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|
/* $OpenBSD: answer.c,v 1.3 1999/01/29 07:30:34 d Exp $ */
/* $NetBSD: answer.c,v 1.3 1997/10/10 16:32:50 lukem Exp $ */
/*
* Hunt
* Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
* San Francisco, California
*/
#include <ctype.h>
#include <errno.h>
#include <fcntl.h>
#include <stdlib.h>
#include <unistd.h>
#include <stdio.h>
#include <tcpd.h>
#include <syslog.h>
#include <string.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include "hunt.h"
#include "server.h"
#include "conf.h"
/* Exported symbols for hosts_access(): */
int allow_severity = LOG_INFO;
int deny_severity = LOG_WARNING;
static void stplayer __P((PLAYER *, int));
static void stmonitor __P((PLAYER *));
static IDENT * get_ident __P((u_long, u_long, char *, char,
struct request_info *));
int
answer()
{
PLAYER *pp;
int newsock;
u_int32_t mode;
char name[NAMELEN];
u_int8_t team;
u_int32_t enter_status;
int socklen;
u_long machine;
u_int32_t uid;
struct sockaddr_in sockstruct;
char *cp1, *cp2;
int flags;
u_int32_t version;
struct request_info ri;
char Ttyname[NAMELEN]; /* never used */
socklen = sizeof sockstruct;
errno = 0;
newsock = accept(Socket, (struct sockaddr *) &sockstruct, &socklen);
if (newsock < 0)
{
if (errno == EINTR)
return FALSE;
syslog(LOG_ERR, "accept: %m");
cleanup(1);
}
/* Check for access permissions: */
request_init(&ri, RQ_DAEMON, "huntd", RQ_FILE, newsock, 0);
if (hosts_access(&ri) == 0) {
close(newsock);
return (FALSE);
}
machine = ntohl((u_int32_t)((struct sockaddr_in *) &sockstruct)->sin_addr.s_addr);
version = htonl((u_int32_t) HUNT_VERSION);
(void) write(newsock, &version, sizeof version);
(void) read(newsock, &uid, sizeof uid);
uid = ntohl((unsigned long) uid);
(void) read(newsock, name, sizeof name);
(void) read(newsock, &team, sizeof team);
(void) read(newsock, &enter_status, sizeof enter_status);
enter_status = ntohl((unsigned long) enter_status);
(void) read(newsock, Ttyname, sizeof Ttyname);
(void) read(newsock, &mode, sizeof mode);
mode = ntohl(mode);
/*
* Turn off blocking I/O, so a slow or dead terminal won't stop
* the game. All subsequent reads check how many bytes they read.
*/
flags = fcntl(newsock, F_GETFL, 0);
flags |= O_NDELAY;
(void) fcntl(newsock, F_SETFL, flags);
/*
* Make sure the name contains only printable characters
* since we use control characters for cursor control
* between driver and player processes
*/
for (cp1 = cp2 = name; *cp1 != '\0'; cp1++)
if (isprint(*cp1) || *cp1 == ' ')
*cp2++ = *cp1;
*cp2 = '\0';
/* The connection is solely for a message: */
if (mode == C_MESSAGE) {
fd_set r;
struct timeval tmo = { 0, 1000000 / 2 };
char buf[BUFSIZ + 1];
int buflen;
int n;
/* wait for 0.5 second for the message packet */
FD_ZERO(&r);
FD_SET(newsock, &r);
n = select(newsock+1, &r, 0, 0, &tmo);
if (n < 0)
syslog(LOG_ERR, "select: %m");
else if (n > 0) {
buflen = 0;
while (buflen < (BUFSIZ - 1) && (n = read(newsock,
buf + buflen, (BUFSIZ - 1) - buflen)) > 0)
buflen += n;
buf[buflen] = '\0';
if (team == ' ')
outyx(ALL_PLAYERS, HEIGHT, 0, "%s: %s",
name, buf);
else
outyx(ALL_PLAYERS, HEIGHT, 0, "%s[%c]: %s",
name, team, buf);
ce(ALL_PLAYERS);
sendcom(ALL_PLAYERS, REFRESH);
sendcom(ALL_PLAYERS, READY, 0);
flush(ALL_PLAYERS);
}
(void) close(newsock);
return FALSE;
}
/* The player is a monitor: */
else if (mode == C_MONITOR) {
if (conf_monitor && End_monitor < &Monitor[MAXMON]) {
pp = End_monitor++;
if (team == ' ')
team = '*';
} else {
u_int32_t response;
/* Too many monitors */
response = htonl(0);
(void) write(newsock, (char *) &response,
sizeof response);
(void) close(newsock);
syslog(LOG_NOTICE, "too many monitors");
return FALSE;
}
/* The player is a normal hunter: */
} else {
if (End_player < &Player[MAXPL])
pp = End_player++;
else {
u_int32_t response;
/* Too many players */
response = htonl(0);
(void) write(newsock, (char *) &response,
sizeof response);
(void) close(newsock);
syslog(LOG_NOTICE, "too many players");
return FALSE;
}
}
pp->p_ident = get_ident(machine, uid, name, team, &ri);
pp->p_output = fdopen(newsock, "w");
pp->p_death[0] = '\0';
pp->p_fd = newsock;
FD_SET(pp->p_fd, &Fds_mask);
if (pp->p_fd >= Num_fds)
Num_fds = pp->p_fd + 1;
pp->p_y = 0;
pp->p_x = 0;
if (mode == C_MONITOR)
stmonitor(pp);
else
stplayer(pp, enter_status);
return TRUE;
}
/* Start a monitor: */
static void
stmonitor(pp)
PLAYER *pp;
{
/* Monitors get to see the entire maze: */
memcpy(pp->p_maze, Maze, sizeof pp->p_maze);
drawmaze(pp);
/* Put the monitor's name near the bottom right on all screens: */
outyx(ALL_PLAYERS,
STAT_MON_ROW + 1 + (pp - Monitor), STAT_NAME_COL,
"%5.5s%c%-10.10s %c", " ",
stat_char(pp), pp->p_ident->i_name, pp->p_ident->i_team);
/* Ready the monitor: */
sendcom(pp, REFRESH);
sendcom(pp, READY, 0);
flush(pp);
}
/* Start a player: */
static void
stplayer(newpp, enter_status)
PLAYER *newpp;
int enter_status;
{
int x, y;
PLAYER *pp;
int len;
Nplayer++;
for (y = 0; y < UBOUND; y++)
for (x = 0; x < WIDTH; x++)
newpp->p_maze[y][x] = Maze[y][x];
for ( ; y < DBOUND; y++) {
for (x = 0; x < LBOUND; x++)
newpp->p_maze[y][x] = Maze[y][x];
for ( ; x < RBOUND; x++)
newpp->p_maze[y][x] = SPACE;
for ( ; x < WIDTH; x++)
newpp->p_maze[y][x] = Maze[y][x];
}
for ( ; y < HEIGHT; y++)
for (x = 0; x < WIDTH; x++)
newpp->p_maze[y][x] = Maze[y][x];
/* Drop the new player somewhere in the maze: */
do {
x = rand_num(WIDTH - 1) + 1;
y = rand_num(HEIGHT - 1) + 1;
} while (Maze[y][x] != SPACE);
newpp->p_over = SPACE;
newpp->p_x = x;
newpp->p_y = y;
newpp->p_undershot = FALSE;
/* Send them flying if needed */
if (enter_status == Q_FLY && conf_fly) {
newpp->p_flying = rand_num(conf_flytime);
newpp->p_flyx = 2 * rand_num(conf_flystep + 1) - conf_flystep;
newpp->p_flyy = 2 * rand_num(conf_flystep + 1) - conf_flystep;
newpp->p_face = FLYER;
} else {
newpp->p_flying = -1;
newpp->p_face = rand_dir();
}
/* Initialize the new player's attributes: */
newpp->p_damage = 0;
newpp->p_damcap = conf_maxdam;
newpp->p_nchar = 0;
newpp->p_ncount = 0;
newpp->p_nexec = 0;
newpp->p_ammo = conf_ishots;
newpp->p_nboots = 0;
/* Decide on what cloak/scan status to enter with */
if (enter_status == Q_SCAN && conf_scan) {
newpp->p_scan = conf_scanlen * Nplayer;
newpp->p_cloak = 0;
} else if (conf_cloak) {
newpp->p_scan = 0;
newpp->p_cloak = conf_cloaklen;
} else {
newpp->p_scan = 0;
newpp->p_cloak = 0;
}
newpp->p_ncshot = 0;
/*
* For each new player, place a large mine and
* a small mine somewhere in the maze:
*/
do {
x = rand_num(WIDTH - 1) + 1;
y = rand_num(HEIGHT - 1) + 1;
} while (Maze[y][x] != SPACE);
Maze[y][x] = GMINE;
for (pp = Monitor; pp < End_monitor; pp++)
check(pp, y, x);
do {
x = rand_num(WIDTH - 1) + 1;
y = rand_num(HEIGHT - 1) + 1;
} while (Maze[y][x] != SPACE);
Maze[y][x] = MINE;
for (pp = Monitor; pp < End_monitor; pp++)
check(pp, y, x);
/* Create a score line for the new player: */
(void) snprintf(Buf, sizeof Buf, "%5.2f%c%-10.10s %c",
newpp->p_ident->i_score, stat_char(newpp),
newpp->p_ident->i_name, newpp->p_ident->i_team);
len = strlen(Buf);
y = STAT_PLAY_ROW + 1 + (newpp - Player);
for (pp = Player; pp < End_player; pp++) {
if (pp != newpp) {
/* Give everyone a few more shots: */
pp->p_ammo += conf_nshots;
newpp->p_ammo += conf_nshots;
outyx(pp, y, STAT_NAME_COL, Buf, len);
ammo_update(pp);
}
}
for (pp = Monitor; pp < End_monitor; pp++)
outyx(pp, y, STAT_NAME_COL, Buf, len);
/* Show the new player what they can see and where they are: */
drawmaze(newpp);
drawplayer(newpp, TRUE);
look(newpp);
/* Make sure that the position they enter in will be erased: */
if (enter_status == Q_FLY && conf_fly)
showexpl(newpp->p_y, newpp->p_x, FLYER);
/* Ready the new player: */
sendcom(newpp, REFRESH);
sendcom(newpp, READY, 0);
flush(newpp);
}
/*
* rand_dir:
* Return a random direction
*/
int
rand_dir()
{
switch (rand_num(4)) {
case 0:
return LEFTS;
case 1:
return RIGHT;
case 2:
return BELOW;
case 3:
return ABOVE;
}
/* NOTREACHED */
return(-1);
}
/*
* get_ident:
* Get the score structure of a player
*/
static IDENT *
get_ident(machine, uid, name, team, ri)
u_long machine;
u_long uid;
char *name;
char team;
struct request_info *ri;
{
IDENT *ip;
static IDENT punt;
for (ip = Scores; ip != NULL; ip = ip->i_next)
if (ip->i_machine == machine
&& ip->i_uid == uid
/* && ip->i_team == team */
&& strncmp(ip->i_name, name, NAMELEN) == 0)
break;
if (ip != NULL) {
if (ip->i_team != team) {
syslog(LOG_INFO, "player %s %s team %c",
name,
team == ' ' ? "left" : ip->i_team == ' ' ?
"joined" : "changed to",
team == ' ' ? ip->i_team : team);
ip->i_team = team;
}
if (ip->i_entries < conf_scoredecay)
ip->i_entries++;
else
ip->i_kills = (ip->i_kills * (conf_scoredecay - 1))
/ conf_scoredecay;
ip->i_score = ip->i_kills / (double) ip->i_entries;
}
else {
/* Alloc new entry -- it is released in clear_scores() */
ip = (IDENT *) malloc(sizeof (IDENT));
if (ip == NULL) {
syslog(LOG_ERR, "malloc: %m");
/* Fourth down, time to punt */
ip = &punt;
}
ip->i_machine = machine;
ip->i_team = team;
ip->i_uid = uid;
strlcpy(ip->i_name, name, sizeof ip->i_name);
ip->i_kills = 0;
ip->i_entries = 1;
ip->i_score = 0;
ip->i_absorbed = 0;
ip->i_faced = 0;
ip->i_shot = 0;
ip->i_robbed = 0;
ip->i_slime = 0;
ip->i_missed = 0;
ip->i_ducked = 0;
ip->i_gkills = ip->i_bkills = ip->i_deaths = 0;
ip->i_stillb = ip->i_saved = 0;
ip->i_next = Scores;
Scores = ip;
syslog(LOG_INFO, "new player: %s%s%c%s",
name,
team == ' ' ? "" : " (team ",
team,
team == ' ' ? "" : ")");
}
return ip;
}
|