… | |
… | |
144 | tmp = object::create (); |
144 | tmp = object::create (); |
145 | |
145 | |
146 | EXIT_PATH (tmp) = op->contr->savebed_map; |
146 | EXIT_PATH (tmp) = op->contr->savebed_map; |
147 | EXIT_X (tmp) = op->contr->bed_x; |
147 | EXIT_X (tmp) = op->contr->bed_x; |
148 | EXIT_Y (tmp) = op->contr->bed_y; |
148 | EXIT_Y (tmp) = op->contr->bed_y; |
149 | enter_exit (op, tmp); |
149 | op->enter_exit (tmp); |
|
|
150 | |
150 | /* If the player has not changed maps and the name does not match |
151 | /* 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 | * that of the savebed, his savebed map is gone. Lets go back |
152 | * to the emergency path. Update what the players savebed is |
153 | * to the emergency path. Update what the players savebed is |
153 | * while we're at it. |
154 | * while we're at it. |
154 | */ |
155 | */ |
|
|
156 | //TODO: must go - move to interim map |
155 | if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path)) |
157 | if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path)) |
156 | { |
158 | { |
157 | LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n", |
159 | LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location\n", |
158 | settings.emergency_mapname, &op->name, op->contr->savebed_map); |
160 | &op->name, op->contr->savebed_map); |
159 | strcpy (op->contr->savebed_map, settings.emergency_mapname); |
161 | strcpy (op->contr->savebed_map, "/world/world_105_115"); |
160 | op->contr->bed_x = settings.emergency_x; |
162 | op->contr->bed_x = 5; |
161 | op->contr->bed_y = settings.emergency_y; |
163 | op->contr->bed_y = 37; |
162 | EXIT_PATH (tmp) = op->contr->savebed_map; |
164 | EXIT_PATH (tmp) = op->contr->savebed_map; |
163 | EXIT_X (tmp) = op->contr->bed_x; |
165 | EXIT_X (tmp) = op->contr->bed_x; |
164 | EXIT_Y (tmp) = op->contr->bed_y; |
166 | EXIT_Y (tmp) = op->contr->bed_y; |
165 | enter_exit (op, tmp); |
167 | op->enter_exit (tmp); |
166 | } |
168 | } |
167 | |
169 | |
168 | tmp->destroy (); |
170 | tmp->destroy (); |
169 | } |
171 | } |
170 | |
172 | |
171 | /* All this really is is a glorified remove_object that also updates |
|
|
172 | * the counts on the map if needed. |
|
|
173 | */ |
|
|
174 | void |
|
|
175 | leave_map (object *op) |
|
|
176 | { |
|
|
177 | maptile *oldmap = op->map; |
|
|
178 | |
|
|
179 | op->remove (); |
|
|
180 | |
|
|
181 | if (oldmap) |
|
|
182 | { |
|
|
183 | if (!op->contr->hidden) |
|
|
184 | oldmap->players--; |
|
|
185 | |
|
|
186 | if (oldmap->players <= 0) |
|
|
187 | /* can be less than zero due to errors in tracking this */ |
|
|
188 | set_map_timeout (oldmap); |
|
|
189 | } |
|
|
190 | } |
|
|
191 | |
|
|
192 | /* |
173 | /* |
193 | * enter_map(): Moves the player and pets from current map (if any) to |
174 | * 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 |
175 | * 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 |
176 | * 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 |
177 | * whatever reason. If default map coordinates are to be used, then |
197 | * the function that calls this should figure them out. |
178 | * the function that calls this should figure them out. |
198 | */ |
179 | */ |
199 | static void |
180 | void |
200 | enter_map (object *op, maptile *newmap, int x, int y) |
181 | object::enter_map (maptile *newmap, int x, int y) |
201 | { |
182 | { |
202 | maptile *oldmap = op->map; |
183 | if (!newmap->load ()) |
|
|
184 | return; |
203 | |
185 | |
204 | if (out_of_map (newmap, x, y)) |
186 | if (out_of_map (newmap, x, y)) |
205 | { |
187 | { |
206 | LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); |
188 | LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y); |
207 | x = newmap->enter_x; |
189 | x = newmap->enter_x; |
208 | y = newmap->enter_y; |
190 | y = newmap->enter_y; |
209 | if (out_of_map (newmap, x, y)) |
191 | if (out_of_map (newmap, x, y)) |
210 | { |
192 | { |
211 | LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", |
193 | LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", |
212 | newmap->path, x, y, newmap->width, newmap->height); |
194 | &newmap->path, x, y, newmap->width, newmap->height); |
213 | new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); |
195 | new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed"); |
214 | return; |
196 | return; |
215 | } |
197 | } |
216 | } |
198 | } |
217 | |
199 | |
218 | /* try to find a spot for the player */ |
200 | /* try to find a spot for the player */ |
219 | if (ob_blocked (op, newmap, x, y)) |
201 | if (ob_blocked (this, newmap, x, y)) |
220 | { /* First choice blocked */ |
202 | { /* First choice blocked */ |
221 | /* We try to find a spot for the player, starting closest in. |
203 | /* 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, |
204 | * 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 |
205 | * So for example, if the north space is free, you would always end up there even |
224 | * if other spaces around are available. |
206 | * if other spaces around are available. |
225 | * Note that for the second and third calls, we could start at a position other |
207 | * 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. |
208 | * than one, but then we could end up on the other side of walls and so forth. |
227 | */ |
209 | */ |
228 | int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1); |
210 | int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1); |
229 | |
211 | |
230 | if (i == -1) |
212 | if (i == -1) |
231 | { |
213 | { |
232 | i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); |
214 | i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1); |
233 | if (i == -1) |
215 | if (i == -1) |
234 | i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); |
216 | i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE); |
235 | } |
217 | } |
236 | |
218 | |
237 | if (i != -1) |
219 | if (i != -1) |
238 | { |
220 | { |
239 | x += freearr_x[i]; |
221 | x += freearr_x[i]; |
240 | y += freearr_y[i]; |
222 | y += freearr_y[i]; |
241 | } |
223 | } |
242 | else |
224 | else |
243 | { |
|
|
244 | /* not much we can do in this case. */ |
225 | /* 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); |
226 | 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 | } |
227 | } |
247 | } /* end if looking for free spot */ |
|
|
248 | |
228 | |
249 | if (op->map) |
229 | if (map) |
250 | if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) |
230 | if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) |
251 | return; |
231 | return; |
252 | |
232 | |
253 | if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) |
233 | if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) |
254 | return; |
234 | return; |
255 | |
235 | |
256 | if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y))) |
236 | if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y))) |
257 | return; |
237 | return; |
258 | |
238 | |
259 | /* If it is a player login, he has yet to be inserted anyplace. |
239 | /* If it is a player login, he has yet to be inserted anyplace. |
260 | * otherwise, we need to deal with removing the player here. |
240 | * otherwise, we need to deal with removing the player here. |
261 | */ |
241 | */ |
262 | op->remove (); |
242 | remove (); |
263 | |
243 | |
264 | /* remove_ob clears these so they must be reset after the remove_ob call */ |
|
|
265 | op->x = x; |
244 | this->x = x; |
266 | op->y = y; |
245 | this->y = y; |
267 | op->map = newmap; |
246 | map = newmap; |
268 | |
247 | |
269 | insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); |
248 | insert_ob_in_map (this, map, 0, INS_NO_WALK_ON); |
270 | |
|
|
271 | if (!op->contr->hidden) |
|
|
272 | newmap->players++; |
|
|
273 | |
249 | |
274 | newmap->timeout = 0; |
250 | newmap->timeout = 0; |
275 | op->enemy = NULL; |
251 | enemy = NULL; |
276 | |
252 | |
277 | if (op->contr) |
253 | if (contr) |
278 | { |
254 | { |
279 | strcpy (op->contr->maplevel, newmap->path); |
255 | strcpy (contr->maplevel, newmap->path); |
280 | op->contr->count = 0; |
256 | contr->count = 0; |
281 | } |
257 | } |
282 | |
258 | |
283 | /* Update any golems */ |
259 | /* Update any golems */ |
284 | if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) |
260 | if (type == PLAYER && contr->ranges[range_golem]) |
285 | { |
261 | { |
286 | int i = find_free_spot (op->contr->ranges[range_golem], newmap, |
262 | int i = find_free_spot (contr->ranges[range_golem], newmap, |
287 | x, y, 1, SIZEOFFREE); |
263 | x, y, 1, SIZEOFFREE); |
288 | |
264 | |
289 | op->contr->ranges[range_golem]->remove (); |
265 | contr->ranges[range_golem]->remove (); |
290 | |
266 | |
291 | if (i == -1) |
267 | if (i == -1) |
292 | { |
268 | { |
293 | remove_friendly_object (op->contr->ranges[range_golem]); |
269 | remove_friendly_object (contr->ranges[range_golem]); |
294 | op->contr->ranges[range_golem]->destroy (); |
270 | contr->ranges[range_golem]->destroy (); |
295 | op->contr->ranges[range_golem] = 0; |
271 | contr->ranges[range_golem] = 0; |
296 | } |
272 | } |
297 | else |
273 | else |
298 | { |
274 | { |
299 | for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) |
275 | for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) |
300 | { |
276 | { |
301 | tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); |
277 | 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); |
278 | tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); |
303 | tmp->map = newmap; |
279 | tmp->map = newmap; |
304 | } |
280 | } |
305 | |
281 | |
306 | insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0); |
282 | insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0); |
307 | op->contr->ranges[range_golem]->direction = |
283 | 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); |
284 | find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y); |
309 | } |
285 | } |
310 | } |
286 | } |
311 | |
287 | |
312 | op->direction = 0; |
288 | direction = 0; |
313 | |
289 | |
314 | /* since the players map is already loaded, we don't need to worry |
290 | /* since the players map is already loaded, we don't need to worry |
315 | * about pending objects. |
291 | * about pending objects. |
316 | */ |
292 | */ |
317 | remove_all_pets (newmap); |
293 | remove_all_pets (newmap); |
318 | |
|
|
319 | /* 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 | { |
|
|
327 | oldmap->players--; |
|
|
328 | |
|
|
329 | if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */ |
|
|
330 | set_map_timeout (oldmap); |
|
|
331 | } |
|
|
332 | } |
|
|
333 | } |
294 | } |
334 | |
|
|
335 | void |
|
|
336 | set_map_timeout (maptile *oldmap) |
|
|
337 | { |
|
|
338 | #if MAP_MAXTIMEOUT |
|
|
339 | oldmap->timeout = oldmap->timeout; |
|
|
340 | /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is |
|
|
341 | * lower than the min value. |
|
|
342 | */ |
|
|
343 | # if MAP_MINTIMEOUT |
|
|
344 | if (oldmap->timeout < MAP_MINTIMEOUT) |
|
|
345 | oldmap->timeout = MAP_MINTIMEOUT; |
|
|
346 | # endif |
|
|
347 | |
|
|
348 | if (oldmap->timeout > MAP_MAXTIMEOUT) |
|
|
349 | oldmap->timeout = MAP_MAXTIMEOUT; |
|
|
350 | |
|
|
351 | #else |
|
|
352 | /* save out the map */ |
|
|
353 | swap_map (oldmap); |
|
|
354 | #endif /* MAP_MAXTIMEOUT */ |
|
|
355 | } |
|
|
356 | |
|
|
357 | |
295 | |
358 | /* clean_path takes a path and replaces all / with _ |
296 | /* clean_path takes a path and replaces all / with _ |
359 | * We do a strcpy so that we do not change the original string. |
297 | * We do a strcpy so that we do not change the original string. |
360 | */ |
298 | */ |
361 | char * |
299 | char * |
… | |
… | |
368 | if (*cp == '/') |
306 | if (*cp == '/') |
369 | *cp = '_'; |
307 | *cp = '_'; |
370 | |
308 | |
371 | return newpath; |
309 | return newpath; |
372 | } |
310 | } |
373 | |
|
|
374 | |
311 | |
375 | /* unclean_path takes a path and replaces all _ with / |
312 | /* unclean_path takes a path and replaces all _ with / |
376 | * This basically undoes clean path. |
313 | * This basically undoes clean path. |
377 | * We do a strcpy so that we do not change the original string. |
314 | * 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 |
315 | * We are smart enough to start after the last / in case we |
… | |
… | |
390 | for (cp = newpath; *cp != '\0'; cp++) |
327 | for (cp = newpath; *cp != '\0'; cp++) |
391 | if (*cp == '_') |
328 | if (*cp == '_') |
392 | *cp = '/'; |
329 | *cp = '/'; |
393 | |
330 | |
394 | return newpath; |
331 | return newpath; |
395 | } |
|
|
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 | static void |
|
|
403 | enter_random_map (object *pl, object *exit_ob) |
|
|
404 | { |
|
|
405 | maptile *new_map; |
|
|
406 | 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 | sprintf (newmap_name, "/random%s+%04d", |
|
|
424 | *rp.final_map ? rp.final_map : rp.origin_map, |
|
|
425 | reference_number++); |
|
|
426 | |
|
|
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 | |
|
|
440 | x = EXIT_X (exit_ob) = new_map->enter_x; |
|
|
441 | y = EXIT_Y (exit_ob) = new_map->enter_y; |
|
|
442 | EXIT_PATH (exit_ob) = newmap_name; |
|
|
443 | strcpy (new_map->path, newmap_name); |
|
|
444 | enter_map (pl, new_map, x, y); |
|
|
445 | } |
|
|
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 | static void |
|
|
453 | enter_fixed_template_map (object *pl, object *exit_ob) |
|
|
454 | { |
|
|
455 | maptile *new_map; |
|
|
456 | 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 | |
|
|
475 | *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 | sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap); |
|
|
482 | |
|
|
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 | new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname); |
|
|
501 | else |
|
|
502 | new_map_name = create_template_pathname (resultname); |
|
|
503 | |
|
|
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 | } |
|
|
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 | static void |
|
|
539 | enter_random_template_map (object *pl, object *exit_ob) |
|
|
540 | { |
|
|
541 | maptile *new_map; |
|
|
542 | 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 | new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname); |
|
|
564 | else |
|
|
565 | new_map_name = create_template_pathname (resultname); |
|
|
566 | |
|
|
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 | } |
|
|
583 | |
|
|
584 | |
|
|
585 | /* 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 | |
|
|
595 | x = EXIT_X (exit_ob) = new_map->enter_x; |
|
|
596 | y = EXIT_Y (exit_ob) = new_map->enter_y; |
|
|
597 | new_map->templatemap = 1; |
|
|
598 | enter_map (pl, new_map, x, y); |
|
|
599 | } |
|
|
600 | } |
|
|
601 | |
|
|
602 | |
|
|
603 | /* Code to enter/detect a character entering a unique map. |
|
|
604 | */ |
|
|
605 | static void |
|
|
606 | enter_unique_map (object *op, object *exit_ob) |
|
|
607 | { |
|
|
608 | char apartment[HUGE_BUF]; |
|
|
609 | maptile *newmap; |
|
|
610 | |
|
|
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 | |
|
|
626 | 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 | } |
|
|
646 | } |
|
|
647 | 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 | } |
|
|
661 | } |
|
|
662 | } |
|
|
663 | |
|
|
664 | 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 | } |
|
|
682 | |
|
|
683 | } |
|
|
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 | void |
|
|
696 | enter_exit (object *op, object *exit_ob) |
|
|
697 | { |
|
|
698 | #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */ |
|
|
699 | object *tmp; |
|
|
700 | |
|
|
701 | /* 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 | * so that is an RFE. |
|
|
704 | */ |
|
|
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 | } |
|
|
719 | 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 | } |
|
|
730 | 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 | |
|
|
738 | /* 'Normal' exits that do not do anything special |
|
|
739 | * Simple enough we don't need another routine for it. |
|
|
740 | */ |
|
|
741 | maptile *newmap; |
|
|
742 | |
|
|
743 | 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 | } |
|
|
764 | |
|
|
765 | /* 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 | } |
|
|
772 | } |
|
|
773 | else |
|
|
774 | { |
|
|
775 | /* 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 | } |
|
|
793 | |
|
|
794 | /* 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 | x = newmap->enter_x; |
|
|
803 | y = newmap->enter_y; |
|
|
804 | 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 | } |
|
|
807 | |
|
|
808 | /* 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 | /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */ |
|
|
812 | 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 | tmp->remove (); |
|
|
820 | tmp->destroy (); |
|
|
821 | } |
|
|
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 | op->contr->save (); |
|
|
826 | /* 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 | enter_map (op, newmap, x, y); |
|
|
832 | } |
|
|
833 | /* 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 | maptile *newmap; |
|
|
841 | |
|
|
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 | } |
|
|
870 | } |
|
|
871 | |
|
|
872 | enter_map (op, newmap, op->x, op->y); |
|
|
873 | } |
|
|
874 | } |
332 | } |
875 | |
333 | |
876 | /* process_players1 and process_players2 do all the player related stuff. |
334 | /* 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 |
335 | * 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 |
336 | * extent for debugging as well as to get a better idea of the time used |
… | |
… | |
1109 | active_objects = NULL; |
567 | active_objects = NULL; |
1110 | |
568 | |
1111 | process_players2 (); |
569 | process_players2 (); |
1112 | } |
570 | } |
1113 | |
571 | |
1114 | void |
|
|
1115 | clean_tmp_files (void) |
|
|
1116 | { |
|
|
1117 | maptile *m, *next; |
|
|
1118 | |
|
|
1119 | LOG (llevInfo, "Cleaning up...\n"); |
|
|
1120 | |
|
|
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 | 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 | |
|
|
1132 | write_todclock (); /* lets just write the clock here */ |
|
|
1133 | } |
|
|
1134 | |
|
|
1135 | /* clean up everything before exiting */ |
572 | /* clean up everything before exiting */ |
1136 | void |
573 | void |
|
|
574 | emergency_save () |
|
|
575 | { |
|
|
576 | LOG (llevDebug, "emergency save begin.\n"); |
|
|
577 | |
|
|
578 | LOG (llevDebug, "saving players.\n"); |
|
|
579 | for_all_players (pl) |
|
|
580 | pl->save (1); |
|
|
581 | |
|
|
582 | // for_all_players (pl) |
|
|
583 | // if (pl->ob) |
|
|
584 | // pl->ob->remove (); |
|
|
585 | |
|
|
586 | LOG (llevDebug, "saving maps.\n"); |
|
|
587 | maptile::emergency_save (); |
|
|
588 | |
|
|
589 | LOG (llevDebug, "saving book archive.\n"); |
|
|
590 | write_book_archive (); |
|
|
591 | |
|
|
592 | LOG (llevDebug, "emergency save done.\n"); |
|
|
593 | } |
|
|
594 | |
|
|
595 | /* clean up everything before exiting */ |
|
|
596 | void |
1137 | cleanup (bool make_core) |
597 | cleanup (bool make_core) |
1138 | { |
598 | { |
1139 | LOG (llevDebug, "Cleanup called.\n"); |
599 | LOG (llevDebug, "cleanup begin.\n"); |
|
|
600 | |
|
|
601 | in_cleanup = true; |
1140 | |
602 | |
1141 | if (init_done) |
603 | if (init_done) |
1142 | { |
604 | emergency_save (); |
1143 | for_all_players (pl) |
|
|
1144 | pl->save (1); |
|
|
1145 | |
605 | |
1146 | for_all_players (pl) |
606 | LOG (llevDebug, "running cleanup handlers.\n"); |
1147 | if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
|
|
1148 | leave_map (pl->ob); |
|
|
1149 | |
|
|
1150 | clean_tmp_files (); |
|
|
1151 | write_book_archive (); |
|
|
1152 | |
|
|
1153 | INVOKE_GLOBAL (CLEANUP); |
607 | INVOKE_GLOBAL (CLEANUP); |
1154 | } |
608 | |
|
|
609 | LOG (llevDebug, "cleanup done.\n"); |
1155 | |
610 | |
1156 | if (make_core) |
611 | if (make_core) |
1157 | abort (); |
612 | abort (); |
1158 | else |
613 | else |
1159 | _exit (0); |
614 | _exit (0); |
… | |
… | |
1182 | |
637 | |
1183 | sprintf (buf, "%s left the game.", &pl->ob->name); |
638 | sprintf (buf, "%s left the game.", &pl->ob->name); |
1184 | new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf); |
639 | new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf); |
1185 | } |
640 | } |
1186 | |
641 | |
1187 | if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
642 | pl->ob->remove (); |
1188 | leave_map (pl->ob); |
|
|
1189 | |
|
|
1190 | pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ |
643 | pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ |
1191 | } |
644 | } |
1192 | |
645 | |
1193 | /* We do this so that the socket handling routine can do the final |
646 | /* 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 |
647 | * cleanup. We also leave that loop to actually handle the freeing |
… | |
… | |
1273 | tick_the_clock (); |
726 | tick_the_clock (); |
1274 | |
727 | |
1275 | if (!(pticks % 7)) |
728 | if (!(pticks % 7)) |
1276 | shstr::gc (); |
729 | shstr::gc (); |
1277 | |
730 | |
1278 | if (!(pticks % 79)) |
|
|
1279 | flush_old_maps (); /* Clears the tmp-files of maps which have reset */ |
|
|
1280 | |
|
|
1281 | if (!(pticks % 2503)) |
731 | if (!(pticks % 2503)) |
1282 | fix_weight (); /* Hack to fix weightproblems caused by bugs */ |
732 | fix_weight (); /* Hack to fix weightproblems caused by bugs */ |
1283 | |
733 | |
1284 | if (!(pticks % 5003)) |
734 | if (!(pticks % 5003)) |
1285 | write_book_archive (); |
735 | write_book_archive (); |
… | |
… | |
1295 | } |
745 | } |
1296 | |
746 | |
1297 | void |
747 | void |
1298 | server_tick () |
748 | server_tick () |
1299 | { |
749 | { |
1300 | nroferrors = 0; |
|
|
1301 | |
|
|
1302 | // first do the user visible stuff |
750 | // first do the user visible stuff |
1303 | doeric_server (); |
751 | doeric_server (); |
1304 | INVOKE_GLOBAL (CLOCK); |
752 | INVOKE_GLOBAL (CLOCK); |
1305 | process_events (); /* "do" something with objects with speed */ |
753 | process_events (); /* "do" something with objects with speed */ |
1306 | flush_sockets (); |
754 | flush_sockets (); |
1307 | |
755 | |
1308 | // then do some bookkeeping, should not really be here |
756 | // then do some bookkeeping, should not really be here |
1309 | check_active_maps (); /* Removes unused maps after a certain timeout */ |
|
|
1310 | do_specials (); /* Routines called from time to time. */ |
757 | do_specials (); /* Routines called from time to time. */ |
1311 | attachable::check_mortals (); |
758 | attachable::check_mortals (); |
1312 | |
759 | |
1313 | ++pticks; |
760 | ++pticks; |
1314 | } |
761 | } |
… | |
… | |
1325 | |
772 | |
1326 | for (;;) |
773 | for (;;) |
1327 | cfperl_main (); |
774 | cfperl_main (); |
1328 | |
775 | |
1329 | // unreached |
776 | // unreached |
1330 | emergency_save (0); |
|
|
1331 | cleanup (); |
777 | cleanup (); |
1332 | |
778 | |
1333 | return 0; |
779 | return 0; |
1334 | } |
780 | } |