server/src/eressea/server.cpp
Enno Rehling bb1ba6b366 The new GM tool, added to the eressea/ directory. All that remains is to
salvage some mapper functionality and stuff it in there (and cleanup), then
the mapper/ directory can go.
2006-03-24 07:35:51 +00:00

685 lines
16 KiB
C++

/* vi: set ts=2:
*
*
* Eressea PB(E)M host Copyright (C) 1998-2003
* Christian Schlittchen (corwin@amber.kn-bremen.de)
* Katja Zedel (katze@felidae.kn-bremen.de)
* Henning Peters (faroul@beyond.kn-bremen.de)
* Enno Rehling (enno@eressea-pbem.de)
* Ingo Wilken (Ingo.Wilken@informatik.uni-oldenburg.de)
*
* based on:
*
* Atlantis v1.0 13 September 1993 Copyright 1993 by Russell Wallace
* Atlantis v1.7 Copyright 1996 by Alex Schröder
*
* This program may not be used, modified or distributed without
* prior permission by the authors of Eressea.
* This program may not be sold or used commercially without prior written
* permission from the authors.
*/
#define LOCALE_CHECK
#ifdef __LCC__
#undef LOCALE_CHECK
#endif
/* config includes */
#include <config.h>
#include <eressea.h>
#include "console.h"
/* initialization - TODO: init in separate module */
#include <attributes/attributes.h>
#include <spells/spells.h>
#include <triggers/triggers.h>
#include <items/itemtypes.h>
/* modules includes */
#include <modules/xmas.h>
#include <modules/gmcmd.h>
#include <modules/infocmd.h>
#ifdef MUSEUM_MODULE
#include <modules/museum.h>
#endif
#ifdef WORMHOLE_MODULE
#include <modules/wormhole.h>
#endif
#ifdef ARENA_MODULE
#include <modules/arena.h>
#endif
#ifdef DUNGEON_MODULE
#include <modules/dungeon.h>
#endif
/* gamecode includes */
#include <gamecode/economy.h>
#include <gamecode/items.h>
#include <gamecode/laws.h>
#include <gamecode/creport.h>
#include <gamecode/report.h>
#include <gamecode/xmlreport.h>
/* kernel includes */
#include <kernel/border.h>
#include <kernel/building.h>
#include <kernel/calendar.h>
#include <kernel/faction.h>
#include <kernel/item.h>
#include <kernel/message.h>
#include <kernel/plane.h>
#include <kernel/race.h>
#include <kernel/region.h>
#include <kernel/reports.h>
#include <kernel/resources.h>
#include <kernel/save.h>
#include <kernel/ship.h>
#include <kernel/skill.h>
#include <kernel/spell.h>
#include <kernel/teleport.h>
#include <kernel/unit.h>
#include <kernel/xmlreader.h>
/* util includes */
#include <util/base36.h>
#include <util/goodies.h>
#include <util/log.h>
#include <util/rand.h>
#include <util/rng.h>
#include <util/sql.h>
#ifdef MSPACES
# include <util/dl/malloc.h>
#endif
/* lua includes */
#include "lua/bindings.h"
#include "lua/script.h"
#include <boost/version.hpp>
#include <lua.hpp>
#include <luabind/luabind.hpp>
/* stdc++ includes */
#include <stdexcept>
#include <string>
#include <sstream>
/* libc includes */
#include <cstdio>
#include <cctype>
#include <cstring>
#include <ctime>
#include <clocale>
#if defined(USE_DMALLOC)
# define CLEANUP_CODE
#endif
/**
** global variables we are importing from other modules
**/
extern "C" {
extern char * g_reportdir;
extern char * g_datadir;
extern char * g_basedir;
extern char * g_resourcedir;
extern boolean nonr;
extern boolean nosh;
extern boolean nocr;
extern boolean noreports;
extern boolean nomer;
extern boolean nobattle;
extern boolean nomonsters;
extern boolean nobattledebug;
extern boolean dirtyload;
extern int demonfix;
extern int loadplane;
extern void debug_messagetypes(FILE * out);
extern void free_region(region * r);
extern void render_init(void);
extern void free_borders(void);
extern boolean opt_cr_absolute_coords;
#ifdef FUZZY_BASE36
extern int fuzzy_hits;
#endif /* FUZZY_BASE36 */
}
/**
** global variables that we are exporting
**/
static char * orders = NULL;
static int nowrite = 0;
static boolean g_writemap = false;
static boolean g_ignore_errors = false;
static boolean opt_reportonly = false;
static const char * luafile = "default.lua";
static const char * script_path = "scripts";
struct settings global = {
"Eressea", /* gamename */
"eressea", /* resourcepath */
1000, /* maxunits */
};
#ifdef __GNUC__
#include <execinfo.h>
#include <signal.h>
static void
report_segfault(int signo, siginfo_t * sinf, void * arg)
{
void * btrace[50];
size_t size;
int fd = fileno(stderr);
fflush(stdout);
fputs("\n\nProgram received SIGSEGV, backtrace follows.\n", stderr);
size = backtrace(btrace, 50);
backtrace_symbols_fd(btrace, size, fd);
abort();
}
static int
setup_signal_handler(void)
{
struct sigaction act;
act.sa_flags = SA_ONESHOT | SA_SIGINFO;
act.sa_sigaction = report_segfault;
sigfillset(&act.sa_mask);
return sigaction(SIGSEGV, &act, NULL);
}
#else
static int
setup_signal_handler(void)
{
return 0;
}
#endif
static void
game_init(void)
{
init_triggers();
init_xmas();
reports_init();
report_init();
creport_init();
xmlreport_init();
debug_language("locales.log");
register_races();
register_resources();
register_buildings();
register_ships();
register_itemfunctions();
register_spells();
#ifdef DUNGEON_MODULE
register_dungeon();
#endif
#ifdef MUSEUM_MODULE
register_museum();
#endif
#ifdef ARENA_MODULE
register_arena();
#endif
#ifdef WORMHOLE_MODULE
register_wormholes();
#endif
register_itemtypes();
register_xmlreader();
enable_xml_gamecode();
init_data(xmlfile);
init_locales();
/* init_resources(); must be done inside the xml-read, because requirements use items */
init_attributes();
init_races();
init_itemtypes();
init_rawmaterials();
init_gmcmd();
#ifdef INFOCMD_MODULE
init_info();
#endif
}
#ifdef SHORTPWDS
static void
readshortpwds()
{
FILE * F;
char zText[MAX_PATH];
sprintf(zText, "%s/%s.%u", basepath(), "shortpwds", turn);
F = fopen(zText, "r");
if (F==NULL) {
log_error(("could not open password file %s", zText));
} else {
while (!feof(F)) {
faction * f;
char passwd[16], faction[5], email[64];
fscanf(F, "%s %s %s\n", faction, passwd, email);
f = findfaction(atoi36(faction));
if (f!=NULL) {
shortpwd * pwd = (shortpwd*)malloc(sizeof(shortpwd));
if (set_email(&pwd->email, email)!=0) {
log_error(("Invalid email address: %s\n", email));
}
pwd->pwd = strdup(passwd);
pwd->used = false;
pwd->next = f->shortpwds;
f->shortpwds = pwd;
}
}
fclose(F);
}
}
#endif
lua_State *
lua_init(void)
{
lua_State * luaState = lua_open();
luaopen_base(luaState);
luaopen_math(luaState);
luaopen_string(luaState);
luaopen_io(luaState);
luaopen_table(luaState);
luabind::open(luaState);
bind_objects(luaState);
bind_eressea(luaState);
bind_script(luaState);
bind_spell(luaState);
bind_alliance(luaState);
bind_region(luaState);
bind_item(luaState);
bind_faction(luaState);
bind_unit(luaState);
bind_ship(luaState);
bind_building(luaState);
bind_event(luaState);
bind_message(luaState);
return luaState;
}
void
lua_done(lua_State * luaState)
{
reset_scripts();
lua_close(luaState);
}
int
process_orders()
{
if (turn == 0) rng_init((int)time(0));
else rng_init(turn);
#ifdef SHORTPWDS
readshortpwds("passwords");
#endif
turn++;
processorders();
return 0;
}
#ifndef CLEANUP_CODE
# define CLEANUP_CODE
#endif
#ifdef CLEANUP_CODE
static void
game_done(void)
{
/* Diese Routine enfernt allen allokierten Speicher wieder. Das ist nur
* zum Debugging interessant, wenn man Leak Detection hat, und nach
* nicht freigegebenem Speicher sucht, der nicht bis zum Ende benötigt
* wird (temporäre Hilsstrukturen) */
while (regions) {
region *r = regions;
regions = r->next;
while (r->units) {
unit * u = r->units;
r->units = u->next;
stripunit(u);
uunhash(u);
free(u);
}
while (r->buildings) {
building * b = r->buildings;
r->buildings = b->next;
free(b->name);
free(b->display);
free(b);
}
while (r->ships) {
ship * s = r->ships;
r->ships = s->next;
free(s->name);
free(s->display);
free(s);
}
free_region(r);
}
while (factions) {
faction * f = factions;
factions = f->next;
stripfaction(f);
free(f);
}
while (planes) {
plane * pl = planes;
planes = planes->next;
free(pl->name);
free(pl);
}
creport_cleanup();
report_cleanup();
calendar_cleanup();
}
#endif
#include "magic.h"
#ifdef CRTDBG
void
init_crtdbg(void)
{
#if (defined(_MSC_VER))
# if MALLOCDBG == 2
# define CHECKON() _CrtSetDbgFlag(_CrtSetDbgFlag(_CRTDBG_REPORT_FLAG) | _CRTDBG_LEAK_CHECK_DF | _CRTDBG_DELAY_FREE_MEM_DF | _CRTDBG_CHECK_ALWAYS_DF)
# elif MALLOCDBG == 3
# define CHECKON() _CrtSetDbgFlag(_CrtSetDbgFlag(_CRTDBG_REPORT_FLAG) & 0)
# elif MALLOCDBG == 1
# define CHECKON() _CrtSetDbgFlag(_CrtSetDbgFlag(_CRTDBG_REPORT_FLAG) | _CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_CRT_DF | _CRTDBG_DELAY_FREE_MEM_DF)
# endif
#endif
}
#endif
static int
usage(const char * prog, const char * arg)
{
if (arg) {
fprintf(stderr, "unknown argument: %s\n\n", arg);
}
fprintf(stderr, "Usage: %s [options]\n"
"-x n : Lädt nur die ersten n regionen\n"
"-f x y : Lädt nur die regionen ab (x,y)\n"
"-v befehlsdatei : verarbeitet automatisch die angegebene Befehlsdatei\n"
"-q : be less verbose\n"
"-d datadir : gibt das datenverzeichnis an\n"
"-b basedir : gibt das basisverzeichnis an\n"
"-r resdir : gibt das resourceverzeichnis an\n"
"-t turn : read this datafile, not the most current one\n"
"-o reportdir : gibt das reportverzeichnis an\n"
"-l path : specify the base script directory\n"
"-C : run in interactive mode\n"
"-e script : main lua script (default: default.lua)\n"
"-R : erstellt nur die Reports neu\n"
"--lomem : keine Messages (RAM sparen)\n"
"--nobattle : keine Kämpfe\n"
"--ignore-errors : ignore errors in scripts (please don\'t)\n"
"--nomonsters : keine monster KI\n"
"--nodebug : keine Logfiles für Kämpfe\n"
"--noreports : absolut keine Reporte schreiben\n"
"--debug : schreibt Debug-Ausgaben in die Datei debug\n"
"--nocr : keine CRs\n"
"--nonr : keine Reports\n"
"--nosh : keine Mail-Skripte\n"
"--crabsolute : absolute Koordinaten im CR\n"
"--help : help\n", prog);
return -1;
}
static void
setLuaString(lua_State * luaState, const char * name, const char * value)
{
#if LUABIND_BETA<7 || (LUABIND_BETA==7 && LUABIND_DEVEL<2)
luabind::object g = luabind::get_globals(luaState);
#else
luabind::object g = luabind::globals(luaState);
#endif
g[name] = value;
}
static void
setLuaNumber(lua_State * luaState, const char * name, double value)
{
#if LUABIND_BETA<7 || (LUABIND_BETA==7 && LUABIND_DEVEL<2)
luabind::object g = luabind::get_globals(luaState);
#else
luabind::object g = luabind::globals(luaState);
#endif
g[name] = value;
}
static int
read_args(int argc, char **argv, lua_State * luaState)
{
int i;
char * c;
for (i=1;i!=argc;++i) {
if (argv[i][0]!='-') {
return usage(argv[0], argv[i]);
} else if (argv[i][1]=='-') { /* long format */
if (strcmp(argv[i]+2, "nocr")==0) nocr = true;
else if (strcmp(argv[i]+2, "nosave")==0) nowrite = true;
else if (strcmp(argv[i]+2, "noreports")==0) {
noreports = true;
nocr = true;
nocr = true;
}
else if (strcmp(argv[i]+2, "xml")==0) xmlfile = argv[++i];
else if (strcmp(argv[i]+2, "ignore-errors")==0) g_ignore_errors = true;
else if (strcmp(argv[i]+2, "dirtyload")==0) dirtyload = true;
else if (strcmp(argv[i]+2, "nonr")==0) nonr = true;
else if (strcmp(argv[i]+2, "nosh")==0) nosh = true;
else if (strcmp(argv[i]+2, "lomem")==0) lomem = true;
else if (strcmp(argv[i]+2, "nobattle")==0) nobattle = true;
else if (strcmp(argv[i]+2, "nomonsters")==0) nomonsters = true;
else if (strcmp(argv[i]+2, "nodebug")==0) nobattledebug = true;
else if (strcmp(argv[i]+2, "console")==0) luafile=NULL;
else if (strcmp(argv[i]+2, "crabsolute")==0) opt_cr_absolute_coords = true;
else if (strcmp(argv[i]+2, "help")==0)
return usage(argv[0], NULL);
else
return usage(argv[0], argv[i]);
} else switch(argv[i][1]) {
case 'C':
luafile=NULL;
break;
case 'o':
g_reportdir = argv[++i];
break;
case 'e':
luafile = argv[++i];
break;
case 'D': /* DEBUG */
demonfix = atoi(argv[++i]);
break;
case 'd':
g_datadir = argv[++i];
break;
case 'r':
g_resourcedir = argv[++i];
break;
case 'b':
g_basedir = argv[++i];
break;
case 'i':
xmlfile = argv[++i];
break;
case 't':
turn = atoi(argv[++i]);
break;
case 'f':
firstx = atoi(argv[++i]);
firsty = atoi(argv[++i]);
break;
case 'q':
quiet = 1;
break;
case 'v':
if (i<argc) {
orders = argv[++i];
} else {
return usage(argv[0], argv[i]);
}
break;
case 'p':
loadplane = atoi(argv[++i]);
break;
case 'x':
maxregions = atoi(argv[++i]);
maxregions = (maxregions*81+80) / 81;
break;
case 'X':
dirtyload = true;
break;
case 's':
c = argv[++i];
while (*c && (*c!='=')) ++c;
if (*c) {
*c++ = 0;
setLuaString(luaState, argv[i], c);
}
break;
case 'n':
c = argv[++i];
while (*c && (*c!='=')) ++c;
if (*c) {
*c++ = 0;
setLuaNumber(luaState, argv[i], atof(c));
}
break;
case 'l':
script_path = argv[++i];
break;
case 'w':
g_writemap = true;
break;
case 'R':
opt_reportonly = true;
break;
default:
usage(argv[0], argv[i]);
}
}
/* add some more variables to the lua globals */
setLuaString(luaState, "datapath", datapath());
setLuaString(luaState, "scriptpath", script_path);
setLuaString(luaState, "basepath", basepath());
setLuaString(luaState, "reportpath", reportpath());
setLuaString(luaState, "resourcepath", resourcepath());
setLuaString(luaState, "orderfile", orders);
return 0;
}
static int
my_lua_error(lua_State * L)
{
const char* error = lua_tostring(L, -1);
log_error(("A LUA error occured: %s\n", error));
lua_pop(L, 1);
if (!g_ignore_errors) std::terminate();
return 1;
}
int
main(int argc, char *argv[])
{
int i;
char * lc_ctype;
char * lc_numeric;
setup_signal_handler();
global.data_version = RELEASE_VERSION;
sqlpatch = true;
log_open("eressea.log");
printf("\n%s PBEM host\n"
"Copyright (C) 1996-2005 C. Schlittchen, K. Zedel, E. Rehling, H. Peters.\n\n"
"Compilation: " __DATE__ " at " __TIME__ "\nVersion: %f\n\n", global.gamename, version());
lc_ctype = setlocale(LC_CTYPE, "");
lc_numeric = setlocale(LC_NUMERIC, "C");
if (lc_ctype) lc_ctype = strdup(lc_ctype);
if (lc_numeric) lc_numeric = strdup(lc_numeric);
#ifdef LOCALE_CHECK
if (!locale_check()) {
log_error(("The current locale is not suitable for international Eressea.\n"));
return -1;
}
#endif
#ifdef CRTDBG
init_crtdbg();
#endif
lua_State * luaState = lua_init();
global.vm_state = luaState;
if ((i=read_args(argc, argv, luaState))!=0) return i;
kernel_init();
game_init();
// run the main script
if (luafile==NULL) lua_console(luaState);
else {
if (script_path) sprintf(buf, "%s/%s", script_path, luafile);
else strcpy(buf, luafile);
#ifdef LUABIND_NO_EXCEPTIONS
luabind::set_error_callback(my_lua_error);
luabind::set_pcall_callback(my_lua_error);
#else
try {
#endif
luabind::call_function<int>(luaState, "dofile", buf);
#ifndef LUABIND_NO_EXCEPTIONS
}
catch (std::runtime_error& rte) {
log_error(("%s.\n", rte.what()));
}
catch (luabind::error& e) {
lua_State* L = e.state();
my_lua_error(L);
}
#endif
}
#ifdef MSPACES
malloc_stats();
#endif
#ifdef CLEANUP_CODE
game_done();
#endif
kernel_done();
lua_done(luaState);
log_close();
setlocale(LC_CTYPE, lc_ctype);
setlocale(LC_NUMERIC, lc_numeric);
free(lc_ctype);
free(lc_numeric);
return 0;
}