1 /*- 2 * Copyright (c) 1983-2003, Regents of the University of California. 3 * All rights reserved. 4 * 5 * Redistribution and use in source and binary forms, with or without 6 * modification, are permitted provided that the following conditions are 7 * met: 8 * 9 * 1. Redistributions of source code must retain the above copyright 10 * notice, this list of conditions and the following disclaimer. 11 * 2. Redistributions in binary form must reproduce the above copyright 12 * notice, this list of conditions and the following disclaimer in the 13 * documentation and/or other materials provided with the distribution. 14 * 3. Neither the name of the University of California, San Francisco nor 15 * the names of its contributors may be used to endorse or promote 16 * products derived from this software without specific prior written 17 * permission. 18 * 19 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS 20 * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED 21 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A 22 * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 23 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 24 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 25 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 26 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 27 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 28 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 29 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 30 * 31 * $OpenBSD: driver.c,v 1.17 2007/04/02 14:55:16 jmc Exp $ 32 * $NetBSD: driver.c,v 1.5 1997/10/20 00:37:16 lukem Exp $ 33 */ 34 35 #include <sys/ioctl.h> 36 #include <sys/stat.h> 37 #include <sys/time.h> 38 #include <sys/socket.h> 39 40 #include <netinet/in.h> 41 #include <arpa/inet.h> 42 43 #include <err.h> 44 #include <errno.h> 45 #include <signal.h> 46 #include <stdlib.h> 47 #include <string.h> 48 #include <unistd.h> 49 #include <stdio.h> 50 #include <tcpd.h> 51 #include <syslog.h> 52 #include <netdb.h> 53 #include <paths.h> 54 #include <fcntl.h> 55 #include "hunt.h" 56 #include "conf.h" 57 #include "server.h" 58 59 char *First_arg; /* pointer to argv[0] */ 60 u_int16_t Server_port; 61 int Server_socket; /* test socket to answer datagrams */ 62 FLAG should_announce = TRUE; /* true if listening on standard port */ 63 u_short sock_port; /* port # of tcp listen socket */ 64 u_short stat_port; /* port # of statistics tcp socket */ 65 in_addr_t Server_addr = INADDR_ANY; /* address to bind to */ 66 67 static void clear_scores(void); 68 static int havechar(PLAYER *); 69 static void init(void); 70 static void makeboots(void); 71 static void send_stats(void); 72 static void zap(PLAYER *, FLAG); 73 static void announce_game(void); 74 static void siginfo(int); 75 static void print_stats(FILE *); 76 static void handle_wkport(int); 77 78 /* 79 * main: 80 * The main program. 81 */ 82 int 83 main(int ac, char **av) 84 { 85 PLAYER *pp; 86 int had_char; 87 static fd_set read_fds; 88 static FLAG first = TRUE; 89 static FLAG server = FALSE; 90 int c; 91 static struct timeval linger = { 0, 0 }; 92 static struct timeval timeout = { 0, 0 }, *to; 93 struct spawn *sp, *spnext; 94 int ret; 95 int nready; 96 int fd; 97 98 First_arg = av[0]; 99 100 config(); 101 102 while ((c = getopt(ac, av, "sp:a:D:")) != -1) { 103 switch (c) { 104 case 's': 105 server = TRUE; 106 break; 107 case 'p': 108 should_announce = FALSE; 109 Server_port = atoi(optarg); 110 break; 111 case 'a': 112 if (!inet_aton(optarg, (struct in_addr *)&Server_addr)) 113 err(1, "bad interface address: %s", optarg); 114 break; 115 case 'D': 116 config_arg(optarg); 117 break; 118 default: 119 erred: 120 fprintf(stderr, 121 "usage: %s [-s] [-a addr] [-Dvar=value ...] " 122 "[-p port]\n", 123 av[0]); 124 exit(2); 125 } 126 } 127 if (optind < ac) 128 goto erred; 129 130 /* Open syslog: */ 131 openlog("huntd", LOG_PID | (conf_logerr && !server? LOG_PERROR : 0), 132 LOG_DAEMON); 133 134 /* Initialise game parameters: */ 135 init(); 136 137 again: 138 do { 139 /* First, poll to see if we can get input */ 140 do { 141 read_fds = Fds_mask; 142 errno = 0; 143 timerclear(&timeout); 144 nready = select(Num_fds, &read_fds, NULL, NULL, 145 &timeout); 146 if (nready < 0 && errno != EINTR) { 147 logit(LOG_ERR, "select"); 148 cleanup(1); 149 } 150 } while (nready < 0); 151 152 if (nready == 0) { 153 /* 154 * Nothing was ready. We do some work now 155 * to see if the simulation has any pending work 156 * to do, and decide if we need to block 157 * indefinitely or just timeout. 158 */ 159 do { 160 if (conf_simstep && can_moveshots()) { 161 /* 162 * block for a short time before continuing 163 * with explosions, bullets and whatnot 164 */ 165 to = &timeout; 166 to->tv_sec = conf_simstep / 1000000; 167 to->tv_usec = conf_simstep % 1000000; 168 } else 169 /* 170 * since there's nothing going on, 171 * just block waiting for external activity 172 */ 173 to = NULL; 174 175 read_fds = Fds_mask; 176 errno = 0; 177 nready = select(Num_fds, &read_fds, NULL, NULL, 178 to); 179 if (nready < 0 && errno != EINTR) { 180 logit(LOG_ERR, "select"); 181 cleanup(1); 182 } 183 } while (nready < 0); 184 } 185 186 /* Remember which descriptors are active: */ 187 Have_inp = read_fds; 188 189 /* Answer new player connections: */ 190 if (FD_ISSET(Socket, &Have_inp)) 191 answer_first(); 192 193 /* Continue answering new player connections: */ 194 for (sp = Spawn; sp; ) { 195 spnext = sp->next; 196 fd = sp->fd; 197 if (FD_ISSET(fd, &Have_inp) && answer_next(sp)) { 198 /* 199 * Remove from the spawn list. (fd remains in 200 * read set). 201 */ 202 *sp->prevnext = sp->next; 203 if (sp->next) 204 sp->next->prevnext = sp->prevnext; 205 free(sp); 206 207 /* We probably consumed all data. */ 208 FD_CLR(fd, &Have_inp); 209 210 /* Announce game if this is the first spawn. */ 211 if (first && should_announce) 212 announce_game(); 213 first = FALSE; 214 } 215 sp = spnext; 216 } 217 218 /* Process input and move bullets until we've exhausted input */ 219 had_char = TRUE; 220 while (had_char) { 221 222 moveshots(); 223 for (pp = Player; pp < End_player; ) 224 if (pp->p_death[0] != '\0') 225 zap(pp, TRUE); 226 else 227 pp++; 228 for (pp = Monitor; pp < End_monitor; ) 229 if (pp->p_death[0] != '\0') 230 zap(pp, FALSE); 231 else 232 pp++; 233 234 had_char = FALSE; 235 for (pp = Player; pp < End_player; pp++) 236 if (havechar(pp)) { 237 execute(pp); 238 pp->p_nexec++; 239 had_char = TRUE; 240 } 241 for (pp = Monitor; pp < End_monitor; pp++) 242 if (havechar(pp)) { 243 mon_execute(pp); 244 pp->p_nexec++; 245 had_char = TRUE; 246 } 247 } 248 249 /* Handle a datagram sent to the server socket: */ 250 if (FD_ISSET(Server_socket, &Have_inp)) 251 handle_wkport(Server_socket); 252 253 /* Answer statistics connections: */ 254 if (FD_ISSET(Status, &Have_inp)) 255 send_stats(); 256 257 /* Flush/synchronize all the displays: */ 258 for (pp = Player; pp < End_player; pp++) { 259 if (FD_ISSET(pp->p_fd, &read_fds)) { 260 sendcom(pp, READY, pp->p_nexec); 261 pp->p_nexec = 0; 262 } 263 flush(pp); 264 } 265 for (pp = Monitor; pp < End_monitor; 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 } while (Nplayer > 0); 273 274 /* No more players! */ 275 276 /* No players yet or a continuous game? */ 277 if (first || conf_linger < 0) 278 goto again; 279 280 /* Wait a short while for one to come back: */ 281 read_fds = Fds_mask; 282 linger.tv_sec = conf_linger; 283 while ((ret = select(Num_fds, &read_fds, NULL, NULL, &linger)) < 0) { 284 if (errno != EINTR) { 285 logit(LOG_WARNING, "select"); 286 break; 287 } 288 read_fds = Fds_mask; 289 linger.tv_sec = conf_linger; 290 linger.tv_usec = 0; 291 } 292 if (ret > 0) 293 /* Someone returned! Resume the game: */ 294 goto again; 295 /* else, it timed out, and the game is really over. */ 296 297 /* If we are an inetd server, we should re-init the map and restart: */ 298 if (server) { 299 clear_scores(); 300 makemaze(); 301 clearwalls(); 302 makeboots(); 303 first = TRUE; 304 goto again; 305 } 306 307 /* Get rid of any attached monitors: */ 308 for (pp = Monitor; pp < End_monitor; ) 309 zap(pp, FALSE); 310 311 /* Fin: */ 312 cleanup(0); 313 exit(0); 314 } 315 316 /* 317 * init: 318 * Initialize the global parameters. 319 */ 320 static void 321 init(void) 322 { 323 int i; 324 struct sockaddr_in test_port; 325 int true = 1; 326 socklen_t len; 327 struct sockaddr_in addr; 328 struct sigaction sact; 329 struct servent *se; 330 331 (void) setsid(); 332 if (setpgid(getpid(), getpid()) == -1) 333 err(1, "setpgid"); 334 335 sact.sa_flags = SA_RESTART; 336 sigemptyset(&sact.sa_mask); 337 338 /* Ignore HUP, QUIT and PIPE: */ 339 sact.sa_handler = SIG_IGN; 340 if (sigaction(SIGHUP, &sact, NULL) == -1) 341 err(1, "sigaction SIGHUP"); 342 if (sigaction(SIGQUIT, &sact, NULL) == -1) 343 err(1, "sigaction SIGQUIT"); 344 if (sigaction(SIGPIPE, &sact, NULL) == -1) 345 err(1, "sigaction SIGPIPE"); 346 347 /* Clean up gracefully on INT and TERM: */ 348 sact.sa_handler = cleanup; 349 if (sigaction(SIGINT, &sact, NULL) == -1) 350 err(1, "sigaction SIGINT"); 351 if (sigaction(SIGTERM, &sact, NULL) == -1) 352 err(1, "sigaction SIGTERM"); 353 354 /* Handle INFO: */ 355 sact.sa_handler = siginfo; 356 if (sigaction(SIGINFO, &sact, NULL) == -1) 357 err(1, "sigaction SIGINFO"); 358 359 if (chdir("/") == -1) 360 warn("chdir"); 361 (void) umask(0777); 362 363 /* Initialize statistics socket: */ 364 addr.sin_family = AF_INET; 365 addr.sin_addr.s_addr = Server_addr; 366 addr.sin_port = 0; 367 368 Status = socket(AF_INET, SOCK_STREAM, 0); 369 if (bind(Status, (struct sockaddr *) &addr, sizeof addr) < 0) { 370 logit(LOG_ERR, "bind"); 371 cleanup(1); 372 } 373 if (listen(Status, 5) == -1) { 374 logit(LOG_ERR, "listen"); 375 cleanup(1); 376 } 377 378 len = sizeof (struct sockaddr_in); 379 if (getsockname(Status, (struct sockaddr *) &addr, &len) < 0) { 380 logit(LOG_ERR, "getsockname"); 381 cleanup(1); 382 } 383 stat_port = ntohs(addr.sin_port); 384 385 /* Initialize main socket: */ 386 addr.sin_family = AF_INET; 387 addr.sin_addr.s_addr = Server_addr; 388 addr.sin_port = 0; 389 390 Socket = socket(AF_INET, SOCK_STREAM, 0); 391 392 if (bind(Socket, (struct sockaddr *) &addr, sizeof addr) < 0) { 393 logit(LOG_ERR, "bind"); 394 cleanup(1); 395 } 396 if (listen(Socket, 5) == -1) { 397 logit(LOG_ERR, "listen"); 398 cleanup(1); 399 } 400 401 len = sizeof (struct sockaddr_in); 402 if (getsockname(Socket, (struct sockaddr *) &addr, &len) < 0) { 403 logit(LOG_ERR, "getsockname"); 404 cleanup(1); 405 } 406 sock_port = ntohs(addr.sin_port); 407 408 /* Initialize minimal select mask */ 409 FD_ZERO(&Fds_mask); 410 FD_SET(Socket, &Fds_mask); 411 FD_SET(Status, &Fds_mask); 412 Num_fds = ((Socket > Status) ? Socket : Status) + 1; 413 414 /* Find the port that huntd should run on */ 415 if (Server_port == 0) { 416 se = getservbyname("hunt", "udp"); 417 if (se != NULL) 418 Server_port = ntohs(se->s_port); 419 else 420 Server_port = HUNT_PORT; 421 } 422 423 /* Check if stdin is a socket: */ 424 len = sizeof (struct sockaddr_in); 425 if (getsockname(STDIN_FILENO, (struct sockaddr *) &test_port, &len) >= 0 426 && test_port.sin_family == AF_INET) { 427 /* We are probably running from inetd: don't log to stderr */ 428 Server_socket = STDIN_FILENO; 429 conf_logerr = 0; 430 if (test_port.sin_port != htons((u_short) Server_port)) { 431 /* Private game */ 432 should_announce = FALSE; 433 Server_port = ntohs(test_port.sin_port); 434 } 435 } else { 436 /* We need to listen on a socket: */ 437 test_port = addr; 438 test_port.sin_port = htons((u_short) Server_port); 439 440 Server_socket = socket(AF_INET, SOCK_DGRAM, 0); 441 442 /* Permit multiple huntd's on the same port. */ 443 if (setsockopt(Server_socket, SOL_SOCKET, SO_REUSEPORT, &true, 444 sizeof true) < 0) 445 logit(LOG_ERR, "setsockopt SO_REUSEADDR"); 446 447 if (bind(Server_socket, (struct sockaddr *) &test_port, 448 sizeof test_port) < 0) { 449 logit(LOG_ERR, "bind port %d", Server_port); 450 cleanup(1); 451 } 452 453 /* Datagram sockets do not need a listen() call. */ 454 } 455 456 /* We'll handle the broadcast listener in the main loop: */ 457 FD_SET(Server_socket, &Fds_mask); 458 if (Server_socket + 1 > Num_fds) 459 Num_fds = Server_socket + 1; 460 461 /* Initialise the random seed: */ 462 srandomdev(); 463 464 /* Dig the maze: */ 465 makemaze(); 466 467 /* Create some boots, if needed: */ 468 makeboots(); 469 470 /* Construct a table of what objects a player can see over: */ 471 for (i = 0; i < NASCII; i++) 472 See_over[i] = TRUE; 473 See_over[DOOR] = FALSE; 474 See_over[WALL1] = FALSE; 475 See_over[WALL2] = FALSE; 476 See_over[WALL3] = FALSE; 477 See_over[WALL4] = FALSE; 478 See_over[WALL5] = FALSE; 479 480 logx(LOG_INFO, "game started"); 481 } 482 483 /* 484 * makeboots: 485 * Put the boots in the maze 486 */ 487 static void 488 makeboots(void) 489 { 490 int x, y; 491 PLAYER *pp; 492 493 if (conf_boots) { 494 do { 495 x = rand_num(WIDTH - 1) + 1; 496 y = rand_num(HEIGHT - 1) + 1; 497 } while (Maze[y][x] != SPACE); 498 Maze[y][x] = BOOT_PAIR; 499 } 500 501 for (pp = Boot; pp < &Boot[NBOOTS]; pp++) 502 pp->p_flying = -1; 503 } 504 505 506 /* 507 * checkdam: 508 * Apply damage to the victim from an attacker. 509 * If the victim dies as a result, give points to 'credit', 510 */ 511 void 512 checkdam(PLAYER *victim, PLAYER *attacker, IDENT *credit, int damage, 513 char stype) 514 { 515 const char *cp; 516 int y; 517 518 /* Don't do anything if the victim is already in the throes of death */ 519 if (victim->p_death[0] != '\0') 520 return; 521 522 /* Weaken slime attacks by 0.5 * number of boots the victim has on: */ 523 if (stype == SLIME) 524 switch (victim->p_nboots) { 525 default: 526 break; 527 case 1: 528 damage = (damage + 1) / 2; 529 break; 530 case 2: 531 if (attacker != NULL) 532 message(attacker, "He has boots on!"); 533 return; 534 } 535 536 /* The victim sustains some damage: */ 537 victim->p_damage += damage; 538 539 /* Check if the victim survives the hit: */ 540 if (victim->p_damage <= victim->p_damcap) { 541 /* They survive. */ 542 outyx(victim, STAT_DAM_ROW, STAT_VALUE_COL, "%2d", 543 victim->p_damage); 544 return; 545 } 546 547 /* Describe how the victim died: */ 548 switch (stype) { 549 default: 550 cp = "Killed"; 551 break; 552 case FALL: 553 cp = "Killed on impact"; 554 break; 555 case KNIFE: 556 cp = "Stabbed to death"; 557 victim->p_ammo = 0; /* No exploding */ 558 break; 559 case SHOT: 560 cp = "Shot to death"; 561 break; 562 case GRENADE: 563 case SATCHEL: 564 case BOMB: 565 cp = "Bombed"; 566 break; 567 case MINE: 568 case GMINE: 569 cp = "Blown apart"; 570 break; 571 case SLIME: 572 cp = "Slimed"; 573 if (credit != NULL) 574 credit->i_slime++; 575 break; 576 case LAVA: 577 cp = "Baked"; 578 break; 579 case DSHOT: 580 cp = "Eliminated"; 581 break; 582 } 583 584 if (credit == NULL) { 585 const char *blame; 586 587 /* 588 * Nobody is taking the credit for the kill. 589 * Attribute it to either a mine or 'act of God'. 590 */ 591 switch (stype) { 592 case MINE: 593 case GMINE: 594 blame = "a mine"; 595 break; 596 default: 597 blame = "act of God"; 598 break; 599 } 600 601 /* Set the death message: */ 602 (void) snprintf(victim->p_death, sizeof victim->p_death, 603 "| %s by %s |", cp, blame); 604 605 /* No further score crediting needed. */ 606 return; 607 } 608 609 /* Set the death message: */ 610 (void) snprintf(victim->p_death, sizeof victim->p_death, 611 "| %s by %s |", cp, credit->i_name); 612 613 if (victim == attacker) { 614 /* No use killing yourself. */ 615 credit->i_kills--; 616 credit->i_bkills++; 617 } 618 else if (victim->p_ident->i_team == ' ' 619 || victim->p_ident->i_team != credit->i_team) { 620 /* A cross-team kill: */ 621 credit->i_kills++; 622 credit->i_gkills++; 623 } 624 else { 625 /* They killed someone on the same team: */ 626 credit->i_kills--; 627 credit->i_bkills++; 628 } 629 630 /* Compute the new credited score: */ 631 credit->i_score = credit->i_kills / (double) credit->i_entries; 632 633 /* The victim accrues one death: */ 634 victim->p_ident->i_deaths++; 635 636 /* Account for 'Stillborn' deaths */ 637 if (victim->p_nchar == 0) 638 victim->p_ident->i_stillb++; 639 640 if (attacker) { 641 /* Give the attacker player a bit more strength */ 642 attacker->p_damcap += conf_killgain; 643 attacker->p_damage -= conf_killgain; 644 if (attacker->p_damage < 0) 645 attacker->p_damage = 0; 646 647 /* Tell the attacker his new strength: */ 648 outyx(attacker, STAT_DAM_ROW, STAT_VALUE_COL, "%2d/%2d", 649 attacker->p_damage, attacker->p_damcap); 650 651 /* Tell the attacker his new 'kill count': */ 652 outyx(attacker, STAT_KILL_ROW, STAT_VALUE_COL, "%3d", 653 (attacker->p_damcap - conf_maxdam) / 2); 654 655 /* Update the attacker's score for everyone else */ 656 y = STAT_PLAY_ROW + 1 + (attacker - Player); 657 outyx(ALL_PLAYERS, y, STAT_NAME_COL, 658 "%5.2f", attacker->p_ident->i_score); 659 } 660 } 661 662 /* 663 * zap: 664 * Kill off a player and take them out of the game. 665 * The 'was_player' flag indicates that the player was not 666 * a monitor and needs extra cleaning up. 667 */ 668 static void 669 zap(PLAYER *pp, FLAG was_player) 670 { 671 int len; 672 BULLET *bp; 673 PLAYER *np; 674 int x, y; 675 int savefd; 676 677 if (was_player) { 678 /* If they died from a shot, clean up shrapnel */ 679 if (pp->p_undershot) 680 fixshots(pp->p_y, pp->p_x, pp->p_over); 681 /* Let the player see their last position: */ 682 drawplayer(pp, FALSE); 683 /* Remove from game: */ 684 Nplayer--; 685 } 686 687 /* Display the cause of death in the centre of the screen: */ 688 len = strlen(pp->p_death); 689 x = (WIDTH - len) / 2; 690 outyx(pp, HEIGHT / 2, x, "%s", pp->p_death); 691 692 /* Put some horizontal lines around and below the death message: */ 693 memset(pp->p_death + 1, '-', len - 2); 694 pp->p_death[0] = '+'; 695 pp->p_death[len - 1] = '+'; 696 outyx(pp, HEIGHT / 2 - 1, x, "%s", pp->p_death); 697 outyx(pp, HEIGHT / 2 + 1, x, "%s", pp->p_death); 698 699 /* Move to bottom left */ 700 cgoto(pp, HEIGHT, 0); 701 702 savefd = pp->p_fd; 703 704 if (was_player) { 705 int expl_charge; 706 int expl_type; 707 int ammo_exploding; 708 709 /* Check all the bullets: */ 710 for (bp = Bullets; bp != NULL; bp = bp->b_next) { 711 if (bp->b_owner == pp) 712 /* Zapped players can't own bullets: */ 713 bp->b_owner = NULL; 714 if (bp->b_x == pp->p_x && bp->b_y == pp->p_y) 715 /* Bullets over the player are now over air: */ 716 bp->b_over = SPACE; 717 } 718 719 /* Explode a random fraction of the player's ammo: */ 720 ammo_exploding = rand_num(pp->p_ammo); 721 722 /* Determine the type and amount of detonation: */ 723 expl_charge = rand_num(ammo_exploding + 1); 724 if (pp->p_ammo == 0) 725 /* Ignore the no-ammo case: */ 726 expl_charge = expl_type = 0; 727 else if (ammo_exploding >= pp->p_ammo - 1) { 728 /* Maximal explosions always appear as slime: */ 729 expl_charge = pp->p_ammo; 730 expl_type = SLIME; 731 } else { 732 /* 733 * Figure out the best effective explosion 734 * type to use, given the amount of charge 735 */ 736 int btype, stype; 737 for (btype = MAXBOMB - 1; btype > 0; btype--) 738 if (expl_charge >= shot_req[btype]) 739 break; 740 for (stype = MAXSLIME - 1; stype > 0; stype--) 741 if (expl_charge >= slime_req[stype]) 742 break; 743 /* Pick the larger of the bomb or slime: */ 744 if (btype >= 0 && stype >= 0) { 745 if (shot_req[btype] > slime_req[btype]) 746 btype = -1; 747 } 748 if (btype >= 0) { 749 expl_type = shot_type[btype]; 750 expl_charge = shot_req[btype]; 751 } else 752 expl_type = SLIME; 753 } 754 755 if (expl_charge > 0) { 756 char buf[BUFSIZ]; 757 758 /* Detonate: */ 759 (void) add_shot(expl_type, pp->p_y, pp->p_x, 760 pp->p_face, expl_charge, NULL, 761 TRUE, SPACE); 762 763 /* Explain what the explosion is about. */ 764 snprintf(buf, sizeof buf, "%s detonated.", 765 pp->p_ident->i_name); 766 message(ALL_PLAYERS, buf); 767 768 while (pp->p_nboots-- > 0) { 769 /* Throw one of the boots away: */ 770 for (np = Boot; np < &Boot[NBOOTS]; np++) 771 if (np->p_flying < 0) 772 break; 773 #ifdef DIAGNOSTIC 774 if (np >= &Boot[NBOOTS]) 775 err(1, "Too many boots"); 776 #endif 777 /* Start the boots from where the player is */ 778 np->p_undershot = FALSE; 779 np->p_x = pp->p_x; 780 np->p_y = pp->p_y; 781 /* Throw for up to 20 steps */ 782 np->p_flying = rand_num(20); 783 np->p_flyx = 2 * rand_num(6) - 5; 784 np->p_flyy = 2 * rand_num(6) - 5; 785 np->p_over = SPACE; 786 np->p_face = BOOT; 787 showexpl(np->p_y, np->p_x, BOOT); 788 } 789 } 790 /* No explosion. Leave the player's boots behind. */ 791 else if (pp->p_nboots > 0) { 792 if (pp->p_nboots == 2) 793 Maze[pp->p_y][pp->p_x] = BOOT_PAIR; 794 else 795 Maze[pp->p_y][pp->p_x] = BOOT; 796 if (pp->p_undershot) 797 fixshots(pp->p_y, pp->p_x, 798 Maze[pp->p_y][pp->p_x]); 799 } 800 801 /* Any unexploded ammo builds up in the volcano: */ 802 volcano += pp->p_ammo - expl_charge; 803 804 /* Volcano eruption: */ 805 if (conf_volcano && rand_num(100) < volcano / 806 conf_volcano_max) { 807 /* Erupt near the middle of the map */ 808 do { 809 x = rand_num(WIDTH / 2) + WIDTH / 4; 810 y = rand_num(HEIGHT / 2) + HEIGHT / 4; 811 } while (Maze[y][x] != SPACE); 812 813 /* Convert volcano charge into lava: */ 814 (void) add_shot(LAVA, y, x, LEFTS, volcano, 815 NULL, TRUE, SPACE); 816 volcano = 0; 817 818 /* Tell eveyone what's happening */ 819 message(ALL_PLAYERS, "Volcano eruption."); 820 } 821 822 /* Drone: */ 823 if (conf_drone && rand_num(100) < 2) { 824 /* Find a starting place near the middle of the map: */ 825 do { 826 x = rand_num(WIDTH / 2) + WIDTH / 4; 827 y = rand_num(HEIGHT / 2) + HEIGHT / 4; 828 } while (Maze[y][x] != SPACE); 829 830 /* Start the drone going: */ 831 add_shot(DSHOT, y, x, rand_dir(), 832 shot_req[conf_mindshot + 833 rand_num(MAXBOMB - conf_mindshot)], 834 NULL, FALSE, SPACE); 835 } 836 837 /* Tell the zapped player's client to shut down. */ 838 sendcom(pp, ENDWIN, ' '); 839 (void) fclose(pp->p_output); 840 841 /* Close up the gap in the Player array: */ 842 End_player--; 843 if (pp != End_player) { 844 /* Move the last player into the gap: */ 845 memcpy(pp, End_player, sizeof *pp); 846 outyx(ALL_PLAYERS, 847 STAT_PLAY_ROW + 1 + (pp - Player), 848 STAT_NAME_COL, 849 "%5.2f%c%-10.10s %c", 850 pp->p_ident->i_score, stat_char(pp), 851 pp->p_ident->i_name, pp->p_ident->i_team); 852 } 853 854 /* Erase the last player from the display: */ 855 cgoto(ALL_PLAYERS, STAT_PLAY_ROW + 1 + Nplayer, STAT_NAME_COL); 856 ce(ALL_PLAYERS); 857 } 858 else { 859 /* Zap a monitor */ 860 861 /* Close the session: */ 862 sendcom(pp, ENDWIN, LAST_PLAYER); 863 (void) fclose(pp->p_output); 864 865 /* shuffle the monitor table */ 866 End_monitor--; 867 if (pp != End_monitor) { 868 memcpy(pp, End_monitor, sizeof *pp); 869 outyx(ALL_PLAYERS, 870 STAT_MON_ROW + 1 + (pp - Player), STAT_NAME_COL, 871 "%5.5s %-10.10s %c", " ", 872 pp->p_ident->i_name, pp->p_ident->i_team); 873 } 874 875 /* Erase the last monitor in the list */ 876 cgoto(ALL_PLAYERS, 877 STAT_MON_ROW + 1 + (End_monitor - Monitor), 878 STAT_NAME_COL); 879 ce(ALL_PLAYERS); 880 } 881 882 /* Update the file descriptor sets used by select: */ 883 FD_CLR(savefd, &Fds_mask); 884 if (Num_fds == savefd + 1) { 885 Num_fds = Socket; 886 if (Server_socket > Socket) 887 Num_fds = Server_socket; 888 for (np = Player; np < End_player; np++) 889 if (np->p_fd > Num_fds) 890 Num_fds = np->p_fd; 891 for (np = Monitor; np < End_monitor; np++) 892 if (np->p_fd > Num_fds) 893 Num_fds = np->p_fd; 894 Num_fds++; 895 } 896 } 897 898 /* 899 * rand_num: 900 * Return a random number in a given range. 901 */ 902 int 903 rand_num(int range) 904 { 905 if (range == 0) 906 return 0; 907 return (random() % range); 908 } 909 910 /* 911 * havechar: 912 * Check to see if we have any characters in the input queue; if 913 * we do, read them, stash them away, and return TRUE; else return 914 * FALSE. 915 */ 916 static int 917 havechar(PLAYER *pp) 918 { 919 int ret; 920 921 /* Do we already have characters? */ 922 if (pp->p_ncount < pp->p_nchar) 923 return TRUE; 924 /* Ignore if nothing to read. */ 925 if (!FD_ISSET(pp->p_fd, &Have_inp)) 926 return FALSE; 927 /* Remove the player from the read set until we have drained them: */ 928 FD_CLR(pp->p_fd, &Have_inp); 929 930 /* Suck their keypresses into a buffer: */ 931 check_again: 932 errno = 0; 933 ret = read(pp->p_fd, pp->p_cbuf, sizeof pp->p_cbuf); 934 if (ret == -1) { 935 if (errno == EINTR) 936 goto check_again; 937 if (errno == EAGAIN) { 938 #ifdef DEBUG 939 warn("Have_inp is wrong for %d", pp->p_fd); 940 #endif 941 return FALSE; 942 } 943 logit(LOG_INFO, "read"); 944 } 945 if (ret > 0) { 946 /* Got some data */ 947 pp->p_nchar = ret; 948 } else { 949 /* Connection was lost/closed: */ 950 pp->p_cbuf[0] = 'q'; 951 pp->p_nchar = 1; 952 } 953 /* Reset pointer into read buffer */ 954 pp->p_ncount = 0; 955 return TRUE; 956 } 957 958 /* 959 * cleanup: 960 * Exit with the given value, cleaning up any droppings lying around 961 */ 962 void 963 cleanup(int eval) 964 { 965 PLAYER *pp; 966 967 /* Place their cursor in a friendly position: */ 968 cgoto(ALL_PLAYERS, HEIGHT, 0); 969 970 /* Send them all the ENDWIN command: */ 971 sendcom(ALL_PLAYERS, ENDWIN, LAST_PLAYER); 972 973 /* And close their connections: */ 974 for (pp = Player; pp < End_player; pp++) 975 (void) fclose(pp->p_output); 976 for (pp = Monitor; pp < End_monitor; pp++) 977 (void) fclose(pp->p_output); 978 979 /* Close the server socket: */ 980 (void) close(Socket); 981 982 /* The end: */ 983 logx(LOG_INFO, "game over"); 984 exit(eval); 985 } 986 987 /* 988 * send_stats: 989 * Accept a connection to the statistics port, and emit 990 * the stats. 991 */ 992 static void 993 send_stats(void) 994 { 995 FILE *fp; 996 int s; 997 struct sockaddr_in sockstruct; 998 socklen_t socklen; 999 struct request_info ri; 1000 int flags; 1001 1002 /* Accept a connection to the statistics socket: */ 1003 socklen = sizeof sockstruct; 1004 s = accept(Status, (struct sockaddr *) &sockstruct, &socklen); 1005 if (s < 0) { 1006 if (errno == EINTR) 1007 return; 1008 logx(LOG_ERR, "accept"); 1009 return; 1010 } 1011 1012 /* Check for access permissions: */ 1013 request_init(&ri, RQ_DAEMON, "huntd", RQ_FILE, s, 0); 1014 fromhost(&ri); 1015 if (hosts_access(&ri) == 0) { 1016 logx(LOG_INFO, "rejected connection from %s", eval_client(&ri)); 1017 close(s); 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 */ 1042 void 1043 print_stats(FILE *fp) 1044 { 1045 IDENT *ip; 1046 PLAYER *pp; 1047 1048 /* Send the statistics as raw text down the socket: */ 1049 fputs("Name\t\tScore\tDucked\tAbsorb\tFaced\tShot\tRobbed\tMissed\tSlimeK\n", fp); 1050 for (ip = Scores; ip != NULL; ip = ip->i_next) { 1051 fprintf(fp, "%s%c%c%c\t", ip->i_name, 1052 ip->i_team == ' ' ? ' ' : '[', 1053 ip->i_team, 1054 ip->i_team == ' ' ? ' ' : ']' 1055 ); 1056 if (strlen(ip->i_name) + 3 < 8) 1057 putc('\t', fp); 1058 fprintf(fp, "%.2f\t%d\t%d\t%d\t%d\t%d\t%d\t%d\n", 1059 ip->i_score, ip->i_ducked, ip->i_absorbed, 1060 ip->i_faced, ip->i_shot, ip->i_robbed, 1061 ip->i_missed, ip->i_slime); 1062 } 1063 fputs("\n\nName\t\tEnemy\tFriend\tDeaths\tStill\tSaved\tConnect\n", fp); 1064 for (ip = Scores; ip != NULL; ip = ip->i_next) { 1065 fprintf(fp, "%s%c%c%c\t", ip->i_name, 1066 ip->i_team == ' ' ? ' ' : '[', 1067 ip->i_team, 1068 ip->i_team == ' ' ? ' ' : ']' 1069 ); 1070 if (strlen(ip->i_name) + 3 < 8) 1071 putc('\t', fp); 1072 fprintf(fp, "%d\t%d\t%d\t%d\t%d\t", 1073 ip->i_gkills, ip->i_bkills, ip->i_deaths, 1074 ip->i_stillb, ip->i_saved); 1075 for (pp = Player; pp < End_player; pp++) 1076 if (pp->p_ident == ip) 1077 putc('p', fp); 1078 for (pp = Monitor; pp < End_monitor; pp++) 1079 if (pp->p_ident == ip) 1080 putc('m', fp); 1081 putc('\n', fp); 1082 } 1083 } 1084 1085 1086 /* 1087 * Send the game statistics to the controlling tty 1088 */ 1089 static void 1090 siginfo(int sig __unused) 1091 { 1092 int tty; 1093 FILE *fp; 1094 1095 if ((tty = open(_PATH_TTY, O_WRONLY)) >= 0) { 1096 fp = fdopen(tty, "w"); 1097 print_stats(fp); 1098 answer_info(fp); 1099 fclose(fp); 1100 } 1101 } 1102 1103 /* 1104 * clear_scores: 1105 * Clear the Scores list. 1106 */ 1107 static void 1108 clear_scores(void) 1109 { 1110 IDENT *ip, *nextip; 1111 1112 /* Release the list of scores: */ 1113 for (ip = Scores; ip != NULL; ip = nextip) { 1114 nextip = ip->i_next; 1115 free((char *) ip); 1116 } 1117 Scores = NULL; 1118 } 1119 1120 /* 1121 * announce_game: 1122 * Publically announce the game 1123 */ 1124 static void 1125 announce_game(void) 1126 { 1127 1128 /* TODO: could use system() to do something user-configurable */ 1129 } 1130 1131 /* 1132 * Handle a UDP packet sent to the well known port. 1133 */ 1134 static void 1135 handle_wkport(int fd) 1136 { 1137 struct sockaddr fromaddr; 1138 socklen_t fromlen; 1139 u_int16_t query; 1140 u_int16_t response; 1141 struct request_info ri; 1142 1143 request_init(&ri, RQ_DAEMON, "huntd", RQ_FILE, fd, 0); 1144 fromhost(&ri); 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 /* Do we allow access? */ 1163 if (hosts_access(&ri) == 0) { 1164 logx(LOG_INFO, "rejected connection from %s", eval_client(&ri)); 1165 return; 1166 } 1167 1168 query = ntohs(query); 1169 1170 switch (query) { 1171 case C_MESSAGE: 1172 if (Nplayer <= 0) 1173 /* Don't bother replying if nobody to talk to: */ 1174 return; 1175 /* Return the number of people playing: */ 1176 response = Nplayer; 1177 break; 1178 case C_SCORES: 1179 /* Someone wants the statistics port: */ 1180 response = stat_port; 1181 break; 1182 case C_PLAYER: 1183 case C_MONITOR: 1184 /* Someone wants to play or watch: */ 1185 if (query == C_MONITOR && Nplayer <= 0) 1186 /* Don't bother replying if there's nothing to watch: */ 1187 return; 1188 /* Otherwise, tell them how to get to the game: */ 1189 response = sock_port; 1190 break; 1191 default: 1192 logit(LOG_INFO, "unknown udp query %d", query); 1193 return; 1194 } 1195 1196 response = ntohs(response); 1197 if (sendto(fd, &response, sizeof response, 0, 1198 &fromaddr, sizeof fromaddr) == -1) 1199 logit(LOG_WARNING, "sendto"); 1200 } 1201