ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/main.C
Revision: 1.61
Committed: Wed Dec 27 18:09:49 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.60: +0 -12 lines
Log Message:
i cannot find, nor reproduce, the problem at all.
the log clearly shows map loads where there shouldn't be any, so we lose maps.
but only on cf.schmorp.de.
i am frustrated.

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     /* This is a basic little function to put the player back to his
134     * savebed. We do some error checking - its possible that the
135     * savebed map may no longer exist, so we make sure the player
136     * goes someplace.
137     */
138 root 1.20 void
139 root 1.23 enter_player_savebed (object *op)
140 elmex 1.1 {
141 root 1.30 maptile *oldmap = op->map;
142 root 1.20 object *tmp;
143 elmex 1.1
144 root 1.41 tmp = object::create ();
145 elmex 1.1
146 root 1.20 EXIT_PATH (tmp) = op->contr->savebed_map;
147     EXIT_X (tmp) = op->contr->bed_x;
148     EXIT_Y (tmp) = op->contr->bed_y;
149     enter_exit (op, tmp);
150     /* If the player has not changed maps and the name does not match
151     * that of the savebed, his savebed map is gone. Lets go back
152     * to the emergency path. Update what the players savebed is
153     * while we're at it.
154     */
155     if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
156     {
157     LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
158     settings.emergency_mapname, &op->name, op->contr->savebed_map);
159     strcpy (op->contr->savebed_map, settings.emergency_mapname);
160     op->contr->bed_x = settings.emergency_x;
161     op->contr->bed_y = settings.emergency_y;
162     EXIT_PATH (tmp) = op->contr->savebed_map;
163     EXIT_X (tmp) = op->contr->bed_x;
164     EXIT_Y (tmp) = op->contr->bed_y;
165     enter_exit (op, tmp);
166 elmex 1.1 }
167 root 1.41
168     tmp->destroy ();
169 elmex 1.1 }
170    
171     /* All this really is is a glorified remove_object that also updates
172     * the counts on the map if needed.
173     */
174 root 1.20 void
175 root 1.23 leave_map (object *op)
176 elmex 1.1 {
177 root 1.30 maptile *oldmap = op->map;
178 elmex 1.1
179 root 1.40 op->remove ();
180 elmex 1.1
181 root 1.20 if (oldmap)
182     {
183     if (!op->contr->hidden)
184     oldmap->players--;
185 root 1.33
186 root 1.20 if (oldmap->players <= 0)
187 root 1.33 /* can be less than zero due to errors in tracking this */
188     set_map_timeout (oldmap);
189 elmex 1.1 }
190     }
191    
192     /*
193     * enter_map(): Moves the player and pets from current map (if any) to
194     * new map. map, x, y must be set. map is the map we are moving the
195     * player to - it could be the map he just came from if the load failed for
196     * whatever reason. If default map coordinates are to be used, then
197     * the function that calls this should figure them out.
198     */
199 root 1.20 static void
200 root 1.30 enter_map (object *op, maptile *newmap, int x, int y)
201 root 1.20 {
202 root 1.30 maptile *oldmap = op->map;
203 root 1.20
204     if (out_of_map (newmap, x, y))
205     {
206     LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
207 root 1.58 x = newmap->enter_x;
208     y = newmap->enter_y;
209 root 1.20 if (out_of_map (newmap, x, y))
210     {
211     LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
212 root 1.57 newmap->path, x, y, newmap->width, newmap->height);
213 root 1.20 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
214     return;
215     }
216     }
217 root 1.31
218 root 1.20 /* try to find a spot for the player */
219     if (ob_blocked (op, newmap, x, y))
220     { /* First choice blocked */
221     /* We try to find a spot for the player, starting closest in.
222     * We could use find_first_free_spot, but that doesn't randomize it at all,
223     * So for example, if the north space is free, you would always end up there even
224     * if other spaces around are available.
225     * Note that for the second and third calls, we could start at a position other
226     * than one, but then we could end up on the other side of walls and so forth.
227     */
228     int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1);
229 root 1.23
230 root 1.20 if (i == -1)
231     {
232     i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
233     if (i == -1)
234     i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
235     }
236 root 1.31
237 root 1.20 if (i != -1)
238     {
239     x += freearr_x[i];
240     y += freearr_y[i];
241     }
242     else
243     {
244     /* not much we can do in this case. */
245     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);
246     }
247     } /* end if looking for free spot */
248 elmex 1.1
249 root 1.38 if (op->map)
250 root 1.31 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
251     return;
252    
253     if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
254     return;
255    
256 root 1.32 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y)))
257 root 1.31 return;
258 root 1.20
259     /* If it is a player login, he has yet to be inserted anyplace.
260     * otherwise, we need to deal with removing the player here.
261     */
262 root 1.40 op->remove ();
263 root 1.20
264     /* remove_ob clears these so they must be reset after the remove_ob call */
265     op->x = x;
266     op->y = y;
267     op->map = newmap;
268 root 1.31
269 root 1.20 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
270    
271     if (!op->contr->hidden)
272     newmap->players++;
273    
274     newmap->timeout = 0;
275     op->enemy = NULL;
276    
277     if (op->contr)
278     {
279     strcpy (op->contr->maplevel, newmap->path);
280     op->contr->count = 0;
281     }
282    
283     /* Update any golems */
284     if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
285     {
286     int i = find_free_spot (op->contr->ranges[range_golem], newmap,
287     x, y, 1, SIZEOFFREE);
288 root 1.23
289 root 1.40 op->contr->ranges[range_golem]->remove ();
290 root 1.31
291 root 1.20 if (i == -1)
292     {
293     remove_friendly_object (op->contr->ranges[range_golem]);
294 root 1.41 op->contr->ranges[range_golem]->destroy ();
295 root 1.37 op->contr->ranges[range_golem] = 0;
296 root 1.20 }
297     else
298     {
299 root 1.31 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
300 root 1.20 {
301     tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
302     tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
303     tmp->map = newmap;
304 root 1.14 }
305 root 1.31
306 root 1.20 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
307     op->contr->ranges[range_golem]->direction =
308     find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
309 root 1.14 }
310 elmex 1.1 }
311 root 1.31
312 root 1.20 op->direction = 0;
313 elmex 1.1
314 root 1.20 /* since the players map is already loaded, we don't need to worry
315     * about pending objects.
316     */
317     remove_all_pets (newmap);
318 elmex 1.1
319 root 1.20 /* If the player is changing maps, we need to do some special things
320     * Do this after the player is on the new map - otherwise the force swap of the
321     * old map does not work.
322     */
323     if (oldmap != newmap)
324     {
325     if (oldmap) /* adjust old map */
326 elmex 1.1 {
327 root 1.20 oldmap->players--;
328 elmex 1.1
329 root 1.20 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
330     set_map_timeout (oldmap);
331 elmex 1.1 }
332     }
333     }
334    
335 root 1.20 void
336 root 1.30 set_map_timeout (maptile *oldmap)
337 elmex 1.1 {
338     #if MAP_MAXTIMEOUT
339 root 1.58 oldmap->timeout = oldmap->timeout;
340 root 1.20 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
341     * lower than the min value.
342     */
343 root 1.23 # if MAP_MINTIMEOUT
344 root 1.20 if (oldmap->timeout < MAP_MINTIMEOUT)
345 root 1.31 oldmap->timeout = MAP_MINTIMEOUT;
346 root 1.23 # endif
347 root 1.31
348 root 1.20 if (oldmap->timeout > MAP_MAXTIMEOUT)
349 root 1.31 oldmap->timeout = MAP_MAXTIMEOUT;
350    
351 elmex 1.1 #else
352 root 1.20 /* save out the map */
353     swap_map (oldmap);
354 elmex 1.1 #endif /* MAP_MAXTIMEOUT */
355     }
356    
357    
358     /* clean_path takes a path and replaces all / with _
359     * We do a strcpy so that we do not change the original string.
360     */
361 root 1.20 char *
362     clean_path (const char *file)
363 elmex 1.1 {
364 root 1.20 static char newpath[MAX_BUF], *cp;
365 root 1.24 assign (newpath, file);
366 elmex 1.1
367 root 1.20 for (cp = newpath; *cp != '\0'; cp++)
368 root 1.24 if (*cp == '/')
369     *cp = '_';
370    
371 root 1.20 return newpath;
372 elmex 1.1 }
373    
374    
375     /* unclean_path takes a path and replaces all _ with /
376     * This basically undoes clean path.
377     * We do a strcpy so that we do not change the original string.
378     * We are smart enough to start after the last / in case we
379     * are getting passed a string that points to a unique map
380     * path.
381     */
382 root 1.20 char *
383     unclean_path (const char *src)
384 elmex 1.1 {
385 root 1.20 static char newpath[MAX_BUF], *cp;
386 elmex 1.1
387 root 1.20 cp = strrchr (src, '/');
388 root 1.24 assign (newpath, cp ? cp + 1 : src);
389 root 1.20
390     for (cp = newpath; *cp != '\0'; cp++)
391 root 1.24 if (*cp == '_')
392     *cp = '/';
393    
394 root 1.20 return newpath;
395 elmex 1.1 }
396    
397    
398     /* The player is trying to enter a randomly generated map. In this case, generate the
399     * random map as needed.
400     */
401    
402 root 1.20 static void
403 root 1.23 enter_random_map (object *pl, object *exit_ob)
404 elmex 1.1 {
405 root 1.30 maptile *new_map;
406 root 1.20 char newmap_name[HUGE_BUF], *cp;
407     static int reference_number = 0;
408     RMParms rp;
409    
410     memset (&rp, 0, sizeof (RMParms));
411     rp.Xsize = -1;
412     rp.Ysize = -1;
413     rp.region = get_region_by_map (exit_ob->map);
414     if (exit_ob->msg)
415     set_random_map_variable (&rp, exit_ob->msg);
416     rp.origin_x = exit_ob->x;
417     rp.origin_y = exit_ob->y;
418     strcpy (rp.origin_map, pl->map->path);
419    
420     /* If we have a final_map, use it as a base name to give some clue
421     * as where the player is. Otherwise, use the origin map.
422     */
423 root 1.48 sprintf (newmap_name, "/random%s+%04d",
424     *rp.final_map ? rp.final_map : rp.origin_map,
425     reference_number++);
426 root 1.20
427     /* now to generate the actual map. */
428     new_map = generate_random_map (newmap_name, &rp);
429    
430     /* Update the exit_ob so it now points directly at the newly created
431     * random maps. Not that it is likely to happen, but it does mean that a
432     * exit in a unique map leading to a random map will not work properly.
433     * It also means that if the created random map gets reset before
434     * the exit leading to it, that the exit will no longer work.
435     */
436     if (new_map)
437     {
438     int x, y;
439 root 1.23
440 root 1.58 x = EXIT_X (exit_ob) = new_map->enter_x;
441     y = EXIT_Y (exit_ob) = new_map->enter_y;
442 root 1.20 EXIT_PATH (exit_ob) = newmap_name;
443     strcpy (new_map->path, newmap_name);
444     enter_map (pl, new_map, x, y);
445 elmex 1.1 }
446     }
447    
448     /* The player is trying to enter a non-randomly generated template map. In this
449     * case, use a map file for a template
450     */
451    
452 root 1.20 static void
453 root 1.23 enter_fixed_template_map (object *pl, object *exit_ob)
454 elmex 1.1 {
455 root 1.30 maptile *new_map;
456 root 1.20 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
457     const char *new_map_name;
458    
459     /* Split the exit path string into two parts, one
460     * for where to store the map, and one for were
461     * to generate the map from.
462     */
463     snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
464     sourcemap = strchr (exitpath, '!');
465     if (!sourcemap)
466     {
467     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
468     /* Should only occur when no source map is set.
469     */
470     LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
471     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
472     return;
473     }
474 root 1.31
475 root 1.20 *sourcemap++ = '\0';
476    
477     /* If we are not coming from a template map, we can use relative directories
478     * for the map to generate from.
479     */
480     if (!exit_ob->map->templatemap)
481 root 1.31 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
482 root 1.20
483     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
484     * of the exit, and the name of the map the exit is on, respectively.
485     */
486     sprintf (tmpnum, "%d", exit_ob->x);
487     replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
488    
489     sprintf (tmpnum, "%d", exit_ob->y);
490     sprintf (tmpstring, "%s", resultname);
491     replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
492    
493     sprintf (tmpstring, "%s", resultname);
494     replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
495    
496     /* If we are coming from another template map, use reletive paths unless
497     * indicated otherwise.
498     */
499     if (exit_ob->map->templatemap && (resultname[0] != '/'))
500 root 1.31 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
501 root 1.20 else
502 root 1.31 new_map_name = create_template_pathname (resultname);
503 root 1.20
504     /* Attempt to load the map, if unable to, then
505     * create the map from the template.
506     */
507     new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
508     if (!new_map)
509     {
510     new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
511     if (new_map)
512     fix_auto_apply (new_map);
513     }
514    
515     if (new_map)
516     {
517     /* set the path of the map to where it should be
518     * so we don't just save over the source map.
519     */
520     strcpy (new_map->path, new_map_name);
521     new_map->templatemap = 1;
522     enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
523     }
524     else
525     {
526     new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
527     /* Should only occur when an invalid source map is set.
528     */
529     LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
530     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
531 elmex 1.1 }
532     }
533    
534     /* The player is trying to enter a randomly generated template map. In this
535     * case, generate the map as needed.
536     */
537    
538 root 1.20 static void
539 root 1.23 enter_random_template_map (object *pl, object *exit_ob)
540 elmex 1.1 {
541 root 1.30 maptile *new_map;
542 root 1.20 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
543     const char *new_map_name;
544     RMParms rp;
545    
546     /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
547     * of the exit, and the name of the map the exit is on, respectively.
548     */
549     sprintf (tmpnum, "%d", exit_ob->x);
550     replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
551    
552     sprintf (tmpnum, "%d", exit_ob->y);
553     sprintf (tmpstring, "%s", resultname);
554     replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
555    
556     sprintf (tmpstring, "%s", resultname);
557     replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
558    
559     /* If we are coming from another template map, use reletive paths unless
560     * indicated otherwise.
561     */
562     if (exit_ob->map->templatemap && (resultname[0] != '/'))
563 root 1.53 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
564 root 1.20 else
565 root 1.53 new_map_name = create_template_pathname (resultname);
566 root 1.20
567     new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
568     if (!new_map)
569     {
570     memset (&rp, 0, sizeof (RMParms));
571     rp.Xsize = -1;
572     rp.Ysize = -1;
573     rp.region = get_region_by_map (exit_ob->map);
574     if (exit_ob->msg)
575     set_random_map_variable (&rp, exit_ob->msg);
576     rp.origin_x = exit_ob->x;
577     rp.origin_y = exit_ob->y;
578     strcpy (rp.origin_map, pl->map->path);
579    
580     /* now to generate the actual map. */
581     new_map = generate_random_map (new_map_name, &rp);
582 elmex 1.1 }
583    
584    
585 root 1.20 /* Update the exit_ob so it now points directly at the newly created
586     * random maps. Not that it is likely to happen, but it does mean that a
587     * exit in a unique map leading to a random map will not work properly.
588     * It also means that if the created random map gets reset before
589     * the exit leading to it, that the exit will no longer work.
590     */
591     if (new_map)
592     {
593     int x, y;
594 root 1.23
595 root 1.58 x = EXIT_X (exit_ob) = new_map->enter_x;
596     y = EXIT_Y (exit_ob) = new_map->enter_y;
597 root 1.20 new_map->templatemap = 1;
598     enter_map (pl, new_map, x, y);
599 elmex 1.1 }
600     }
601    
602    
603     /* Code to enter/detect a character entering a unique map.
604     */
605 root 1.20 static void
606 root 1.23 enter_unique_map (object *op, object *exit_ob)
607 elmex 1.1 {
608 root 1.20 char apartment[HUGE_BUF];
609 root 1.30 maptile *newmap;
610 root 1.20
611     if (EXIT_PATH (exit_ob)[0] == '/')
612     {
613     sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
614     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
615     if (!newmap)
616     {
617     newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
618     if (newmap)
619     fix_auto_apply (newmap);
620     }
621     }
622     else
623     { /* relative directory */
624     char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
625 elmex 1.1
626 root 1.20 if (exit_ob->map->unique)
627     {
628    
629     strcpy (reldir, unclean_path (exit_ob->map->path));
630    
631     /* Need to copy this over, as clean_path only has one static return buffer */
632     strcpy (tmpc, clean_path (reldir));
633     /* Remove final component, if any */
634     if ((cp = strrchr (tmpc, '_')) != NULL)
635     *cp = 0;
636    
637     sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
638    
639     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
640     if (!newmap)
641     {
642     newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
643     if (newmap)
644     fix_auto_apply (newmap);
645 root 1.14 }
646     }
647 root 1.20 else
648     {
649     /* The exit is unique, but the map we are coming from is not unique. So
650     * use the basic logic - don't need to demangle the path name
651     */
652     sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
653     settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
654     newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
655     if (!newmap)
656     {
657     newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
658     if (newmap)
659     fix_auto_apply (newmap);
660 root 1.14 }
661     }
662 elmex 1.1 }
663    
664 root 1.20 if (newmap)
665     {
666     strcpy (newmap->path, apartment);
667     newmap->unique = 1;
668     enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
669     }
670     else
671     {
672     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
673     /* Perhaps not critical, but I would think that the unique maps
674     * should be new enough this does not happen. This also creates
675     * a strange situation where some players could perhaps have visited
676     * such a map before it was removed, so they have the private
677     * map, but other players can't get it anymore.
678     */
679     LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
680     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
681 elmex 1.1 }
682 root 1.20
683 elmex 1.1 }
684    
685    
686     /* Tries to move 'op' to exit_ob. op is the character or monster that is
687     * using the exit, where exit_ob is the exit object (boat, door, teleporter,
688     * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
689     * move the object to. This is used when loading the player.
690     *
691     * Largely redone by MSW 2001-01-21 - this function was overly complex
692     * and had some obscure bugs.
693     */
694    
695 root 1.20 void
696 root 1.23 enter_exit (object *op, object *exit_ob)
697 root 1.20 {
698     #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
699     object *tmp;
700 root 1.23
701 root 1.20 /* It may be nice to support other creatures moving across
702     * exits, but right now a lot of the code looks at op->contr,
703 root 1.38 * so that is an RFE.
704 root 1.20 */
705     if (op->type != PLAYER)
706     return;
707    
708     /* First, lets figure out what map the player is going to go to */
709     if (exit_ob)
710     {
711     /* check to see if we make a template map */
712     if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
713     {
714     if (EXIT_PATH (exit_ob)[2] == '!')
715     {
716     /* generate a template map randomly */
717     enter_random_template_map (op, exit_ob);
718 elmex 1.1 }
719 root 1.20 else
720     {
721     /* generate a template map from a fixed template */
722     enter_fixed_template_map (op, exit_ob);
723     }
724     }
725     /* check to see if we make a randomly generated map */
726     else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
727     {
728     enter_random_map (op, exit_ob);
729 root 1.14 }
730 root 1.20 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
731     {
732     enter_unique_map (op, exit_ob);
733     }
734     else
735     {
736     int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
737 root 1.23
738 root 1.20 /* 'Normal' exits that do not do anything special
739     * Simple enough we don't need another routine for it.
740     */
741 root 1.30 maptile *newmap;
742 root 1.23
743 root 1.20 if (exit_ob->map)
744     {
745     newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
746     /* Random map was previously generated, but is no longer about. Lets generate a new
747     * map.
748     */
749     if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
750     {
751     /* Maps that go down have a message set. However, maps that go
752     * up, don't. If the going home has reset, there isn't much
753     * point generating a random map, because it won't match the maps.
754     */
755     if (exit_ob->msg)
756     {
757     enter_random_map (op, exit_ob);
758     }
759     else
760     {
761     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
762     return;
763 root 1.14 }
764    
765 root 1.20 /* For exits that cause damages (like pits). Don't know if any
766     * random maps use this or not.
767     */
768     if (exit_ob->stats.dam && op->type == PLAYER)
769     hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
770     return;
771 root 1.14 }
772     }
773 root 1.20 else
774 elmex 1.1 {
775 root 1.20 /* For word of recall and other force objects
776     * They contain the full pathname of the map to go back to,
777     * so we don't need to normalize it.
778     * But we do need to see if it is unique or not
779     */
780     if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
781     newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
782     else
783     newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
784     }
785     if (!newmap)
786     {
787     if (exit_ob->name)
788     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
789     /* don't cry to momma if name is not set - as in tmp objects
790     * used by the savebed code and character creation */
791     return;
792 root 1.14 }
793 elmex 1.1
794 root 1.20 /* This supports the old behaviour, but it really should not be used.
795     * I will note for example that with this method, it is impossible to
796     * set 0,0 destination coordinates. Really, if we want to support
797     * using the new maps default coordinates, the exit ob should use
798     * something like -1, -1 so it is clear to do that.
799     */
800     if (x == 0 && y == 0)
801     {
802 root 1.58 x = newmap->enter_x;
803     y = newmap->enter_y;
804 root 1.20 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
805     &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
806 root 1.14 }
807 elmex 1.1
808 root 1.20 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
809     if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
810     {
811 elmex 1.1 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
812 root 1.20 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
813     {
814     if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
815     break;
816     }
817     if (tmp)
818     {
819 root 1.40 tmp->remove ();
820 root 1.41 tmp->destroy ();
821 root 1.20 }
822    
823     strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
824     op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
825 root 1.53 op->contr->save ();
826 elmex 1.1 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
827     * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
828     * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
829     }
830    
831 root 1.20 enter_map (op, newmap, x, y);
832 root 1.14 }
833 root 1.20 /* For exits that cause damages (like pits) */
834     if (exit_ob->stats.dam && op->type == PLAYER)
835     hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
836     }
837     else
838     {
839     int flags = 0;
840 root 1.30 maptile *newmap;
841 root 1.20
842     /* Hypothetically, I guess its possible that a standard map matches
843     * the localdir, but that seems pretty unlikely - unlikely enough that
844     * I'm not going to attempt to try to deal with that possibility.
845     * We use the fact that when a player saves on a unique map, it prepends
846     * the localdir to that name. So its an easy way to see of the map is
847     * unique or not.
848     */
849     if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
850     flags = MAP_PLAYER_UNIQUE;
851    
852     /* newmap returns the map (if already loaded), or loads it for
853     * us.
854     */
855     newmap = ready_map_name (op->contr->maplevel, flags);
856     if (!newmap)
857     {
858     LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
859     newmap = ready_map_name (settings.emergency_mapname, 0);
860     op->x = settings.emergency_x;
861     op->y = settings.emergency_y;
862     /* If we can't load the emergency map, something is probably really
863     * screwed up, so bail out now.
864     */
865     if (!newmap)
866     {
867     LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
868     abort ();
869 root 1.14 }
870     }
871 root 1.32
872 root 1.20 enter_map (op, newmap, op->x, op->y);
873 elmex 1.1 }
874     }
875    
876     /* process_players1 and process_players2 do all the player related stuff.
877     * I moved it out of process events and process_map. This was to some
878     * extent for debugging as well as to get a better idea of the time used
879     * by the various functions. process_players1() does the processing before
880     * objects have been updated, process_players2() does the processing that
881     * is needed after the players have been updated.
882     */
883 root 1.46 static void
884     process_players1 ()
885 elmex 1.1 {
886 root 1.20 int flag;
887 root 1.55
888 root 1.20 /* Basically, we keep looping until all the players have done their actions. */
889     for (flag = 1; flag != 0;)
890     {
891     flag = 0;
892 root 1.56 for_all_players (pl)
893 root 1.20 {
894 root 1.56 pl->refcnt_chk ();
895 elmex 1.1
896 root 1.56 if (!pl->ob || !pl->ns)
897 root 1.20 continue;
898    
899     if (pl->ob->speed_left > 0)
900 root 1.56 if (handle_newcs_player (pl->ob))
901     flag = 1;
902 root 1.20
903     /* If the player is not actively playing, don't make a
904     * backup save - nothing to save anyway. Plus, the
905     * map may not longer be valid. This can happen when the
906     * player quits - they exist for purposes of tracking on the map,
907     * but don't actually reside on any actual map.
908     */
909     if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
910     continue;
911 elmex 1.1
912     #ifdef AUTOSAVE
913 root 1.20 /* check for ST_PLAYING state so that we don't try to save off when
914     * the player is logging in.
915     */
916 root 1.52 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
917 root 1.20 {
918 root 1.53 pl->ob->contr->save ();
919 root 1.20 pl->last_save_tick = pticks;
920 root 1.14 }
921 elmex 1.1 #endif
922 root 1.20 } /* end of for loop for all the players */
923     } /* for flag */
924 root 1.46
925 root 1.55 for_all_players (pl)
926 root 1.20 {
927 root 1.56 if (!pl->ob || !pl->ns)
928     continue;
929    
930 root 1.46 if (settings.casting_time)
931 root 1.20 {
932     if (pl->ob->casting_time > 0)
933     {
934     pl->ob->casting_time--;
935     pl->ob->start_holding = 1;
936 root 1.14 }
937 root 1.46
938 root 1.20 /* set spell_state so we can update the range in stats field */
939     if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
940 root 1.46 pl->ob->start_holding = 0;
941 root 1.14 }
942 root 1.46
943 root 1.20 do_some_living (pl->ob);
944 elmex 1.1 }
945     }
946    
947 root 1.46 static void
948     process_players2 ()
949 elmex 1.1 {
950 root 1.20 /* Then check if any players should use weapon-speed instead of speed */
951 root 1.55 for_all_players (pl)
952 root 1.20 {
953     /* The code that did weapon_sp handling here was out of place -
954     * this isn't called until after the player has finished there
955     * actions, and is thus out of place. All we do here is bounds
956     * checking.
957     */
958     if (pl->has_hit)
959     {
960     if (pl->ob->speed_left > pl->weapon_sp)
961     pl->ob->speed_left = pl->weapon_sp;
962 root 1.14
963 root 1.20 /* This needs to be here - if the player is running, we need to
964     * clear this each tick, but new commands are not being received
965     * so execute_newserver_command() is never called
966     */
967     pl->has_hit = 0;
968     }
969     else if (pl->ob->speed_left > pl->ob->speed)
970     pl->ob->speed_left = pl->ob->speed;
971 elmex 1.1 }
972     }
973    
974 root 1.20 void
975 root 1.46 process_events ()
976 root 1.20 {
977     object *op;
978 elmex 1.1
979 root 1.56 static object_ptr marker_;
980    
981     if (!marker_)
982     marker_ = object::create ();
983 root 1.42
984 root 1.56 object *marker = marker_;
985 root 1.26
986 root 1.46 process_players1 ();
987 elmex 1.1
988 root 1.20 marker->active_next = active_objects;
989 elmex 1.1
990 root 1.20 if (marker->active_next)
991     marker->active_next->active_prev = marker;
992 elmex 1.1
993 root 1.56 marker->active_prev = 0;
994 root 1.20 active_objects = marker;
995 elmex 1.1
996 root 1.20 while (marker->active_next)
997     {
998     op = marker->active_next;
999 elmex 1.1
1000 root 1.20 /* Move marker forward - swap op and marker */
1001     op->active_prev = marker->active_prev;
1002 elmex 1.1
1003 root 1.20 if (op->active_prev)
1004     op->active_prev->active_next = op;
1005     else
1006     active_objects = op;
1007 root 1.14
1008 root 1.20 marker->active_next = op->active_next;
1009 root 1.14
1010 root 1.20 if (marker->active_next)
1011     marker->active_next->active_prev = marker;
1012 root 1.14
1013 root 1.20 marker->active_prev = op;
1014     op->active_next = marker;
1015 root 1.14
1016 root 1.20 /* Now process op */
1017     if (QUERY_FLAG (op, FLAG_FREED))
1018     {
1019     LOG (llevError, "BUG: process_events(): Free object on list\n");
1020 root 1.59 op->set_speed (0);
1021 root 1.20 continue;
1022     }
1023    
1024     /* I've seen occasional crashes due to this - the object is removed,
1025     * and thus the map it points to (last map it was on) may be bogus
1026     * The real bug is to try to find out the cause of this - someone
1027     * is probably calling remove_ob without either an insert_ob or
1028     * free_object afterwards, leaving an object dangling. But I'd
1029     * rather log this and continue on instead of crashing.
1030     * Don't remove players - when a player quits, the object is in
1031     * sort of a limbo, of removed, but something we want to keep
1032     * around.
1033     */
1034     if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1035     {
1036     LOG (llevError, "BUG: process_events(): Removed object on list\n");
1037 root 1.36 char *dump = dump_object (op);
1038     LOG (llevError, dump);
1039     free (dump);
1040 root 1.41 op->destroy ();
1041 root 1.20 continue;
1042 root 1.14 }
1043    
1044 root 1.20 if (!op->speed)
1045     {
1046 root 1.46 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1047     "but is on active list\n", &op->arch->name);
1048 root 1.59 op->set_speed (0);
1049 root 1.20 continue;
1050 root 1.14 }
1051    
1052 root 1.46 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1053 root 1.20 {
1054 root 1.46 LOG (llevError, "BUG: process_events(): Object without map or "
1055     "inventory is on active list: %s (%d)\n", &op->name, op->count);
1056 root 1.59 op->set_speed (0);
1057 root 1.20 continue;
1058 root 1.14 }
1059    
1060 root 1.46 /* Animate the object. Bug or feature that anim_speed
1061 root 1.20 * is based on ticks, and not the creatures speed?
1062     */
1063     if (op->anim_speed && op->last_anim >= op->anim_speed)
1064     {
1065 elmex 1.50 if ((op->type == PLAYER))
1066 root 1.20 animate_object (op, op->facing);
1067     else
1068     animate_object (op, op->direction);
1069 root 1.14
1070 root 1.20 op->last_anim = 1;
1071     }
1072     else
1073     op->last_anim++;
1074 elmex 1.1
1075 root 1.20 if (op->speed_left > 0)
1076     {
1077 elmex 1.1 #if 0
1078 root 1.20 /* I've seen occasional crashes in move_symptom() with it
1079     * crashing because op is removed - add some debugging to
1080     * track if it is removed at this point.
1081     * This unfortunately is a bit too verbose it seems - not sure
1082     * why - I think what happens is a map is freed or something and
1083     * some objects get 'lost' - removed never to be reclaimed.
1084     * removed objects generally shouldn't exist.
1085     */
1086     if (QUERY_FLAG (op, FLAG_REMOVED))
1087     {
1088     LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1089 root 1.14 }
1090 elmex 1.1 #endif
1091 root 1.20 --op->speed_left;
1092     process_object (op);
1093 root 1.28
1094     if (op->destroyed ())
1095 root 1.20 continue;
1096 root 1.14 }
1097 root 1.28
1098 root 1.20 if (settings.casting_time == TRUE && op->casting_time > 0)
1099     op->casting_time--;
1100 root 1.28
1101 root 1.20 if (op->speed_left <= 0)
1102     op->speed_left += FABS (op->speed);
1103 elmex 1.1 }
1104    
1105 root 1.20 /* Remove marker object from active list */
1106     if (marker->active_prev != NULL)
1107     marker->active_prev->active_next = NULL;
1108     else
1109     active_objects = NULL;
1110 elmex 1.1
1111 root 1.46 process_players2 ();
1112 elmex 1.1 }
1113    
1114 root 1.20 void
1115     clean_tmp_files (void)
1116     {
1117 root 1.30 maptile *m, *next;
1118 elmex 1.1
1119 root 1.20 LOG (llevInfo, "Cleaning up...\n");
1120 elmex 1.1
1121     /* We save the maps - it may not be intuitive why, but if there are unique
1122     * items, we need to save the map so they get saved off. Perhaps we should
1123     * just make a special function that only saves the unique items.
1124     */
1125 root 1.60 for_all_maps (m)
1126     if (m->in_memory == MAP_IN_MEMORY)
1127     /* If we want to reuse the temp maps, swap it out (note that will also
1128     * update the log file.
1129     */
1130     swap_map (m);
1131 root 1.47
1132 root 1.20 write_todclock (); /* lets just write the clock here */
1133 elmex 1.1 }
1134    
1135     /* clean up everything before exiting */
1136 root 1.20 void
1137 root 1.49 cleanup (bool make_core)
1138 elmex 1.1 {
1139 root 1.25 LOG (llevDebug, "Cleanup called.\n");
1140 root 1.29
1141 root 1.49 if (init_done)
1142     {
1143 root 1.55 for_all_players (pl)
1144 root 1.53 pl->save (1);
1145 root 1.29
1146 root 1.55 for_all_players (pl)
1147 root 1.49 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1148     leave_map (pl->ob);
1149 root 1.29
1150 root 1.49 clean_tmp_files ();
1151     write_book_archive ();
1152 root 1.23
1153 root 1.49 INVOKE_GLOBAL (CLEANUP);
1154     }
1155 root 1.25
1156 root 1.49 if (make_core)
1157     abort ();
1158     else
1159     _exit (0);
1160 elmex 1.1 }
1161    
1162 root 1.20 void
1163 root 1.23 leave (player *pl, int draw_exit)
1164 root 1.20 {
1165 root 1.51 if (pl)
1166 root 1.20 {
1167     if (pl->ob->type != DEAD_OBJECT)
1168     {
1169     /* If a hidden dm dropped connection do not create
1170     * inconsistencies by showing that they have left the game
1171     */
1172     if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1173 root 1.53 && draw_exit)
1174 root 1.20 {
1175     if (pl->ob->map)
1176     {
1177     INVOKE_PLAYER (LOGOUT, pl);
1178 root 1.52 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
1179 root 1.20 }
1180    
1181     char buf[MAX_BUF];
1182 root 1.23
1183 root 1.20 sprintf (buf, "%s left the game.", &pl->ob->name);
1184 root 1.53 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1185 root 1.20 }
1186    
1187     if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1188     leave_map (pl->ob);
1189    
1190     pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1191     }
1192 root 1.53
1193     /* We do this so that the socket handling routine can do the final
1194     * cleanup. We also leave that loop to actually handle the freeing
1195     * of the data.
1196     */
1197     if (pl->ns)
1198     pl->ns->destroy ();
1199    
1200 elmex 1.1 }
1201     }
1202    
1203 root 1.20 int
1204     forbid_play (void)
1205 elmex 1.1 {
1206     #if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1207 root 1.20 char buf[MAX_BUF], day[MAX_BUF];
1208     FILE *fp;
1209     time_t clock;
1210     struct tm *tm;
1211     int i, start, stop, forbit = 0, comp;
1212    
1213     clock = time (NULL);
1214     tm = (struct tm *) localtime (&clock);
1215 root 1.14
1216 root 1.20 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1217     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1218     return 0;
1219    
1220     while (fgets (buf, MAX_BUF, fp))
1221     {
1222     if (buf[0] == '#')
1223     continue;
1224     if (!strncmp (buf, "msg", 3))
1225     {
1226     if (forbit)
1227     while (fgets (buf, MAX_BUF, fp)) /* print message */
1228     fputs (buf, logfile);
1229     break;
1230    
1231     }
1232     else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1233     {
1234     LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1235     continue;
1236 root 1.14 }
1237    
1238 root 1.20 for (i = 0; i < 7; i++)
1239     {
1240     if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1241     forbit = 1;
1242 root 1.14 }
1243 elmex 1.1 }
1244    
1245 root 1.20 close_and_delete (fp, comp);
1246 elmex 1.1
1247 root 1.20 return forbit;
1248 elmex 1.1 #else
1249 root 1.20 return 0;
1250 elmex 1.1 #endif
1251     }
1252    
1253     /*
1254     * do_specials() is a collection of functions to call from time to time.
1255     * Modified 2000-1-14 MSW to use the global pticks count to determine how
1256     * often to do things. This will allow us to spred them out more often.
1257     * I use prime numbers for the factor count - in that way, it is less likely
1258     * these actions will fall on the same tick (compared to say using 500/2500/15000
1259     * which would mean on that 15,000 tick count a whole bunch of stuff gets
1260     * done). Of course, there can still be times where multiple specials are
1261     * done on the same tick, but that will happen very infrequently
1262     *
1263     * I also think this code makes it easier to see how often we really are
1264     * doing the various things.
1265     */
1266    
1267     extern unsigned long todtick;
1268    
1269 root 1.20 void
1270     do_specials (void)
1271     {
1272     if (!(pticks % PTICKS_PER_CLOCK))
1273     tick_the_clock ();
1274 elmex 1.1
1275 root 1.20 if (!(pticks % 7))
1276     shstr::gc ();
1277 root 1.18
1278 root 1.20 if (!(pticks % 79))
1279     flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1280 elmex 1.1
1281 root 1.20 if (!(pticks % 2503))
1282     fix_weight (); /* Hack to fix weightproblems caused by bugs */
1283 elmex 1.1
1284 root 1.20 if (!(pticks % 5003))
1285     write_book_archive ();
1286 elmex 1.1
1287 root 1.20 if (!(pticks % 5009))
1288     clean_friendly_list ();
1289 elmex 1.1
1290 root 1.20 if (!(pticks % 5011))
1291     obsolete_parties ();
1292 elmex 1.1
1293 root 1.20 if (!(pticks % 12503))
1294     fix_luck ();
1295 elmex 1.1 }
1296    
1297 root 1.20 void
1298     server_tick ()
1299 root 1.2 {
1300 root 1.4 nroferrors = 0;
1301 root 1.2
1302 root 1.44 // first do the user visible stuff
1303 root 1.20 doeric_server ();
1304 root 1.12 INVOKE_GLOBAL (CLOCK);
1305 root 1.46 process_events (); /* "do" something with objects with speed */
1306 root 1.20 flush_sockets ();
1307 root 1.44
1308     // then do some bookkeeping, should not really be here
1309 root 1.20 check_active_maps (); /* Removes unused maps after a certain timeout */
1310     do_specials (); /* Routines called from time to time. */
1311 root 1.56 attachable::check_mortals ();
1312 root 1.5
1313     ++pticks;
1314 root 1.2 }
1315    
1316 root 1.20 int
1317     main (int argc, char **argv)
1318 elmex 1.1 {
1319 root 1.6 settings.argc = argc;
1320     settings.argv = argv;
1321    
1322     init (argc, argv);
1323    
1324 root 1.10 initPlugins ();
1325 elmex 1.1
1326 root 1.6 for (;;)
1327     cfperl_main ();
1328 elmex 1.1
1329 root 1.6 // unreached
1330     emergency_save (0);
1331     cleanup ();
1332 root 1.4
1333 elmex 1.1 return 0;
1334     }