebug, "todtick=%lu\n", todtick); fclose(fp); } /** Attack messages the player gets when hitting/getting hit. */ attackmess_t attack_mess[NROFATTACKMESS][MAXATTACKMESS]; /** * 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, level, comp; int mode = 0, total = 0; if (has_been_done) return; else has_been_done = 1; snprintf(filename, sizeof(filename), "%s/attackmess", settings.datadir); LOG(llevDebug, "Reading attack messages from %s...\n", filename); if ((fp = open_and_uncompress(filename, 0, &comp)) == NULL) { LOG(llevError, "Can't open %s.\n", filename); return; } level = 0; while (fgets(buf, MAX_BUF, fp) != NULL) { if (*buf == '#') continue; if ((cp = strchr(buf, '\n')) != NULL) *cp = '\0'; cp = buf; while (*cp == ' ') /* Skip blanks */ cp++; 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, "got %d messages in %d categories.\n", total, mess+1); close_and_delete(fp, comp); }