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Revision: 1.55
Committed: Sat Dec 23 13:56:25 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.54: +5 -4 lines
Log Message:
an experiment

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.27 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #include <object.h>
26     #include <tod.h>
27    
28     #ifdef HAVE_DES_H
29 root 1.23 # include <des.h>
30 elmex 1.1 #else
31 root 1.23 # ifdef HAVE_CRYPT_H
32 elmex 1.1 # include <crypt.h>
33 root 1.23 # endif
34 elmex 1.1 #endif
35    
36 root 1.47 #include <sproto.h>
37     #include <time.h>
38 elmex 1.1
39     #include <../random_maps/random_map.h>
40     #include <../random_maps/rproto.h>
41     #include "path.h"
42    
43     static char days[7][4] = {
44 root 1.20 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
45     };
46 elmex 1.1
47 root 1.20 void
48 root 1.23 version (object *op)
49 root 1.20 {
50     if (op != NULL)
51     clear_win_info (op);
52 elmex 1.1
53 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION);
54 elmex 1.1
55     /* If in a socket, don't print out the list of authors. It confuses the
56     * crossclient program.
57     */
58 root 1.20 if (op == NULL)
59     return;
60     new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
61     new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)");
62     new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)");
63     new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
64     new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
65     new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)");
66     new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
67     new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)");
68     new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)");
69     new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
70     new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
71     new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)");
72     new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)");
73     new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)");
74     new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
75     new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
76     new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)");
77     new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)");
78     new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)");
79     new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)");
80     new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)");
81     new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)");
82     new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)");
83     new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)");
84     new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)");
85     new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)");
86     new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)");
87     new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
88     new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)");
89     new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)");
90     new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)");
91     new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)");
92     new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)");
93     new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)");
94     new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)");
95     new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)");
96     new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
97     new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)");
98     new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)");
99     new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]");
100     new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
101     new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
102     new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
103     new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]");
104     new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
105     new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
106 root 1.31 new_draw_info (NDI_UNIQUE, 0, op, "MÃ¥rten Woxberg [maxmc@telia.com]");
107 root 1.20 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
108     }
109    
110     void
111 root 1.23 info_keys (object *op)
112 root 1.20 {
113     clear_win_info (op);
114     new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
115     new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
116     new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
117     new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
118     new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
119     new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
120     new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
121     new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
122     new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
123     new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
124     new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
125     new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
126     new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
127     new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
128     new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
129     new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
130     new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
131 elmex 1.1 }
132    
133 root 1.20 void
134 root 1.23 start_info (object *op)
135 root 1.20 {
136 elmex 1.1 char buf[MAX_BUF];
137    
138 root 1.54 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
139 root 1.20 new_draw_info (NDI_UNIQUE, 0, op, buf);
140     new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
141     new_draw_info (NDI_UNIQUE, 0, op, " ");
142     new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
143 elmex 1.1 }
144    
145     /* This is a basic little function to put the player back to his
146     * savebed. We do some error checking - its possible that the
147     * savebed map may no longer exist, so we make sure the player
148     * goes someplace.
149     */
150 root 1.20 void
151 root 1.23 enter_player_savebed (object *op)
152 elmex 1.1 {
153 root 1.30 maptile *oldmap = op->map;
154 root 1.20 object *tmp;
155 elmex 1.1
156 root 1.41 tmp = object::create ();
157 elmex 1.1
158 root 1.20 EXIT_PATH (tmp) = op->contr->savebed_map;
159     EXIT_X (tmp) = op->contr->bed_x;
160     EXIT_Y (tmp) = op->contr->bed_y;
161     enter_exit (op, tmp);
162     /* If the player has not changed maps and the name does not match
163     * that of the savebed, his savebed map is gone. Lets go back
164     * to the emergency path. Update what the players savebed is
165     * while we're at it.
166     */
167     if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
168     {
169     LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
170     settings.emergency_mapname, &op->name, op->contr->savebed_map);
171     strcpy (op->contr->savebed_map, settings.emergency_mapname);
172     op->contr->bed_x = settings.emergency_x;
173     op->contr->bed_y = settings.emergency_y;
174     EXIT_PATH (tmp) = op->contr->savebed_map;
175     EXIT_X (tmp) = op->contr->bed_x;
176     EXIT_Y (tmp) = op->contr->bed_y;
177     enter_exit (op, tmp);
178 elmex 1.1 }
179 root 1.41
180     tmp->destroy ();
181 elmex 1.1 }
182    
183     /* All this really is is a glorified remove_object that also updates
184     * the counts on the map if needed.
185     */
186 root 1.20 void
187 root 1.23 leave_map (object *op)
188 elmex 1.1 {
189 root 1.30 maptile *oldmap = op->map;
190 elmex 1.1
191 root 1.40 op->remove ();
192 elmex 1.1
193 root 1.20 if (oldmap)
194     {
195     if (!op->contr->hidden)
196     oldmap->players--;
197 root 1.33
198 root 1.20 if (oldmap->players <= 0)
199 root 1.33 /* can be less than zero due to errors in tracking this */
200     set_map_timeout (oldmap);
201 elmex 1.1 }
202     }
203    
204     /*
205     * enter_map(): Moves the player and pets from current map (if any) to
206     * new map. map, x, y must be set. map is the map we are moving the
207     * player to - it could be the map he just came from if the load failed for
208     * whatever reason. If default map coordinates are to be used, then
209     * the function that calls this should figure them out.
210     */
211 root 1.20 static void
212 root 1.30 enter_map (object *op, maptile *newmap, int x, int y)
213 root 1.20 {
214 root 1.30 maptile *oldmap = op->map;
215 root 1.20
216     if (out_of_map (newmap, x, y))
217     {
218     LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
219     x = MAP_ENTER_X (newmap);
220     y = MAP_ENTER_Y (newmap);
221     if (out_of_map (newmap, x, y))
222     {
223     LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
224     newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap));
225     new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
226     return;
227     }
228     }
229 root 1.31
230 root 1.20 /* try to find a spot for the player */
231     if (ob_blocked (op, newmap, x, y))
232     { /* First choice blocked */
233     /* We try to find a spot for the player, starting closest in.
234     * We could use find_first_free_spot, but that doesn't randomize it at all,
235     * So for example, if the north space is free, you would always end up there even
236     * if other spaces around are available.
237     * Note that for the second and third calls, we could start at a position other
238     * than one, but then we could end up on the other side of walls and so forth.
239     */
240     int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1);
241 root 1.23
242 root 1.20 if (i == -1)
243     {
244     i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
245     if (i == -1)
246     i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
247     }
248 root 1.31
249 root 1.20 if (i != -1)
250     {
251     x += freearr_x[i];
252     y += freearr_y[i];
253     }
254     else
255     {
256     /* not much we can do in this case. */
257     LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", newmap->path, x, y);
258     }
259     } /* end if looking for free spot */
260 elmex 1.1
261 root 1.38 if (op->map)
262 root 1.31 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
263     return;
264    
265     if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
266     return;
267    
268 root 1.32 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y)))
269 root 1.31 return;
270 root 1.20
271     /* If it is a player login, he has yet to be inserted anyplace.
272     * otherwise, we need to deal with removing the player here.
273     */
274 root 1.40 op->remove ();
275 root 1.20
276     /* remove_ob clears these so they must be reset after the remove_ob call */
277     op->x = x;
278     op->y = y;
279     op->map = newmap;
280 root 1.31
281 root 1.20 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
282    
283     if (!op->contr->hidden)
284     newmap->players++;
285    
286     newmap->timeout = 0;
287     op->enemy = NULL;
288    
289     if (op->contr)
290     {
291     strcpy (op->contr->maplevel, newmap->path);
292     op->contr->count = 0;
293     }
294    
295     /* Update any golems */
296     if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
297     {
298     int i = find_free_spot (op->contr->ranges[range_golem], newmap,
299     x, y, 1, SIZEOFFREE);
300 root 1.23
301 root 1.40 op->contr->ranges[range_golem]->remove ();
302 root 1.31
303 root 1.20 if (i == -1)
304     {
305     remove_friendly_object (op->contr->ranges[range_golem]);
306 root 1.41 op->contr->ranges[range_golem]->destroy ();
307 root 1.37 op->contr->ranges[range_golem] = 0;
308 root 1.20 }
309     else
310     {
311 root 1.31 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
312 root 1.20 {
313     tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
314     tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
315     tmp->map = newmap;
316 root 1.14 }
317 root 1.31
318 root 1.20 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
319     op->contr->ranges[range_golem]->direction =
320     find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
321 root 1.14 }
322 elmex 1.1 }
323 root 1.31
324 root 1.20 op->direction = 0;
325 elmex 1.1
326 root 1.20 /* since the players map is already loaded, we don't need to worry
327     * about pending objects.
328     */
329     remove_all_pets (newmap);
330 elmex 1.1
331 root 1.20 /* If the player is changing maps, we need to do some special things
332     * Do this after the player is on the new map - otherwise the force swap of the
333     * old map does not work.
334     */
335     if (oldmap != newmap)
336     {
337     if (oldmap) /* adjust old map */
338 elmex 1.1 {
339 root 1.20 oldmap->players--;
340 elmex 1.1
341 root 1.20 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
342     set_map_timeout (oldmap);
343 elmex 1.1 }
344     }
345     }
346    
347 root 1.20 void
348 root 1.30 set_map_timeout (maptile *oldmap)
349 elmex 1.1 {
350     #if MAP_MAXTIMEOUT
351 root 1.20 oldmap->timeout = MAP_TIMEOUT (oldmap);
352     /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
353     * lower than the min value.
354     */
355 root 1.23 # if MAP_MINTIMEOUT
356 root 1.20 if (oldmap->timeout < MAP_MINTIMEOUT)
357 root 1.31 oldmap->timeout = MAP_MINTIMEOUT;
358 root 1.23 # endif
359 root 1.31
360 root 1.20 if (oldmap->timeout > MAP_MAXTIMEOUT)
361 root 1.31 oldmap->timeout = MAP_MAXTIMEOUT;
362    
363 elmex 1.1 #else
364 root 1.20 /* save out the map */
365     swap_map (oldmap);
366 elmex 1.1 #endif /* MAP_MAXTIMEOUT */
367     }
368    
369    
370     /* clean_path takes a path and replaces all / with _
371     * We do a strcpy so that we do not change the original string.
372     */
373 root 1.20 char *
374     clean_path (const char *file)
375 elmex 1.1 {
376 root 1.20 static char newpath[MAX_BUF], *cp;
377 root 1.24 assign (newpath, file);
378 elmex 1.1
379 root 1.20 for (cp = newpath; *cp != '\0'; cp++)
380 root 1.24 if (*cp == '/')
381     *cp = '_';
382    
383 root 1.20 return newpath;
384 elmex 1.1 }
385    
386    
387     /* unclean_path takes a path and replaces all _ with /
388     * This basically undoes clean path.
389     * We do a strcpy so that we do not change the original string.
390     * We are smart enough to start after the last / in case we
391     * are getting passed a string that points to a unique map
392     * path.
393     */
394 root 1.20 char *
395     unclean_path (const char *src)
396 elmex 1.1 {
397 root 1.20 static char newpath[MAX_BUF], *cp;
398 elmex 1.1
399 root 1.20 cp = strrchr (src, '/');
400 root 1.24 assign (newpath, cp ? cp + 1 : src);
401 root 1.20
402     for (cp = newpath; *cp != '\0'; cp++)
403 root 1.24 if (*cp == '_')
404     *cp = '/';
405    
406 root 1.20 return newpath;
407 elmex 1.1 }
408    
409    
410     /* The player is trying to enter a randomly generated map. In this case, generate the
411     * random map as needed.
412     */
413    
414 root 1.20 static void
415 root 1.23 enter_random_map (object *pl, object *exit_ob)
416 elmex 1.1 {
417 root 1.30 maptile *new_map;
418 root 1.20 char newmap_name[HUGE_BUF], *cp;
419     static int reference_number = 0;
420     RMParms rp;
421    
422     memset (&rp, 0, sizeof (RMParms));
423     rp.Xsize = -1;
424     rp.Ysize = -1;
425     rp.region = get_region_by_map (exit_ob->map);
426     if (exit_ob->msg)
427     set_random_map_variable (&rp, exit_ob->msg);
428     rp.origin_x = exit_ob->x;
429     rp.origin_y = exit_ob->y;
430     strcpy (rp.origin_map, pl->map->path);
431    
432     /* If we have a final_map, use it as a base name to give some clue
433     * as where the player is. Otherwise, use the origin map.
434     */
435 root 1.48 sprintf (newmap_name, "/random%s+%04d",
436     *rp.final_map ? rp.final_map : rp.origin_map,
437     reference_number++);
438 root 1.20
439     /* now to generate the actual map. */
440     new_map = generate_random_map (newmap_name, &rp);
441    
442     /* Update the exit_ob so it now points directly at the newly created
443     * random maps. Not that it is likely to happen, but it does mean that a
444     * exit in a unique map leading to a random map will not work properly.
445     * It also means that if the created random map gets reset before
446     * the exit leading to it, that the exit will no longer work.
447     */
448     if (new_map)
449     {
450     int x, y;
451 root 1.23
452 root 1.20 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
453     y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
454     EXIT_PATH (exit_ob) = newmap_name;
455     strcpy (new_map->path, newmap_name);
456     enter_map (pl, new_map, x, y);
457 elmex 1.1 }
458     }
459    
460     /* The player is trying to enter a non-randomly generated template map. In this
461     * case, use a map file for a template
462     */
463    
464 root 1.20 static void
465 root 1.23 enter_fixed_template_map (object *pl, object *exit_ob)
466 elmex 1.1 {
467 root 1.30 maptile *new_map;
468 root 1.20 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
469     const char *new_map_name;
470    
471     /* Split the exit path string into two parts, one
472     * for where to store the map, and one for were
473     * to generate the map from.
474     */
475     snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
476     sourcemap = strchr (exitpath, '!');
477     if (!sourcemap)
478     {
479     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
480     /* Should only occur when no source map is set.
481     */
482     LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
483     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
484     return;
485     }
486 root 1.31
487 root 1.20 *sourcemap++ = '\0';
488    
489     /* If we are not coming from a template map, we can use relative directories
490     * for the map to generate from.
491     */
492     if (!exit_ob->map->templatemap)
493 root 1.31 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
494 root 1.20
495     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
496     * of the exit, and the name of the map the exit is on, respectively.
497     */
498     sprintf (tmpnum, "%d", exit_ob->x);
499     replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
500    
501     sprintf (tmpnum, "%d", exit_ob->y);
502     sprintf (tmpstring, "%s", resultname);
503     replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
504    
505     sprintf (tmpstring, "%s", resultname);
506     replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
507    
508     /* If we are coming from another template map, use reletive paths unless
509     * indicated otherwise.
510     */
511     if (exit_ob->map->templatemap && (resultname[0] != '/'))
512 root 1.31 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
513 root 1.20 else
514 root 1.31 new_map_name = create_template_pathname (resultname);
515 root 1.20
516     /* Attempt to load the map, if unable to, then
517     * create the map from the template.
518     */
519     new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
520     if (!new_map)
521     {
522     new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
523     if (new_map)
524     fix_auto_apply (new_map);
525     }
526    
527     if (new_map)
528     {
529     /* set the path of the map to where it should be
530     * so we don't just save over the source map.
531     */
532     strcpy (new_map->path, new_map_name);
533     new_map->templatemap = 1;
534     enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
535     }
536     else
537     {
538     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
539     /* Should only occur when an invalid source map is set.
540     */
541     LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
542     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
543 elmex 1.1 }
544     }
545    
546     /* The player is trying to enter a randomly generated template map. In this
547     * case, generate the map as needed.
548     */
549    
550 root 1.20 static void
551 root 1.23 enter_random_template_map (object *pl, object *exit_ob)
552 elmex 1.1 {
553 root 1.30 maptile *new_map;
554 root 1.20 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
555     const char *new_map_name;
556     RMParms rp;
557    
558     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
559     * of the exit, and the name of the map the exit is on, respectively.
560     */
561     sprintf (tmpnum, "%d", exit_ob->x);
562     replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
563    
564     sprintf (tmpnum, "%d", exit_ob->y);
565     sprintf (tmpstring, "%s", resultname);
566     replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
567    
568     sprintf (tmpstring, "%s", resultname);
569     replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
570    
571     /* If we are coming from another template map, use reletive paths unless
572     * indicated otherwise.
573     */
574     if (exit_ob->map->templatemap && (resultname[0] != '/'))
575 root 1.53 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
576 root 1.20 else
577 root 1.53 new_map_name = create_template_pathname (resultname);
578 root 1.20
579     new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
580     if (!new_map)
581     {
582     memset (&rp, 0, sizeof (RMParms));
583     rp.Xsize = -1;
584     rp.Ysize = -1;
585     rp.region = get_region_by_map (exit_ob->map);
586     if (exit_ob->msg)
587     set_random_map_variable (&rp, exit_ob->msg);
588     rp.origin_x = exit_ob->x;
589     rp.origin_y = exit_ob->y;
590     strcpy (rp.origin_map, pl->map->path);
591    
592     /* now to generate the actual map. */
593     new_map = generate_random_map (new_map_name, &rp);
594 elmex 1.1 }
595    
596    
597 root 1.20 /* Update the exit_ob so it now points directly at the newly created
598     * random maps. Not that it is likely to happen, but it does mean that a
599     * exit in a unique map leading to a random map will not work properly.
600     * It also means that if the created random map gets reset before
601     * the exit leading to it, that the exit will no longer work.
602     */
603     if (new_map)
604     {
605     int x, y;
606 root 1.23
607 root 1.20 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
608     y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
609     new_map->templatemap = 1;
610     enter_map (pl, new_map, x, y);
611 elmex 1.1 }
612     }
613    
614    
615     /* Code to enter/detect a character entering a unique map.
616     */
617 root 1.20 static void
618 root 1.23 enter_unique_map (object *op, object *exit_ob)
619 elmex 1.1 {
620 root 1.20 char apartment[HUGE_BUF];
621 root 1.30 maptile *newmap;
622 root 1.20
623     if (EXIT_PATH (exit_ob)[0] == '/')
624     {
625     sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
626     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
627     if (!newmap)
628     {
629     newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
630     if (newmap)
631     fix_auto_apply (newmap);
632     }
633     }
634     else
635     { /* relative directory */
636     char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
637 elmex 1.1
638 root 1.20 if (exit_ob->map->unique)
639     {
640    
641     strcpy (reldir, unclean_path (exit_ob->map->path));
642    
643     /* Need to copy this over, as clean_path only has one static return buffer */
644     strcpy (tmpc, clean_path (reldir));
645     /* Remove final component, if any */
646     if ((cp = strrchr (tmpc, '_')) != NULL)
647     *cp = 0;
648    
649     sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
650    
651     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
652     if (!newmap)
653     {
654     newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
655     if (newmap)
656     fix_auto_apply (newmap);
657 root 1.14 }
658     }
659 root 1.20 else
660     {
661     /* The exit is unique, but the map we are coming from is not unique. So
662     * use the basic logic - don't need to demangle the path name
663     */
664     sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
665     settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
666     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
667     if (!newmap)
668     {
669     newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
670     if (newmap)
671     fix_auto_apply (newmap);
672 root 1.14 }
673     }
674 elmex 1.1 }
675    
676 root 1.20 if (newmap)
677     {
678     strcpy (newmap->path, apartment);
679     newmap->unique = 1;
680     enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
681     }
682     else
683     {
684     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
685     /* Perhaps not critical, but I would think that the unique maps
686     * should be new enough this does not happen. This also creates
687     * a strange situation where some players could perhaps have visited
688     * such a map before it was removed, so they have the private
689     * map, but other players can't get it anymore.
690     */
691     LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
692     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
693 elmex 1.1 }
694 root 1.20
695 elmex 1.1 }
696    
697    
698     /* Tries to move 'op' to exit_ob. op is the character or monster that is
699     * using the exit, where exit_ob is the exit object (boat, door, teleporter,
700     * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
701     * move the object to. This is used when loading the player.
702     *
703     * Largely redone by MSW 2001-01-21 - this function was overly complex
704     * and had some obscure bugs.
705     */
706    
707 root 1.20 void
708 root 1.23 enter_exit (object *op, object *exit_ob)
709 root 1.20 {
710     #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
711     object *tmp;
712 root 1.23
713 root 1.20 /* It may be nice to support other creatures moving across
714     * exits, but right now a lot of the code looks at op->contr,
715 root 1.38 * so that is an RFE.
716 root 1.20 */
717     if (op->type != PLAYER)
718     return;
719    
720     /* First, lets figure out what map the player is going to go to */
721     if (exit_ob)
722     {
723     /* check to see if we make a template map */
724     if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
725     {
726     if (EXIT_PATH (exit_ob)[2] == '!')
727     {
728     /* generate a template map randomly */
729     enter_random_template_map (op, exit_ob);
730 elmex 1.1 }
731 root 1.20 else
732     {
733     /* generate a template map from a fixed template */
734     enter_fixed_template_map (op, exit_ob);
735     }
736     }
737     /* check to see if we make a randomly generated map */
738     else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
739     {
740     enter_random_map (op, exit_ob);
741 root 1.14 }
742 root 1.20 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
743     {
744     enter_unique_map (op, exit_ob);
745     }
746     else
747     {
748     int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
749 root 1.23
750 root 1.20 /* 'Normal' exits that do not do anything special
751     * Simple enough we don't need another routine for it.
752     */
753 root 1.30 maptile *newmap;
754 root 1.23
755 root 1.20 if (exit_ob->map)
756     {
757     newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
758     /* Random map was previously generated, but is no longer about. Lets generate a new
759     * map.
760     */
761     if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
762     {
763     /* Maps that go down have a message set. However, maps that go
764     * up, don't. If the going home has reset, there isn't much
765     * point generating a random map, because it won't match the maps.
766     */
767     if (exit_ob->msg)
768     {
769     enter_random_map (op, exit_ob);
770     }
771     else
772     {
773     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
774     return;
775 root 1.14 }
776    
777 root 1.20 /* For exits that cause damages (like pits). Don't know if any
778     * random maps use this or not.
779     */
780     if (exit_ob->stats.dam && op->type == PLAYER)
781     hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
782     return;
783 root 1.14 }
784     }
785 root 1.20 else
786 elmex 1.1 {
787 root 1.20 /* For word of recall and other force objects
788     * They contain the full pathname of the map to go back to,
789     * so we don't need to normalize it.
790     * But we do need to see if it is unique or not
791     */
792     if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
793     newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
794     else
795     newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
796     }
797     if (!newmap)
798     {
799     if (exit_ob->name)
800     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
801     /* don't cry to momma if name is not set - as in tmp objects
802     * used by the savebed code and character creation */
803     return;
804 root 1.14 }
805 elmex 1.1
806 root 1.20 /* This supports the old behaviour, but it really should not be used.
807     * I will note for example that with this method, it is impossible to
808     * set 0,0 destination coordinates. Really, if we want to support
809     * using the new maps default coordinates, the exit ob should use
810     * something like -1, -1 so it is clear to do that.
811     */
812     if (x == 0 && y == 0)
813     {
814     x = MAP_ENTER_X (newmap);
815     y = MAP_ENTER_Y (newmap);
816     LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
817     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
818 root 1.14 }
819 elmex 1.1
820 root 1.20 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
821     if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
822     {
823 elmex 1.1 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
824 root 1.20 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
825     {
826     if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
827     break;
828     }
829     if (tmp)
830     {
831 root 1.40 tmp->remove ();
832 root 1.41 tmp->destroy ();
833 root 1.20 }
834    
835     strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
836     op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
837 root 1.53 op->contr->save ();
838 elmex 1.1 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
839     * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
840     * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
841     }
842    
843 root 1.20 enter_map (op, newmap, x, y);
844 root 1.14 }
845 root 1.20 /* For exits that cause damages (like pits) */
846     if (exit_ob->stats.dam && op->type == PLAYER)
847     hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
848     }
849     else
850     {
851     int flags = 0;
852 root 1.30 maptile *newmap;
853 root 1.20
854     /* Hypothetically, I guess its possible that a standard map matches
855     * the localdir, but that seems pretty unlikely - unlikely enough that
856     * I'm not going to attempt to try to deal with that possibility.
857     * We use the fact that when a player saves on a unique map, it prepends
858     * the localdir to that name. So its an easy way to see of the map is
859     * unique or not.
860     */
861     if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
862     flags = MAP_PLAYER_UNIQUE;
863    
864     /* newmap returns the map (if already loaded), or loads it for
865     * us.
866     */
867     newmap = ready_map_name (op->contr->maplevel, flags);
868     if (!newmap)
869     {
870     LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
871     newmap = ready_map_name (settings.emergency_mapname, 0);
872     op->x = settings.emergency_x;
873     op->y = settings.emergency_y;
874     /* If we can't load the emergency map, something is probably really
875     * screwed up, so bail out now.
876     */
877     if (!newmap)
878     {
879     LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
880     abort ();
881 root 1.14 }
882     }
883 root 1.32
884 root 1.20 enter_map (op, newmap, op->x, op->y);
885 elmex 1.1 }
886     }
887    
888     /* process_players1 and process_players2 do all the player related stuff.
889     * I moved it out of process events and process_map. This was to some
890     * extent for debugging as well as to get a better idea of the time used
891     * by the various functions. process_players1() does the processing before
892     * objects have been updated, process_players2() does the processing that
893     * is needed after the players have been updated.
894     */
895 root 1.46 static void
896     process_players1 ()
897 elmex 1.1 {
898 root 1.20 int flag;
899 root 1.55
900 root 1.20 /* Basically, we keep looping until all the players have done their actions. */
901     for (flag = 1; flag != 0;)
902     {
903     flag = 0;
904 root 1.46 for (player *plnext, *pl = first_player; pl; pl = plnext)
905 root 1.20 {
906     plnext = pl->next; /* In case a player exits the game in handle_player() */
907 elmex 1.1
908 root 1.46 if (!pl->ob)
909 root 1.20 continue;
910    
911     if (pl->ob->speed_left > 0)
912     {
913     if (handle_newcs_player (pl->ob))
914     flag = 1;
915     } /* end if player has speed left */
916    
917     /* If the player is not actively playing, don't make a
918     * backup save - nothing to save anyway. Plus, the
919     * map may not longer be valid. This can happen when the
920     * player quits - they exist for purposes of tracking on the map,
921     * but don't actually reside on any actual map.
922     */
923     if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
924     continue;
925 elmex 1.1
926     #ifdef AUTOSAVE
927 root 1.20 /* check for ST_PLAYING state so that we don't try to save off when
928     * the player is logging in.
929     */
930 root 1.52 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
931 root 1.20 {
932 root 1.53 pl->ob->contr->save ();
933 root 1.20 pl->last_save_tick = pticks;
934 root 1.14 }
935 elmex 1.1 #endif
936 root 1.20 } /* end of for loop for all the players */
937     } /* for flag */
938 root 1.46
939 root 1.55 for_all_players (pl)
940 root 1.20 {
941 root 1.46 if (settings.casting_time)
942 root 1.20 {
943     if (pl->ob->casting_time > 0)
944     {
945     pl->ob->casting_time--;
946     pl->ob->start_holding = 1;
947 root 1.14 }
948 root 1.46
949 root 1.20 /* set spell_state so we can update the range in stats field */
950     if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
951 root 1.46 pl->ob->start_holding = 0;
952 root 1.14 }
953 root 1.46
954 root 1.20 do_some_living (pl->ob);
955 elmex 1.1 }
956     }
957    
958 root 1.46 static void
959     process_players2 ()
960 elmex 1.1 {
961 root 1.20 /* Then check if any players should use weapon-speed instead of speed */
962 root 1.55 for_all_players (pl)
963 root 1.20 {
964     /* The code that did weapon_sp handling here was out of place -
965     * this isn't called until after the player has finished there
966     * actions, and is thus out of place. All we do here is bounds
967     * checking.
968     */
969     if (pl->has_hit)
970     {
971     if (pl->ob->speed_left > pl->weapon_sp)
972     pl->ob->speed_left = pl->weapon_sp;
973 root 1.14
974 root 1.20 /* This needs to be here - if the player is running, we need to
975     * clear this each tick, but new commands are not being received
976     * so execute_newserver_command() is never called
977     */
978     pl->has_hit = 0;
979     }
980     else if (pl->ob->speed_left > pl->ob->speed)
981     pl->ob->speed_left = pl->ob->speed;
982 elmex 1.1 }
983     }
984    
985 root 1.20 void
986 root 1.46 process_events ()
987 root 1.20 {
988     object *op;
989 elmex 1.1
990 root 1.26 static object *marker;
991 root 1.42
992 root 1.26 if (!marker)
993 root 1.41 marker = object::create ();
994 root 1.26
995 root 1.46 process_players1 ();
996 elmex 1.1
997 root 1.20 marker->active_next = active_objects;
998 elmex 1.1
999 root 1.20 if (marker->active_next)
1000     marker->active_next->active_prev = marker;
1001 elmex 1.1
1002 root 1.20 marker->active_prev = NULL;
1003     active_objects = marker;
1004 elmex 1.1
1005 root 1.20 while (marker->active_next)
1006     {
1007     op = marker->active_next;
1008 elmex 1.1
1009 root 1.20 /* Move marker forward - swap op and marker */
1010     op->active_prev = marker->active_prev;
1011 elmex 1.1
1012 root 1.20 if (op->active_prev)
1013     op->active_prev->active_next = op;
1014     else
1015     active_objects = op;
1016 root 1.14
1017 root 1.20 marker->active_next = op->active_next;
1018 root 1.14
1019 root 1.20 if (marker->active_next)
1020     marker->active_next->active_prev = marker;
1021 root 1.14
1022 root 1.20 marker->active_prev = op;
1023     op->active_next = marker;
1024 root 1.14
1025 root 1.20 /* Now process op */
1026     if (QUERY_FLAG (op, FLAG_FREED))
1027     {
1028     LOG (llevError, "BUG: process_events(): Free object on list\n");
1029     op->speed = 0;
1030     update_ob_speed (op);
1031     continue;
1032     }
1033    
1034     /* I've seen occasional crashes due to this - the object is removed,
1035     * and thus the map it points to (last map it was on) may be bogus
1036     * The real bug is to try to find out the cause of this - someone
1037     * is probably calling remove_ob without either an insert_ob or
1038     * free_object afterwards, leaving an object dangling. But I'd
1039     * rather log this and continue on instead of crashing.
1040     * Don't remove players - when a player quits, the object is in
1041     * sort of a limbo, of removed, but something we want to keep
1042     * around.
1043     */
1044     if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1045     {
1046     LOG (llevError, "BUG: process_events(): Removed object on list\n");
1047 root 1.36 char *dump = dump_object (op);
1048     LOG (llevError, dump);
1049     free (dump);
1050 root 1.41 op->destroy ();
1051 root 1.20 continue;
1052 root 1.14 }
1053    
1054 root 1.20 if (!op->speed)
1055     {
1056 root 1.46 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1057     "but is on active list\n", &op->arch->name);
1058 root 1.20 update_ob_speed (op);
1059     continue;
1060 root 1.14 }
1061    
1062 root 1.46 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1063 root 1.20 {
1064 root 1.46 LOG (llevError, "BUG: process_events(): Object without map or "
1065     "inventory is on active list: %s (%d)\n", &op->name, op->count);
1066 root 1.20 op->speed = 0;
1067     update_ob_speed (op);
1068     continue;
1069 root 1.14 }
1070    
1071 root 1.46 /* Animate the object. Bug or feature that anim_speed
1072 root 1.20 * is based on ticks, and not the creatures speed?
1073     */
1074     if (op->anim_speed && op->last_anim >= op->anim_speed)
1075     {
1076 elmex 1.50 if ((op->type == PLAYER))
1077 root 1.20 animate_object (op, op->facing);
1078     else
1079     animate_object (op, op->direction);
1080 root 1.14
1081 root 1.20 op->last_anim = 1;
1082     }
1083     else
1084     op->last_anim++;
1085 elmex 1.1
1086 root 1.20 if (op->speed_left > 0)
1087     {
1088 elmex 1.1 #if 0
1089 root 1.20 /* I've seen occasional crashes in move_symptom() with it
1090     * crashing because op is removed - add some debugging to
1091     * track if it is removed at this point.
1092     * This unfortunately is a bit too verbose it seems - not sure
1093     * why - I think what happens is a map is freed or something and
1094     * some objects get 'lost' - removed never to be reclaimed.
1095     * removed objects generally shouldn't exist.
1096     */
1097     if (QUERY_FLAG (op, FLAG_REMOVED))
1098     {
1099     LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1100 root 1.14 }
1101 elmex 1.1 #endif
1102 root 1.20 --op->speed_left;
1103     process_object (op);
1104 root 1.28
1105     if (op->destroyed ())
1106 root 1.20 continue;
1107 root 1.14 }
1108 root 1.28
1109 root 1.20 if (settings.casting_time == TRUE && op->casting_time > 0)
1110     op->casting_time--;
1111 root 1.28
1112 root 1.20 if (op->speed_left <= 0)
1113     op->speed_left += FABS (op->speed);
1114 elmex 1.1 }
1115    
1116 root 1.20 /* Remove marker object from active list */
1117     if (marker->active_prev != NULL)
1118     marker->active_prev->active_next = NULL;
1119     else
1120     active_objects = NULL;
1121 elmex 1.1
1122 root 1.46 process_players2 ();
1123 elmex 1.1 }
1124    
1125 root 1.20 void
1126     clean_tmp_files (void)
1127     {
1128 root 1.30 maptile *m, *next;
1129 elmex 1.1
1130 root 1.20 LOG (llevInfo, "Cleaning up...\n");
1131 elmex 1.1
1132     /* We save the maps - it may not be intuitive why, but if there are unique
1133     * items, we need to save the map so they get saved off. Perhaps we should
1134     * just make a special function that only saves the unique items.
1135     */
1136 root 1.47 for (m = first_map; m; m = next)
1137 root 1.20 {
1138     next = m->next;
1139 root 1.47
1140 root 1.20 if (m->in_memory == MAP_IN_MEMORY)
1141     {
1142     /* If we want to reuse the temp maps, swap it out (note that will also
1143 root 1.47 * update the log file.
1144 root 1.20 */
1145 elmex 1.1
1146 root 1.47 swap_map (m);
1147 root 1.20 }
1148     }
1149 root 1.47
1150 root 1.20 write_todclock (); /* lets just write the clock here */
1151 elmex 1.1 }
1152    
1153     /* clean up everything before exiting */
1154 root 1.20 void
1155 root 1.49 cleanup (bool make_core)
1156 elmex 1.1 {
1157 root 1.25 LOG (llevDebug, "Cleanup called.\n");
1158 root 1.29
1159 root 1.49 if (init_done)
1160     {
1161 root 1.55 for_all_players (pl)
1162 root 1.53 pl->save (1);
1163 root 1.29
1164 root 1.55 for_all_players (pl)
1165 root 1.49 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1166     leave_map (pl->ob);
1167 root 1.29
1168 root 1.49 clean_tmp_files ();
1169     write_book_archive ();
1170 root 1.23
1171 root 1.49 INVOKE_GLOBAL (CLEANUP);
1172     }
1173 root 1.25
1174 root 1.49 if (make_core)
1175     abort ();
1176     else
1177     _exit (0);
1178 elmex 1.1 }
1179    
1180 root 1.20 void
1181 root 1.23 leave (player *pl, int draw_exit)
1182 root 1.20 {
1183 root 1.51 if (pl)
1184 root 1.20 {
1185     if (pl->ob->type != DEAD_OBJECT)
1186     {
1187     /* If a hidden dm dropped connection do not create
1188     * inconsistencies by showing that they have left the game
1189     */
1190     if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1191 root 1.53 && draw_exit)
1192 root 1.20 {
1193     if (pl->ob->map)
1194     {
1195     INVOKE_PLAYER (LOGOUT, pl);
1196 root 1.52 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
1197 root 1.20 }
1198    
1199     char buf[MAX_BUF];
1200 root 1.23
1201 root 1.20 sprintf (buf, "%s left the game.", &pl->ob->name);
1202 root 1.53 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1203 root 1.20 }
1204    
1205     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1206     leave_map (pl->ob);
1207    
1208     pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1209     }
1210 root 1.53
1211     /* We do this so that the socket handling routine can do the final
1212     * cleanup. We also leave that loop to actually handle the freeing
1213     * of the data.
1214     */
1215     if (pl->ns)
1216     pl->ns->destroy ();
1217    
1218 elmex 1.1 }
1219     }
1220    
1221 root 1.20 int
1222     forbid_play (void)
1223 elmex 1.1 {
1224     #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1225 root 1.20 char buf[MAX_BUF], day[MAX_BUF];
1226     FILE *fp;
1227     time_t clock;
1228     struct tm *tm;
1229     int i, start, stop, forbit = 0, comp;
1230    
1231     clock = time (NULL);
1232     tm = (struct tm *) localtime (&clock);
1233 root 1.14
1234 root 1.20 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1235     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1236     return 0;
1237    
1238     while (fgets (buf, MAX_BUF, fp))
1239     {
1240     if (buf[0] == '#')
1241     continue;
1242     if (!strncmp (buf, "msg", 3))
1243     {
1244     if (forbit)
1245     while (fgets (buf, MAX_BUF, fp)) /* print message */
1246     fputs (buf, logfile);
1247     break;
1248    
1249     }
1250     else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1251     {
1252     LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1253     continue;
1254 root 1.14 }
1255    
1256 root 1.20 for (i = 0; i < 7; i++)
1257     {
1258     if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1259     forbit = 1;
1260 root 1.14 }
1261 elmex 1.1 }
1262    
1263 root 1.20 close_and_delete (fp, comp);
1264 elmex 1.1
1265 root 1.20 return forbit;
1266 elmex 1.1 #else
1267 root 1.20 return 0;
1268 elmex 1.1 #endif
1269     }
1270    
1271     /*
1272     * do_specials() is a collection of functions to call from time to time.
1273     * Modified 2000-1-14 MSW to use the global pticks count to determine how
1274     * often to do things. This will allow us to spred them out more often.
1275     * I use prime numbers for the factor count - in that way, it is less likely
1276     * these actions will fall on the same tick (compared to say using 500/2500/15000
1277     * which would mean on that 15,000 tick count a whole bunch of stuff gets
1278     * done). Of course, there can still be times where multiple specials are
1279     * done on the same tick, but that will happen very infrequently
1280     *
1281     * I also think this code makes it easier to see how often we really are
1282     * doing the various things.
1283     */
1284    
1285     extern unsigned long todtick;
1286    
1287 root 1.20 void
1288     do_specials (void)
1289     {
1290     if (!(pticks % PTICKS_PER_CLOCK))
1291     tick_the_clock ();
1292 elmex 1.1
1293 root 1.20 if (!(pticks % 7))
1294     shstr::gc ();
1295 root 1.18
1296 root 1.20 if (!(pticks % 79))
1297     flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1298 elmex 1.1
1299 root 1.20 if (!(pticks % 2503))
1300     fix_weight (); /* Hack to fix weightproblems caused by bugs */
1301 elmex 1.1
1302 root 1.20 if (!(pticks % 5003))
1303     write_book_archive ();
1304 elmex 1.1
1305 root 1.20 if (!(pticks % 5009))
1306     clean_friendly_list ();
1307 elmex 1.1
1308 root 1.20 if (!(pticks % 5011))
1309     obsolete_parties ();
1310 elmex 1.1
1311 root 1.20 if (!(pticks % 12503))
1312     fix_luck ();
1313 elmex 1.1 }
1314    
1315 root 1.20 void
1316     server_tick ()
1317 root 1.2 {
1318 root 1.4 nroferrors = 0;
1319 root 1.2
1320 root 1.44 // first do the user visible stuff
1321 root 1.20 doeric_server ();
1322 root 1.12 INVOKE_GLOBAL (CLOCK);
1323 root 1.46 process_events (); /* "do" something with objects with speed */
1324 root 1.20 flush_sockets ();
1325 root 1.44
1326     // then do some bookkeeping, should not really be here
1327 root 1.20 check_active_maps (); /* Removes unused maps after a certain timeout */
1328     do_specials (); /* Routines called from time to time. */
1329 root 1.22 object::free_mortals ();
1330 root 1.5
1331     ++pticks;
1332 root 1.2 }
1333    
1334 root 1.20 int
1335     main (int argc, char **argv)
1336 elmex 1.1 {
1337 root 1.6 settings.argc = argc;
1338     settings.argv = argv;
1339    
1340     init (argc, argv);
1341    
1342 root 1.10 initPlugins ();
1343 elmex 1.1
1344 root 1.6 for (;;)
1345     cfperl_main ();
1346 elmex 1.1
1347 root 1.6 // unreached
1348     emergency_save (0);
1349     cleanup ();
1350 root 1.4
1351 elmex 1.1 return 0;
1352     }