driver.c revision 1.22
1/* $OpenBSD: driver.c,v 1.22 2015/09/25 17:50:53 schwarze Exp $ */ 2/* $NetBSD: driver.c,v 1.5 1997/10/20 00:37:16 lukem Exp $ */ 3/* 4 * Copyright (c) 1983-2003, Regents of the University of California. 5 * All rights reserved. 6 * 7 * Redistribution and use in source and binary forms, with or without 8 * modification, are permitted provided that the following conditions are 9 * met: 10 * 11 * + Redistributions of source code must retain the above copyright 12 * notice, this list of conditions and the following disclaimer. 13 * + Redistributions in binary form must reproduce the above copyright 14 * notice, this list of conditions and the following disclaimer in the 15 * documentation and/or other materials provided with the distribution. 16 * + Neither the name of the University of California, San Francisco nor 17 * the names of its contributors may be used to endorse or promote 18 * products derived from this software without specific prior written 19 * permission. 20 * 21 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS 22 * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED 23 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A 24 * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 25 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 26 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 27 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 28 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 29 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 30 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 31 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 32 */ 33 34#include <sys/ioctl.h> 35#include <sys/stat.h> 36#include <sys/time.h> 37#include <err.h> 38#include <errno.h> 39#include <signal.h> 40#include <stdlib.h> 41#include <string.h> 42#include <unistd.h> 43#include <stdio.h> 44#include <syslog.h> 45#include <netdb.h> 46#include <sys/socket.h> 47#include <netinet/in.h> 48#include <arpa/inet.h> 49#include <paths.h> 50#include <fcntl.h> 51#include "hunt.h" 52#include "conf.h" 53#include "server.h" 54 55char *First_arg; /* pointer to argv[0] */ 56u_int16_t Server_port; 57int Server_socket; /* test socket to answer datagrams */ 58FLAG should_announce = TRUE; /* true if listening on standard port */ 59u_short sock_port; /* port # of tcp listen socket */ 60u_short stat_port; /* port # of statistics tcp socket */ 61in_addr_t Server_addr = INADDR_ANY; /* address to bind to */ 62 63static void clear_scores(void); 64static int havechar(PLAYER *); 65static void init(int); 66 int main(int, char *[]); 67static void makeboots(void); 68static void send_stats(void); 69static void zap(PLAYER *, FLAG); 70static void announce_game(void); 71static void siginfo(int); 72static void print_stats(FILE *); 73static void handle_wkport(int); 74 75/* 76 * main: 77 * The main program. 78 */ 79int 80main(ac, av) 81 int ac; 82 char **av; 83{ 84 PLAYER *pp; 85 int had_char; 86 static fd_set read_fds; 87 static FLAG first = TRUE; 88 static FLAG server = FALSE; 89 extern int optind; 90 extern char *optarg; 91 int c; 92 static struct timeval linger = { 0, 0 }; 93 static struct timeval timeout = { 0, 0 }, *to; 94 struct spawn *sp, *spnext; 95 int ret; 96 int nready; 97 int fd; 98 int background = 0; 99 100 First_arg = av[0]; 101 102 config(); 103 104 while ((c = getopt(ac, av, "bsp:a:D:")) != -1) { 105 switch (c) { 106 case 'b': 107 background = 1; 108 conf_syslog = 1; 109 conf_logerr = 0; 110 break; 111 case 's': 112 server = TRUE; 113 break; 114 case 'p': 115 should_announce = FALSE; 116 Server_port = atoi(optarg); 117 break; 118 case 'a': 119 if (!inet_aton(optarg, (struct in_addr *)&Server_addr)) 120 err(1, "bad interface address: %s", optarg); 121 break; 122 case 'D': 123 config_arg(optarg); 124 break; 125 default: 126erred: 127 fprintf(stderr, 128 "usage: %s [-bs] [-a addr] [-D var=value] " 129 "[-p port]\n", 130 av[0]); 131 exit(2); 132 } 133 } 134 if (optind < ac) 135 goto erred; 136 137 /* Open syslog: */ 138 openlog("huntd", LOG_PID | (conf_logerr && !server? LOG_PERROR : 0), 139 LOG_DAEMON); 140 141 /* Initialise game parameters: */ 142 init(background); 143 144again: 145 do { 146 /* First, poll to see if we can get input */ 147 do { 148 read_fds = Fds_mask; 149 errno = 0; 150 timerclear(&timeout); 151 nready = select(Num_fds, &read_fds, NULL, NULL, 152 &timeout); 153 if (nready < 0 && errno != EINTR) { 154 logit(LOG_ERR, "select"); 155 cleanup(1); 156 } 157 } while (nready < 0); 158 159 if (nready == 0) { 160 /* 161 * Nothing was ready. We do some work now 162 * to see if the simulation has any pending work 163 * to do, and decide if we need to block 164 * indefinitely or just timeout. 165 */ 166 do { 167 if (conf_simstep && can_moveshots()) { 168 /* 169 * block for a short time before continuing 170 * with explosions, bullets and whatnot 171 */ 172 to = &timeout; 173 to->tv_sec = conf_simstep / 1000000; 174 to->tv_usec = conf_simstep % 1000000; 175 } else 176 /* 177 * since there's nothing going on, 178 * just block waiting for external activity 179 */ 180 to = NULL; 181 182 read_fds = Fds_mask; 183 errno = 0; 184 nready = select(Num_fds, &read_fds, NULL, NULL, 185 to); 186 if (nready < 0 && errno != EINTR) { 187 logit(LOG_ERR, "select"); 188 cleanup(1); 189 } 190 } while (nready < 0); 191 } 192 193 /* Remember which descriptors are active: */ 194 Have_inp = read_fds; 195 196 /* Answer new player connections: */ 197 if (FD_ISSET(Socket, &Have_inp)) 198 answer_first(); 199 200 /* Continue answering new player connections: */ 201 for (sp = Spawn; sp; ) { 202 spnext = sp->next; 203 fd = sp->fd; 204 if (FD_ISSET(fd, &Have_inp) && answer_next(sp)) { 205 /* 206 * Remove from the spawn list. (fd remains in 207 * read set). 208 */ 209 *sp->prevnext = sp->next; 210 if (sp->next) 211 sp->next->prevnext = sp->prevnext; 212 free(sp); 213 214 /* We probably consumed all data. */ 215 FD_CLR(fd, &Have_inp); 216 217 /* Announce game if this is the first spawn. */ 218 if (first && should_announce) 219 announce_game(); 220 first = FALSE; 221 } 222 sp = spnext; 223 } 224 225 /* Process input and move bullets until we've exhausted input */ 226 had_char = TRUE; 227 while (had_char) { 228 229 moveshots(); 230 for (pp = Player; pp < End_player; ) 231 if (pp->p_death[0] != '\0') 232 zap(pp, TRUE); 233 else 234 pp++; 235 for (pp = Monitor; pp < End_monitor; ) 236 if (pp->p_death[0] != '\0') 237 zap(pp, FALSE); 238 else 239 pp++; 240 241 had_char = FALSE; 242 for (pp = Player; pp < End_player; pp++) 243 if (havechar(pp)) { 244 execute(pp); 245 pp->p_nexec++; 246 had_char = TRUE; 247 } 248 for (pp = Monitor; pp < End_monitor; pp++) 249 if (havechar(pp)) { 250 mon_execute(pp); 251 pp->p_nexec++; 252 had_char = TRUE; 253 } 254 } 255 256 /* Handle a datagram sent to the server socket: */ 257 if (FD_ISSET(Server_socket, &Have_inp)) 258 handle_wkport(Server_socket); 259 260 /* Answer statistics connections: */ 261 if (FD_ISSET(Status, &Have_inp)) 262 send_stats(); 263 264 /* Flush/synchronize all the displays: */ 265 for (pp = Player; pp < End_player; pp++) { 266 if (FD_ISSET(pp->p_fd, &read_fds)) { 267 sendcom(pp, READY, pp->p_nexec); 268 pp->p_nexec = 0; 269 } 270 flush(pp); 271 } 272 for (pp = Monitor; pp < End_monitor; pp++) { 273 if (FD_ISSET(pp->p_fd, &read_fds)) { 274 sendcom(pp, READY, pp->p_nexec); 275 pp->p_nexec = 0; 276 } 277 flush(pp); 278 } 279 } while (Nplayer > 0); 280 281 /* No more players! */ 282 283 /* No players yet or a continuous game? */ 284 if (first || conf_linger < 0) 285 goto again; 286 287 /* Wait a short while for one to come back: */ 288 read_fds = Fds_mask; 289 linger.tv_sec = conf_linger; 290 while ((ret = select(Num_fds, &read_fds, NULL, NULL, &linger)) < 0) { 291 if (errno != EINTR) { 292 logit(LOG_WARNING, "select"); 293 break; 294 } 295 read_fds = Fds_mask; 296 linger.tv_sec = conf_linger; 297 linger.tv_usec = 0; 298 } 299 if (ret > 0) 300 /* Someone returned! Resume the game: */ 301 goto again; 302 /* else, it timed out, and the game is really over. */ 303 304 /* If we are an inetd server, we should re-init the map and restart: */ 305 if (server) { 306 clear_scores(); 307 makemaze(); 308 clearwalls(); 309 makeboots(); 310 first = TRUE; 311 goto again; 312 } 313 314 /* Get rid of any attached monitors: */ 315 for (pp = Monitor; pp < End_monitor; ) 316 zap(pp, FALSE); 317 318 /* Fin: */ 319 cleanup(0); 320 exit(0); 321} 322 323/* 324 * init: 325 * Initialize the global parameters. 326 */ 327static void 328init(int background) 329{ 330 int i; 331 struct sockaddr_in test_port; 332 int true = 1; 333 socklen_t len; 334 struct sockaddr_in addr; 335 struct sigaction sact; 336 struct servent *se; 337 338 sact.sa_flags = SA_RESTART; 339 sigemptyset(&sact.sa_mask); 340 341 /* Ignore HUP, QUIT and PIPE: */ 342 sact.sa_handler = SIG_IGN; 343 if (sigaction(SIGHUP, &sact, NULL) == -1) 344 err(1, "sigaction SIGHUP"); 345 if (sigaction(SIGQUIT, &sact, NULL) == -1) 346 err(1, "sigaction SIGQUIT"); 347 if (sigaction(SIGPIPE, &sact, NULL) == -1) 348 err(1, "sigaction SIGPIPE"); 349 350 /* Clean up gracefully on INT and TERM: */ 351 sact.sa_handler = cleanup; 352 if (sigaction(SIGINT, &sact, NULL) == -1) 353 err(1, "sigaction SIGINT"); 354 if (sigaction(SIGTERM, &sact, NULL) == -1) 355 err(1, "sigaction SIGTERM"); 356 357 /* Handle INFO: */ 358 sact.sa_handler = siginfo; 359 if (sigaction(SIGINFO, &sact, NULL) == -1) 360 err(1, "sigaction SIGINFO"); 361 362 if (chdir("/") == -1) 363 warn("chdir"); 364 (void) umask(0777); 365 366 /* Initialize statistics socket: */ 367 addr.sin_family = AF_INET; 368 addr.sin_addr.s_addr = Server_addr; 369 addr.sin_port = 0; 370 371 Status = socket(AF_INET, SOCK_STREAM, 0); 372 if (bind(Status, (struct sockaddr *) &addr, sizeof addr) < 0) { 373 logit(LOG_ERR, "bind"); 374 cleanup(1); 375 } 376 if (listen(Status, 5) == -1) { 377 logit(LOG_ERR, "listen"); 378 cleanup(1); 379 } 380 381 len = sizeof (struct sockaddr_in); 382 if (getsockname(Status, (struct sockaddr *) &addr, &len) < 0) { 383 logit(LOG_ERR, "getsockname"); 384 cleanup(1); 385 } 386 stat_port = ntohs(addr.sin_port); 387 388 /* Initialize main socket: */ 389 addr.sin_family = AF_INET; 390 addr.sin_addr.s_addr = Server_addr; 391 addr.sin_port = 0; 392 393 Socket = socket(AF_INET, SOCK_STREAM, 0); 394 395 if (bind(Socket, (struct sockaddr *) &addr, sizeof addr) < 0) { 396 logit(LOG_ERR, "bind"); 397 cleanup(1); 398 } 399 if (listen(Socket, 5) == -1) { 400 logit(LOG_ERR, "listen"); 401 cleanup(1); 402 } 403 404 len = sizeof (struct sockaddr_in); 405 if (getsockname(Socket, (struct sockaddr *) &addr, &len) < 0) { 406 logit(LOG_ERR, "getsockname"); 407 cleanup(1); 408 } 409 sock_port = ntohs(addr.sin_port); 410 411 /* Initialize minimal select mask */ 412 FD_ZERO(&Fds_mask); 413 FD_SET(Socket, &Fds_mask); 414 FD_SET(Status, &Fds_mask); 415 Num_fds = ((Socket > Status) ? Socket : Status) + 1; 416 417 /* Find the port that huntd should run on */ 418 if (Server_port == 0) { 419 se = getservbyname("hunt", "udp"); 420 if (se != NULL) 421 Server_port = ntohs(se->s_port); 422 else 423 Server_port = HUNT_PORT; 424 } 425 426 /* Check if stdin is a socket: */ 427 len = sizeof (struct sockaddr_in); 428 if (getsockname(STDIN_FILENO, (struct sockaddr *) &test_port, &len) >= 0 429 && test_port.sin_family == AF_INET) { 430 /* We are probably running from inetd: don't log to stderr */ 431 Server_socket = STDIN_FILENO; 432 conf_logerr = 0; 433 if (test_port.sin_port != htons((u_short) Server_port)) { 434 /* Private game */ 435 should_announce = FALSE; 436 Server_port = ntohs(test_port.sin_port); 437 } 438 } else { 439 /* We need to listen on a socket: */ 440 test_port = addr; 441 test_port.sin_port = htons((u_short) Server_port); 442 443 Server_socket = socket(AF_INET, SOCK_DGRAM, 0); 444 445 /* Permit multiple huntd's on the same port. */ 446 if (setsockopt(Server_socket, SOL_SOCKET, SO_REUSEPORT, &true, 447 sizeof true) < 0) 448 logit(LOG_ERR, "setsockopt SO_REUSEADDR"); 449 450 if (bind(Server_socket, (struct sockaddr *) &test_port, 451 sizeof test_port) < 0) { 452 logit(LOG_ERR, "bind port %d", Server_port); 453 cleanup(1); 454 } 455 456 /* Become a daemon if asked to do so. */ 457 if (background) 458 daemon(0, 0); 459 460 /* Datagram sockets do not need a listen() call. */ 461 } 462 463 /* We'll handle the broadcast listener in the main loop: */ 464 FD_SET(Server_socket, &Fds_mask); 465 if (Server_socket + 1 > Num_fds) 466 Num_fds = Server_socket + 1; 467 468 /* Dig the maze: */ 469 makemaze(); 470 471 /* Create some boots, if needed: */ 472 makeboots(); 473 474 /* Construct a table of what objects a player can see over: */ 475 for (i = 0; i < NASCII; i++) 476 See_over[i] = TRUE; 477 See_over[DOOR] = FALSE; 478 See_over[WALL1] = FALSE; 479 See_over[WALL2] = FALSE; 480 See_over[WALL3] = FALSE; 481 See_over[WALL4] = FALSE; 482 See_over[WALL5] = FALSE; 483 484 logx(LOG_INFO, "game started"); 485} 486 487/* 488 * makeboots: 489 * Put the boots in the maze 490 */ 491static void 492makeboots() 493{ 494 int x, y; 495 PLAYER *pp; 496 497 if (conf_boots) { 498 do { 499 x = rand_num(WIDTH - 1) + 1; 500 y = rand_num(HEIGHT - 1) + 1; 501 } while (Maze[y][x] != SPACE); 502 Maze[y][x] = BOOT_PAIR; 503 } 504 505 for (pp = Boot; pp < &Boot[NBOOTS]; pp++) 506 pp->p_flying = -1; 507} 508 509 510/* 511 * checkdam: 512 * Apply damage to the victim from an attacker. 513 * If the victim dies as a result, give points to 'credit', 514 */ 515void 516checkdam(victim, attacker, credit, damage, shot_type) 517 PLAYER *victim, *attacker; 518 IDENT *credit; 519 int damage; 520 char shot_type; 521{ 522 char *cp; 523 int y; 524 525 /* Don't do anything if the victim is already in the throes of death */ 526 if (victim->p_death[0] != '\0') 527 return; 528 529 /* Weaken slime attacks by 0.5 * number of boots the victim has on: */ 530 if (shot_type == SLIME) 531 switch (victim->p_nboots) { 532 default: 533 break; 534 case 1: 535 damage = (damage + 1) / 2; 536 break; 537 case 2: 538 if (attacker != NULL) 539 message(attacker, "He has boots on!"); 540 return; 541 } 542 543 /* The victim sustains some damage: */ 544 victim->p_damage += damage; 545 546 /* Check if the victim survives the hit: */ 547 if (victim->p_damage <= victim->p_damcap) { 548 /* They survive. */ 549 outyx(victim, STAT_DAM_ROW, STAT_VALUE_COL, "%2d", 550 victim->p_damage); 551 return; 552 } 553 554 /* Describe how the victim died: */ 555 switch (shot_type) { 556 default: 557 cp = "Killed"; 558 break; 559 case FALL: 560 cp = "Killed on impact"; 561 break; 562 case KNIFE: 563 cp = "Stabbed to death"; 564 victim->p_ammo = 0; /* No exploding */ 565 break; 566 case SHOT: 567 cp = "Shot to death"; 568 break; 569 case GRENADE: 570 case SATCHEL: 571 case BOMB: 572 cp = "Bombed"; 573 break; 574 case MINE: 575 case GMINE: 576 cp = "Blown apart"; 577 break; 578 case SLIME: 579 cp = "Slimed"; 580 if (credit != NULL) 581 credit->i_slime++; 582 break; 583 case LAVA: 584 cp = "Baked"; 585 break; 586 case DSHOT: 587 cp = "Eliminated"; 588 break; 589 } 590 591 if (credit == NULL) { 592 char *blame; 593 594 /* 595 * Nobody is taking the credit for the kill. 596 * Attribute it to either a mine or 'act of God'. 597 */ 598 switch (shot_type) { 599 case MINE: 600 case GMINE: 601 blame = "a mine"; 602 break; 603 default: 604 blame = "act of God"; 605 break; 606 } 607 608 /* Set the death message: */ 609 (void) snprintf(victim->p_death, sizeof victim->p_death, 610 "| %s by %s |", cp, blame); 611 612 /* No further score crediting needed. */ 613 return; 614 } 615 616 /* Set the death message: */ 617 (void) snprintf(victim->p_death, sizeof victim->p_death, 618 "| %s by %s |", cp, credit->i_name); 619 620 if (victim == attacker) { 621 /* No use killing yourself. */ 622 credit->i_kills--; 623 credit->i_bkills++; 624 } 625 else if (victim->p_ident->i_team == ' ' 626 || victim->p_ident->i_team != credit->i_team) { 627 /* A cross-team kill: */ 628 credit->i_kills++; 629 credit->i_gkills++; 630 } 631 else { 632 /* They killed someone on the same team: */ 633 credit->i_kills--; 634 credit->i_bkills++; 635 } 636 637 /* Compute the new credited score: */ 638 credit->i_score = credit->i_kills / (double) credit->i_entries; 639 640 /* The victim accrues one death: */ 641 victim->p_ident->i_deaths++; 642 643 /* Account for 'Stillborn' deaths */ 644 if (victim->p_nchar == 0) 645 victim->p_ident->i_stillb++; 646 647 if (attacker) { 648 /* Give the attacker player a bit more strength */ 649 attacker->p_damcap += conf_killgain; 650 attacker->p_damage -= conf_killgain; 651 if (attacker->p_damage < 0) 652 attacker->p_damage = 0; 653 654 /* Tell the attacker his new strength: */ 655 outyx(attacker, STAT_DAM_ROW, STAT_VALUE_COL, "%2d/%2d", 656 attacker->p_damage, attacker->p_damcap); 657 658 /* Tell the attacker his new 'kill count': */ 659 outyx(attacker, STAT_KILL_ROW, STAT_VALUE_COL, "%3d", 660 (attacker->p_damcap - conf_maxdam) / 2); 661 662 /* Update the attacker's score for everyone else */ 663 y = STAT_PLAY_ROW + 1 + (attacker - Player); 664 outyx(ALL_PLAYERS, y, STAT_NAME_COL, 665 "%5.2f", attacker->p_ident->i_score); 666 } 667} 668 669/* 670 * zap: 671 * Kill off a player and take them out of the game. 672 * The 'was_player' flag indicates that the player was not 673 * a monitor and needs extra cleaning up. 674 */ 675static void 676zap(pp, was_player) 677 PLAYER *pp; 678 FLAG was_player; 679{ 680 int len; 681 BULLET *bp; 682 PLAYER *np; 683 int x, y; 684 int savefd; 685 686 if (was_player) { 687 /* If they died from a shot, clean up shrapnel */ 688 if (pp->p_undershot) 689 fixshots(pp->p_y, pp->p_x, pp->p_over); 690 /* Let the player see their last position: */ 691 drawplayer(pp, FALSE); 692 /* Remove from game: */ 693 Nplayer--; 694 } 695 696 /* Display the cause of death in the centre of the screen: */ 697 len = strlen(pp->p_death); 698 x = (WIDTH - len) / 2; 699 outyx(pp, HEIGHT / 2, x, "%s", pp->p_death); 700 701 /* Put some horizontal lines around and below the death message: */ 702 memset(pp->p_death + 1, '-', len - 2); 703 pp->p_death[0] = '+'; 704 pp->p_death[len - 1] = '+'; 705 outyx(pp, HEIGHT / 2 - 1, x, "%s", pp->p_death); 706 outyx(pp, HEIGHT / 2 + 1, x, "%s", pp->p_death); 707 708 /* Move to bottom left */ 709 cgoto(pp, HEIGHT, 0); 710 711 savefd = pp->p_fd; 712 713 if (was_player) { 714 int expl_charge; 715 int expl_type; 716 int ammo_exploding; 717 718 /* Check all the bullets: */ 719 for (bp = Bullets; bp != NULL; bp = bp->b_next) { 720 if (bp->b_owner == pp) 721 /* Zapped players can't own bullets: */ 722 bp->b_owner = NULL; 723 if (bp->b_x == pp->p_x && bp->b_y == pp->p_y) 724 /* Bullets over the player are now over air: */ 725 bp->b_over = SPACE; 726 } 727 728 /* Explode a random fraction of the player's ammo: */ 729 ammo_exploding = rand_num(pp->p_ammo); 730 731 /* Determine the type and amount of detonation: */ 732 expl_charge = rand_num(ammo_exploding + 1); 733 if (pp->p_ammo == 0) 734 /* Ignore the no-ammo case: */ 735 expl_charge = 0; 736 else if (ammo_exploding >= pp->p_ammo - 1) { 737 /* Maximal explosions always appear as slime: */ 738 expl_charge = pp->p_ammo; 739 expl_type = SLIME; 740 } else { 741 /* 742 * Figure out the best effective explosion 743 * type to use, given the amount of charge 744 */ 745 int btype, stype; 746 for (btype = MAXBOMB - 1; btype > 0; btype--) 747 if (expl_charge >= shot_req[btype]) 748 break; 749 for (stype = MAXSLIME - 1; stype > 0; stype--) 750 if (expl_charge >= slime_req[stype]) 751 break; 752 /* Pick the larger of the bomb or slime: */ 753 if (btype >= 0 && stype >= 0) { 754 if (shot_req[btype] > slime_req[stype]) 755 btype = -1; 756 } 757 if (btype >= 0) { 758 expl_type = shot_type[btype]; 759 expl_charge = shot_req[btype]; 760 } else 761 expl_type = SLIME; 762 } 763 764 if (expl_charge > 0) { 765 char buf[BUFSIZ]; 766 767 /* Detonate: */ 768 (void) add_shot(expl_type, pp->p_y, pp->p_x, 769 pp->p_face, expl_charge, (PLAYER *) NULL, 770 TRUE, SPACE); 771 772 /* Explain what the explosion is about. */ 773 snprintf(buf, sizeof buf, "%s detonated.", 774 pp->p_ident->i_name); 775 message(ALL_PLAYERS, buf); 776 777 while (pp->p_nboots-- > 0) { 778 /* Throw one of the boots away: */ 779 for (np = Boot; np < &Boot[NBOOTS]; np++) 780 if (np->p_flying < 0) 781 break; 782#ifdef DIAGNOSTIC 783 if (np >= &Boot[NBOOTS]) 784 err(1, "Too many boots"); 785#endif 786 /* Start the boots from where the player is */ 787 np->p_undershot = FALSE; 788 np->p_x = pp->p_x; 789 np->p_y = pp->p_y; 790 /* Throw for up to 20 steps */ 791 np->p_flying = rand_num(20); 792 np->p_flyx = 2 * rand_num(6) - 5; 793 np->p_flyy = 2 * rand_num(6) - 5; 794 np->p_over = SPACE; 795 np->p_face = BOOT; 796 showexpl(np->p_y, np->p_x, BOOT); 797 } 798 } 799 /* No explosion. Leave the player's boots behind. */ 800 else if (pp->p_nboots > 0) { 801 if (pp->p_nboots == 2) 802 Maze[pp->p_y][pp->p_x] = BOOT_PAIR; 803 else 804 Maze[pp->p_y][pp->p_x] = BOOT; 805 if (pp->p_undershot) 806 fixshots(pp->p_y, pp->p_x, 807 Maze[pp->p_y][pp->p_x]); 808 } 809 810 /* Any unexploded ammo builds up in the volcano: */ 811 volcano += pp->p_ammo - expl_charge; 812 813 /* Volcano eruption: */ 814 if (conf_volcano && rand_num(100) < volcano / 815 conf_volcano_max) { 816 /* Erupt near the middle of the map */ 817 do { 818 x = rand_num(WIDTH / 2) + WIDTH / 4; 819 y = rand_num(HEIGHT / 2) + HEIGHT / 4; 820 } while (Maze[y][x] != SPACE); 821 822 /* Convert volcano charge into lava: */ 823 (void) add_shot(LAVA, y, x, LEFTS, volcano, 824 (PLAYER *) NULL, TRUE, SPACE); 825 volcano = 0; 826 827 /* Tell eveyone what's happening */ 828 message(ALL_PLAYERS, "Volcano eruption."); 829 } 830 831 /* Drone: */ 832 if (conf_drone && rand_num(100) < 2) { 833 /* Find a starting place near the middle of the map: */ 834 do { 835 x = rand_num(WIDTH / 2) + WIDTH / 4; 836 y = rand_num(HEIGHT / 2) + HEIGHT / 4; 837 } while (Maze[y][x] != SPACE); 838 839 /* Start the drone going: */ 840 add_shot(DSHOT, y, x, rand_dir(), 841 shot_req[conf_mindshot + 842 rand_num(MAXBOMB - conf_mindshot)], 843 (PLAYER *) NULL, FALSE, SPACE); 844 } 845 846 /* Tell the zapped player's client to shut down. */ 847 sendcom(pp, ENDWIN, ' '); 848 (void) fclose(pp->p_output); 849 850 /* Close up the gap in the Player array: */ 851 End_player--; 852 if (pp != End_player) { 853 /* Move the last player into the gap: */ 854 memcpy(pp, End_player, sizeof *pp); 855 outyx(ALL_PLAYERS, 856 STAT_PLAY_ROW + 1 + (pp - Player), 857 STAT_NAME_COL, 858 "%5.2f%c%-10.10s %c", 859 pp->p_ident->i_score, stat_char(pp), 860 pp->p_ident->i_name, pp->p_ident->i_team); 861 } 862 863 /* Erase the last player from the display: */ 864 cgoto(ALL_PLAYERS, STAT_PLAY_ROW + 1 + Nplayer, STAT_NAME_COL); 865 ce(ALL_PLAYERS); 866 } 867 else { 868 /* Zap a monitor */ 869 870 /* Close the session: */ 871 sendcom(pp, ENDWIN, LAST_PLAYER); 872 (void) fclose(pp->p_output); 873 874 /* shuffle the monitor table */ 875 End_monitor--; 876 if (pp != End_monitor) { 877 memcpy(pp, End_monitor, sizeof *pp); 878 outyx(ALL_PLAYERS, 879 STAT_MON_ROW + 1 + (pp - Player), STAT_NAME_COL, 880 "%5.5s %-10.10s %c", " ", 881 pp->p_ident->i_name, pp->p_ident->i_team); 882 } 883 884 /* Erase the last monitor in the list */ 885 cgoto(ALL_PLAYERS, 886 STAT_MON_ROW + 1 + (End_monitor - Monitor), 887 STAT_NAME_COL); 888 ce(ALL_PLAYERS); 889 } 890 891 /* Update the file descriptor sets used by select: */ 892 FD_CLR(savefd, &Fds_mask); 893 if (Num_fds == savefd + 1) { 894 Num_fds = Socket; 895 if (Server_socket > Socket) 896 Num_fds = Server_socket; 897 for (np = Player; np < End_player; np++) 898 if (np->p_fd > Num_fds) 899 Num_fds = np->p_fd; 900 for (np = Monitor; np < End_monitor; np++) 901 if (np->p_fd > Num_fds) 902 Num_fds = np->p_fd; 903 Num_fds++; 904 } 905} 906 907/* 908 * rand_num: 909 * Return a random number in a given range. 910 */ 911int 912rand_num(range) 913 int range; 914{ 915 return (arc4random_uniform(range)); 916} 917 918/* 919 * havechar: 920 * Check to see if we have any characters in the input queue; if 921 * we do, read them, stash them away, and return TRUE; else return 922 * FALSE. 923 */ 924static int 925havechar(pp) 926 PLAYER *pp; 927{ 928 int ret; 929 930 /* Do we already have characters? */ 931 if (pp->p_ncount < pp->p_nchar) 932 return TRUE; 933 /* Ignore if nothing to read. */ 934 if (!FD_ISSET(pp->p_fd, &Have_inp)) 935 return FALSE; 936 /* Remove the player from the read set until we have drained them: */ 937 FD_CLR(pp->p_fd, &Have_inp); 938 939 /* Suck their keypresses into a buffer: */ 940check_again: 941 errno = 0; 942 ret = read(pp->p_fd, pp->p_cbuf, sizeof pp->p_cbuf); 943 if (ret == -1) { 944 if (errno == EINTR) 945 goto check_again; 946 if (errno == EAGAIN) { 947#ifdef DEBUG 948 warn("Have_inp is wrong for %d", pp->p_fd); 949#endif 950 return FALSE; 951 } 952 logit(LOG_INFO, "read"); 953 } 954 if (ret > 0) { 955 /* Got some data */ 956 pp->p_nchar = ret; 957 } else { 958 /* Connection was lost/closed: */ 959 pp->p_cbuf[0] = 'q'; 960 pp->p_nchar = 1; 961 } 962 /* Reset pointer into read buffer */ 963 pp->p_ncount = 0; 964 return TRUE; 965} 966 967/* 968 * cleanup: 969 * Exit with the given value, cleaning up any droppings lying around 970 */ 971void 972cleanup(eval) 973 int eval; 974{ 975 PLAYER *pp; 976 977 /* Place their cursor in a friendly position: */ 978 cgoto(ALL_PLAYERS, HEIGHT, 0); 979 980 /* Send them all the ENDWIN command: */ 981 sendcom(ALL_PLAYERS, ENDWIN, LAST_PLAYER); 982 983 /* And close their connections: */ 984 for (pp = Player; pp < End_player; pp++) 985 (void) fclose(pp->p_output); 986 for (pp = Monitor; pp < End_monitor; pp++) 987 (void) fclose(pp->p_output); 988 989 /* Close the server socket: */ 990 (void) close(Socket); 991 992 /* The end: */ 993 logx(LOG_INFO, "game over"); 994 exit(eval); 995} 996 997/* 998 * send_stats: 999 * Accept a connection to the statistics port, and emit 1000 * the stats. 1001 */ 1002static void 1003send_stats() 1004{ 1005 FILE *fp; 1006 int s; 1007 struct sockaddr_in sockstruct; 1008 socklen_t socklen; 1009 int flags; 1010 1011 /* Accept a connection to the statistics socket: */ 1012 socklen = sizeof sockstruct; 1013 s = accept(Status, (struct sockaddr *) &sockstruct, &socklen); 1014 if (s < 0) { 1015 if (errno == EINTR) 1016 return; 1017 logx(LOG_ERR, "accept"); 1018 return; 1019 } 1020 1021 /* Don't allow the writes to block: */ 1022 flags = fcntl(s, F_GETFL, 0); 1023 flags |= O_NDELAY; 1024 (void) fcntl(s, F_SETFL, flags); 1025 1026 fp = fdopen(s, "w"); 1027 if (fp == NULL) { 1028 logit(LOG_ERR, "fdopen"); 1029 (void) close(s); 1030 return; 1031 } 1032 1033 print_stats(fp); 1034 1035 (void) fclose(fp); 1036} 1037 1038/* 1039 * print_stats: 1040 * emit the game statistics 1041 */ 1042void 1043print_stats(fp) 1044 FILE *fp; 1045{ 1046 IDENT *ip; 1047 PLAYER *pp; 1048 1049 /* Send the statistics as raw text down the socket: */ 1050 fputs("Name\t\tScore\tDucked\tAbsorb\tFaced\tShot\tRobbed\tMissed\tSlimeK\n", fp); 1051 for (ip = Scores; ip != NULL; ip = ip->i_next) { 1052 fprintf(fp, "%s%c%c%c\t", ip->i_name, 1053 ip->i_team == ' ' ? ' ' : '[', 1054 ip->i_team, 1055 ip->i_team == ' ' ? ' ' : ']' 1056 ); 1057 if (strlen(ip->i_name) + 3 < 8) 1058 putc('\t', fp); 1059 fprintf(fp, "%.2f\t%d\t%d\t%d\t%d\t%d\t%d\t%d\n", 1060 ip->i_score, ip->i_ducked, ip->i_absorbed, 1061 ip->i_faced, ip->i_shot, ip->i_robbed, 1062 ip->i_missed, ip->i_slime); 1063 } 1064 fputs("\n\nName\t\tEnemy\tFriend\tDeaths\tStill\tSaved\tConnect\n", fp); 1065 for (ip = Scores; ip != NULL; ip = ip->i_next) { 1066 fprintf(fp, "%s%c%c%c\t", ip->i_name, 1067 ip->i_team == ' ' ? ' ' : '[', 1068 ip->i_team, 1069 ip->i_team == ' ' ? ' ' : ']' 1070 ); 1071 if (strlen(ip->i_name) + 3 < 8) 1072 putc('\t', fp); 1073 fprintf(fp, "%d\t%d\t%d\t%d\t%d\t", 1074 ip->i_gkills, ip->i_bkills, ip->i_deaths, 1075 ip->i_stillb, ip->i_saved); 1076 for (pp = Player; pp < End_player; pp++) 1077 if (pp->p_ident == ip) 1078 putc('p', fp); 1079 for (pp = Monitor; pp < End_monitor; pp++) 1080 if (pp->p_ident == ip) 1081 putc('m', fp); 1082 putc('\n', fp); 1083 } 1084} 1085 1086 1087/* 1088 * Send the game statistics to the controlling tty 1089 */ 1090static void 1091siginfo(sig) 1092 int sig; 1093{ 1094 int tty; 1095 FILE *fp; 1096 1097 if ((tty = open(_PATH_TTY, O_WRONLY)) >= 0) { 1098 fp = fdopen(tty, "w"); 1099 print_stats(fp); 1100 answer_info(fp); 1101 fclose(fp); 1102 } 1103} 1104 1105/* 1106 * clear_scores: 1107 * Clear the Scores list. 1108 */ 1109static void 1110clear_scores() 1111{ 1112 IDENT *ip, *nextip; 1113 1114 /* Release the list of scores: */ 1115 for (ip = Scores; ip != NULL; ip = nextip) { 1116 nextip = ip->i_next; 1117 free((char *) ip); 1118 } 1119 Scores = NULL; 1120} 1121 1122/* 1123 * announce_game: 1124 * Publically announce the game 1125 */ 1126static void 1127announce_game() 1128{ 1129 1130 /* TODO: could use system() to do something user-configurable */ 1131} 1132 1133/* 1134 * Handle a UDP packet sent to the well known port. 1135 */ 1136static void 1137handle_wkport(fd) 1138 int fd; 1139{ 1140 struct sockaddr fromaddr; 1141 socklen_t fromlen; 1142 u_int16_t query; 1143 u_int16_t response; 1144 1145 fromlen = sizeof fromaddr; 1146 if (recvfrom(fd, &query, sizeof query, 0, &fromaddr, &fromlen) == -1) 1147 { 1148 logit(LOG_WARNING, "recvfrom"); 1149 return; 1150 } 1151 1152#ifdef DEBUG 1153 fprintf(stderr, "query %d (%s) from %s:%d\n", query, 1154 query == C_MESSAGE ? "C_MESSAGE" : 1155 query == C_SCORES ? "C_SCORES" : 1156 query == C_PLAYER ? "C_PLAYER" : 1157 query == C_MONITOR ? "C_MONITOR" : "?", 1158 inet_ntoa(((struct sockaddr_in *)&fromaddr)->sin_addr), 1159 ntohs(((struct sockaddr_in *)&fromaddr)->sin_port)); 1160#endif 1161 1162 query = ntohs(query); 1163 1164 switch (query) { 1165 case C_MESSAGE: 1166 if (Nplayer <= 0) 1167 /* Don't bother replying if nobody to talk to: */ 1168 return; 1169 /* Return the number of people playing: */ 1170 response = Nplayer; 1171 break; 1172 case C_SCORES: 1173 /* Someone wants the statistics port: */ 1174 response = stat_port; 1175 break; 1176 case C_PLAYER: 1177 case C_MONITOR: 1178 /* Someone wants to play or watch: */ 1179 if (query == C_MONITOR && Nplayer <= 0) 1180 /* Don't bother replying if there's nothing to watch: */ 1181 return; 1182 /* Otherwise, tell them how to get to the game: */ 1183 response = sock_port; 1184 break; 1185 default: 1186 logit(LOG_INFO, "unknown udp query %d", query); 1187 return; 1188 } 1189 1190 response = ntohs(response); 1191 if (sendto(fd, &response, sizeof response, 0, 1192 &fromaddr, sizeof fromaddr) == -1) 1193 logit(LOG_WARNING, "sendto"); 1194} 1195