ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/main.C
(Generate patch)

Comparing deliantra/server/server/main.C (file contents):
Revision 1.13 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.14 by root, Tue Aug 29 08:01:37 2006 UTC

1/* 1/*
2 * static char *rcsid_main_c = 2 * static char *rcsid_main_c =
3 * "$Id: main.C,v 1.13 2006/08/29 07:34:00 root Exp $"; 3 * "$Id: main.C,v 1.14 2006/08/29 08:01:37 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
140 sprintf(buf,"Welcome to Crossfire, v%s!",VERSION); 140 sprintf(buf,"Welcome to Crossfire, v%s!",VERSION);
141 new_draw_info(NDI_UNIQUE, 0,op,buf); 141 new_draw_info(NDI_UNIQUE, 0,op,buf);
142 new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help"); 142 new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help");
143 new_draw_info(NDI_UNIQUE, 0,op," "); 143 new_draw_info(NDI_UNIQUE, 0,op," ");
144 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, 144 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op,
145 "%s entered the game.",op->name); 145 "%s entered the game.",op->name);
146 if(!op->contr->name_changed) { 146 if(!op->contr->name_changed) {
147 new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name"); 147 new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name");
148 new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list."); 148 new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list.");
149 new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)"); 149 new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)");
150 } 150 }
157char *crypt_string(char *str, char *salt) { 157char *crypt_string(char *str, char *salt) {
158#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES)) 158#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
159 return(str); 159 return(str);
160#else 160#else
161 static char *c= 161 static char *c=
162 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./"; 162 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
163 char s[2]; 163 char s[2];
164 164
165 if(salt==NULL) 165 if(salt==NULL)
166 s[0]= c[RANDOM() % (int)strlen(c)], 166 s[0]= c[RANDOM() % (int)strlen(c)],
167 s[1]= c[RANDOM() % (int)strlen(c)]; 167 s[1]= c[RANDOM() % (int)strlen(c)];
168 else 168 else
169 s[0]= salt[0], 169 s[0]= salt[0],
170 s[1]= salt[1]; 170 s[1]= salt[1];
171 171
172# ifdef HAVE_LIBDES 172# ifdef HAVE_LIBDES
173 return (char*)des_crypt(str,s); 173 return (char*)des_crypt(str,s);
174# endif 174# endif
175 /* Default case - just use crypt */ 175 /* Default case - just use crypt */
201 * that of the savebed, his savebed map is gone. Lets go back 201 * that of the savebed, his savebed map is gone. Lets go back
202 * to the emergency path. Update what the players savebed is 202 * to the emergency path. Update what the players savebed is
203 * while we're at it. 203 * while we're at it.
204 */ 204 */
205 if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) { 205 if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
206 LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n", 206 LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n",
207 settings.emergency_mapname, op->name, op->contr->savebed_map); 207 settings.emergency_mapname, op->name, op->contr->savebed_map);
208 strcpy(op->contr->savebed_map, settings.emergency_mapname); 208 strcpy(op->contr->savebed_map, settings.emergency_mapname);
209 op->contr->bed_x = settings.emergency_x; 209 op->contr->bed_x = settings.emergency_x;
210 op->contr->bed_y = settings.emergency_y; 210 op->contr->bed_y = settings.emergency_y;
211 free_string(op->contr->savebed_map); 211 free_string(op->contr->savebed_map);
212 EXIT_PATH(tmp) = add_string(op->contr->savebed_map); 212 EXIT_PATH(tmp) = add_string(op->contr->savebed_map);
213 EXIT_X(tmp) = op->contr->bed_x; 213 EXIT_X(tmp) = op->contr->bed_x;
214 EXIT_Y(tmp) = op->contr->bed_y; 214 EXIT_Y(tmp) = op->contr->bed_y;
215 enter_exit(op,tmp); 215 enter_exit(op,tmp);
216 } 216 }
217 free_object(tmp); 217 free_object(tmp);
218} 218}
219 219
220/* All this really is is a glorified remove_object that also updates 220/* All this really is is a glorified remove_object that also updates
225 mapstruct *oldmap = op->map; 225 mapstruct *oldmap = op->map;
226 226
227 remove_ob(op); 227 remove_ob(op);
228 228
229 if (oldmap) { 229 if (oldmap) {
230 if (!op->contr->hidden) 230 if (!op->contr->hidden)
231 oldmap->players--; 231 oldmap->players--;
232 if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */ 232 if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */
233 set_map_timeout(oldmap); 233 set_map_timeout(oldmap);
234 } 234 }
235 } 235 }
236} 236}
237 237
238/* 238/*
239 * enter_map(): Moves the player and pets from current map (if any) to 239 * enter_map(): Moves the player and pets from current map (if any) to
244 */ 244 */
245static void enter_map(object *op, mapstruct *newmap, int x, int y) { 245static void enter_map(object *op, mapstruct *newmap, int x, int y) {
246 mapstruct *oldmap = op->map; 246 mapstruct *oldmap = op->map;
247 247
248 if (out_of_map(newmap, x, y)) { 248 if (out_of_map(newmap, x, y)) {
249 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", 249 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n",
250 newmap->path, x, y); 250 newmap->path, x, y);
251 x=MAP_ENTER_X(newmap); 251 x=MAP_ENTER_X(newmap);
252 y=MAP_ENTER_Y(newmap); 252 y=MAP_ENTER_Y(newmap);
253 if (out_of_map(newmap, x, y)) { 253 if (out_of_map(newmap, x, y)) {
254 LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 254 LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
255 newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap)); 255 newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap));
256 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed"); 256 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed");
257 return; 257 return;
258 } 258 }
259 } 259 }
260 /* try to find a spot for the player */ 260 /* try to find a spot for the player */
261 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */ 261 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
262 /* We try to find a spot for the player, starting closest in. 262 /* We try to find a spot for the player, starting closest in.
263 * We could use find_first_free_spot, but that doesn't randomize it at all, 263 * We could use find_first_free_spot, but that doesn't randomize it at all,
264 * So for example, if the north space is free, you would always end up there even 264 * So for example, if the north space is free, you would always end up there even
265 * if other spaces around are available. 265 * if other spaces around are available.
266 * Note that for the second and third calls, we could start at a position other 266 * Note that for the second and third calls, we could start at a position other
267 * than one, but then we could end up on the other side of walls and so forth. 267 * than one, but then we could end up on the other side of walls and so forth.
268 */ 268 */
269 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1); 269 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1);
270 if (i==-1) { 270 if (i==-1) {
271 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1); 271 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1);
272 if (i==-1) 272 if (i==-1)
273 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE); 273 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
274 } 274 }
275 if (i != -1 ) { 275 if (i != -1 ) {
276 x += freearr_x[i]; 276 x += freearr_x[i];
277 y += freearr_y[i]; 277 y += freearr_y[i];
278 } else { 278 } else {
279 /* not much we can do in this case. */ 279 /* not much we can do in this case. */
280 LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", 280 LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n",
281 newmap->path, x , y); 281 newmap->path, x , y);
282 } 282 }
283 } /* end if looking for free spot */ 283 } /* end if looking for free spot */
284 284
285 if (op->map!=NULL) 285 if (op->map!=NULL)
286 { 286 {
287 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap)); 287 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
288 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)); 288 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
289 } 289 }
290 290
291 /* If it is a player login, he has yet to be inserted anyplace. 291 /* If it is a player login, he has yet to be inserted anyplace.
292 * otherwise, we need to deal with removing the player here. 292 * otherwise, we need to deal with removing the player here.
293 */ 293 */
294 if(!QUERY_FLAG(op, FLAG_REMOVED)) 294 if(!QUERY_FLAG(op, FLAG_REMOVED))
295 remove_ob(op); 295 remove_ob(op);
296 296
297 /* remove_ob clears these so they must be reset after the remove_ob call */ 297 /* remove_ob clears these so they must be reset after the remove_ob call */
298 op->x = x; 298 op->x = x;
299 op->y = y; 299 op->y = y;
300 op->map = newmap; 300 op->map = newmap;
301 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON); 301 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON);
302 302
303 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr)); 303 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
304 304
305 if (!op->contr->hidden) 305 if (!op->contr->hidden)
306 newmap->players++; 306 newmap->players++;
307 307
308 newmap->timeout=0; 308 newmap->timeout=0;
309 op->enemy = NULL; 309 op->enemy = NULL;
310 310
311 if (op->contr) { 311 if (op->contr) {
312 strcpy(op->contr->maplevel, newmap->path); 312 strcpy(op->contr->maplevel, newmap->path);
313 op->contr->count=0; 313 op->contr->count=0;
314 } 314 }
315 315
316 /* Update any golems */ 316 /* Update any golems */
317 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) { 317 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
318 int i = find_free_spot(op->contr->ranges[range_golem],newmap, 318 int i = find_free_spot(op->contr->ranges[range_golem],newmap,
319 x, y, 1, SIZEOFFREE); 319 x, y, 1, SIZEOFFREE);
320 remove_ob(op->contr->ranges[range_golem]); 320 remove_ob(op->contr->ranges[range_golem]);
321 if (i==-1) { 321 if (i==-1) {
322 remove_friendly_object(op->contr->ranges[range_golem]); 322 remove_friendly_object(op->contr->ranges[range_golem]);
323 free_object(op->contr->ranges[range_golem]); 323 free_object(op->contr->ranges[range_golem]);
324 op->contr->ranges[range_golem]=NULL; 324 op->contr->ranges[range_golem]=NULL;
325 op->contr->golem_count=0; 325 op->contr->golem_count=0;
326 } 326 }
327 else { 327 else {
328 object *tmp; 328 object *tmp;
329 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) { 329 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) {
330 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x); 330 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x);
331 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y); 331 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y);
332 tmp->map = newmap; 332 tmp->map = newmap;
333 } 333 }
334 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0); 334 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0);
335 op->contr->ranges[range_golem]->direction = 335 op->contr->ranges[range_golem]->direction =
336 find_dir_2(op->x - op->contr->ranges[range_golem]->x, 336 find_dir_2(op->x - op->contr->ranges[range_golem]->x,
337 op->y - op->contr->ranges[range_golem]->y); 337 op->y - op->contr->ranges[range_golem]->y);
338 } 338 }
339 } 339 }
340 op->direction=0; 340 op->direction=0;
341 341
342 /* since the players map is already loaded, we don't need to worry 342 /* since the players map is already loaded, we don't need to worry
343 * about pending objects. 343 * about pending objects.
352 if (oldmap) /* adjust old map */ 352 if (oldmap) /* adjust old map */
353 { 353 {
354 oldmap->players--; 354 oldmap->players--;
355 355
356 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */ 356 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
357 set_map_timeout(oldmap); 357 set_map_timeout(oldmap);
358 } 358 }
359 } 359 }
360 swap_below_max (newmap->path); 360 swap_below_max (newmap->path);
361} 361}
362 362
367 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is 367 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
368 * lower than the min value. 368 * lower than the min value.
369 */ 369 */
370#if MAP_MINTIMEOUT 370#if MAP_MINTIMEOUT
371 if (oldmap->timeout < MAP_MINTIMEOUT) { 371 if (oldmap->timeout < MAP_MINTIMEOUT) {
372 oldmap->timeout = MAP_MINTIMEOUT; 372 oldmap->timeout = MAP_MINTIMEOUT;
373 } 373 }
374#endif 374#endif
375 if (oldmap->timeout > MAP_MAXTIMEOUT) { 375 if (oldmap->timeout > MAP_MAXTIMEOUT) {
376 oldmap->timeout = MAP_MAXTIMEOUT; 376 oldmap->timeout = MAP_MAXTIMEOUT;
377 } 377 }
378#else 378#else
379 /* save out the map */ 379 /* save out the map */
380 swap_map(oldmap); 380 swap_map(oldmap);
381#endif /* MAP_MAXTIMEOUT */ 381#endif /* MAP_MAXTIMEOUT */
390 static char newpath[MAX_BUF],*cp; 390 static char newpath[MAX_BUF],*cp;
391 391
392 strncpy(newpath, file, MAX_BUF-1); 392 strncpy(newpath, file, MAX_BUF-1);
393 newpath[MAX_BUF-1]='\0'; 393 newpath[MAX_BUF-1]='\0';
394 for (cp=newpath; *cp!='\0'; cp++) { 394 for (cp=newpath; *cp!='\0'; cp++) {
395 if (*cp=='/') *cp='_'; 395 if (*cp=='/') *cp='_';
396 } 396 }
397 return newpath; 397 return newpath;
398} 398}
399 399
400 400
409{ 409{
410 static char newpath[MAX_BUF],*cp; 410 static char newpath[MAX_BUF],*cp;
411 411
412 cp=strrchr(src, '/'); 412 cp=strrchr(src, '/');
413 if (cp) 413 if (cp)
414 strncpy(newpath, cp+1, MAX_BUF-1); 414 strncpy(newpath, cp+1, MAX_BUF-1);
415 else 415 else
416 strncpy(newpath, src, MAX_BUF-1); 416 strncpy(newpath, src, MAX_BUF-1);
417 newpath[MAX_BUF-1]='\0'; 417 newpath[MAX_BUF-1]='\0';
418 418
419 for (cp=newpath; *cp!='\0'; cp++) { 419 for (cp=newpath; *cp!='\0'; cp++) {
420 if (*cp=='_') *cp='/'; 420 if (*cp=='_') *cp='/';
421 } 421 }
422 return newpath; 422 return newpath;
423} 423}
424 424
425 425
447 * as where the player is. Otherwise, use the origin map. 447 * as where the player is. Otherwise, use the origin map.
448 * Take the last component (after the last slash) to give 448 * Take the last component (after the last slash) to give
449 * shorter names without bogus slashes. 449 * shorter names without bogus slashes.
450 */ 450 */
451 if (rp.final_map[0]) { 451 if (rp.final_map[0]) {
452 cp = strrchr(rp.final_map, '/'); 452 cp = strrchr(rp.final_map, '/');
453 if (!cp) cp = rp.final_map; 453 if (!cp) cp = rp.final_map;
454 } else { 454 } else {
455 char buf[HUGE_BUF]; 455 char buf[HUGE_BUF];
456 456
457 cp = strrchr(rp.origin_map, '/'); 457 cp = strrchr(rp.origin_map, '/');
458 if (!cp) cp = rp.origin_map; 458 if (!cp) cp = rp.origin_map;
459 /* Need to strip of any trailing digits, if it has them */ 459 /* Need to strip of any trailing digits, if it has them */
460 strcpy(buf, cp); 460 strcpy(buf, cp);
461 while (isdigit(buf[strlen(buf) - 1])) 461 while (isdigit(buf[strlen(buf) - 1]))
462 buf[strlen(buf) - 1] = 0; 462 buf[strlen(buf) - 1] = 0;
463 cp = buf; 463 cp = buf;
464 } 464 }
465 465
466 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++); 466 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
467 467
468 /* now to generate the actual map. */ 468 /* now to generate the actual map. */
473 * exit in a unique map leading to a random map will not work properly. 473 * exit in a unique map leading to a random map will not work properly.
474 * It also means that if the created random map gets reset before 474 * It also means that if the created random map gets reset before
475 * the exit leading to it, that the exit will no longer work. 475 * the exit leading to it, that the exit will no longer work.
476 */ 476 */
477 if(new_map) { 477 if(new_map) {
478 int x, y; 478 int x, y;
479 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); 479 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
480 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); 480 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
481 EXIT_PATH(exit_ob) = add_string(newmap_name); 481 EXIT_PATH(exit_ob) = add_string(newmap_name);
482 strcpy(new_map->path, newmap_name); 482 strcpy(new_map->path, newmap_name);
483 enter_map(pl, new_map, x, y); 483 enter_map(pl, new_map, x, y);
484 } 484 }
485} 485}
486 486
487/* The player is trying to enter a non-randomly generated template map. In this 487/* The player is trying to enter a non-randomly generated template map. In this
488 * case, use a map file for a template 488 * case, use a map file for a template
499 * to generate the map from. 499 * to generate the map from.
500 */ 500 */
501 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2); 501 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
502 sourcemap = strchr(exitpath, '!'); 502 sourcemap = strchr(exitpath, '!');
503 if (!sourcemap) { 503 if (!sourcemap) {
504 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name); 504 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
505 /* Should only occur when no source map is set. 505 /* Should only occur when no source map is set.
506 */ 506 */
507 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n", 507 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
508 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 508 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
509 return; 509 return;
510 } 510 }
511 *sourcemap++ = '\0'; 511 *sourcemap++ = '\0';
512 512
513 /* If we are not coming from a template map, we can use relative directories 513 /* If we are not coming from a template map, we can use relative directories
551 if (new_map) { 551 if (new_map) {
552 /* set the path of the map to where it should be 552 /* set the path of the map to where it should be
553 * so we don't just save over the source map. 553 * so we don't just save over the source map.
554 */ 554 */
555 strcpy(new_map->path, new_map_name); 555 strcpy(new_map->path, new_map_name);
556 new_map->templatemap = 1; 556 new_map->templatemap = 1;
557 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob)); 557 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
558 } else { 558 } else {
559 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name); 559 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
560 /* Should only occur when an invalid source map is set. 560 /* Should only occur when an invalid source map is set.
561 */ 561 */
562 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n", 562 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
563 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 563 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
564 } 564 }
565} 565}
566 566
567 567
568/* The player is trying to enter a randomly generated template map. In this 568/* The player is trying to enter a randomly generated template map. In this
598 new_map_name = create_template_pathname(resultname); 598 new_map_name = create_template_pathname(resultname);
599 } 599 }
600 600
601 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE); 601 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
602 if (!new_map) { 602 if (!new_map) {
603 memset(&rp, 0, sizeof(RMParms)); 603 memset(&rp, 0, sizeof(RMParms));
604 rp.Xsize=-1; 604 rp.Xsize=-1;
605 rp.Ysize=-1; 605 rp.Ysize=-1;
606 rp.region=get_region_by_map(exit_ob->map); 606 rp.region=get_region_by_map(exit_ob->map);
607 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg); 607 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
608 rp.origin_x = exit_ob->x; 608 rp.origin_x = exit_ob->x;
609 rp.origin_y = exit_ob->y; 609 rp.origin_y = exit_ob->y;
610 strcpy(rp.origin_map, pl->map->path); 610 strcpy(rp.origin_map, pl->map->path);
611 611
612 /* now to generate the actual map. */ 612 /* now to generate the actual map. */
613 new_map=generate_random_map(new_map_name,&rp); 613 new_map=generate_random_map(new_map_name,&rp);
614 } 614 }
615 615
616 616
617 /* Update the exit_ob so it now points directly at the newly created 617 /* Update the exit_ob so it now points directly at the newly created
618 * random maps. Not that it is likely to happen, but it does mean that a 618 * random maps. Not that it is likely to happen, but it does mean that a
619 * exit in a unique map leading to a random map will not work properly. 619 * exit in a unique map leading to a random map will not work properly.
620 * It also means that if the created random map gets reset before 620 * It also means that if the created random map gets reset before
621 * the exit leading to it, that the exit will no longer work. 621 * the exit leading to it, that the exit will no longer work.
622 */ 622 */
623 if(new_map) { 623 if(new_map) {
624 int x, y; 624 int x, y;
625 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); 625 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
626 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); 626 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
627 new_map->templatemap = 1; 627 new_map->templatemap = 1;
628 enter_map(pl, new_map, x, y); 628 enter_map(pl, new_map, x, y);
629 } 629 }
630} 630}
631 631
632 632
633/* Code to enter/detect a character entering a unique map. 633/* Code to enter/detect a character entering a unique map.
636{ 636{
637 char apartment[HUGE_BUF]; 637 char apartment[HUGE_BUF];
638 mapstruct *newmap; 638 mapstruct *newmap;
639 639
640 if (EXIT_PATH(exit_ob)[0]=='/') { 640 if (EXIT_PATH(exit_ob)[0]=='/') {
641 sprintf(apartment, "%s/%s/%s/%s", settings.localdir, 641 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
642 settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob))); 642 settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob)));
643 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 643 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
644 if (!newmap) { 644 if (!newmap) {
645 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE); 645 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
646 if (newmap) fix_auto_apply(newmap); 646 if (newmap) fix_auto_apply(newmap);
647 } 647 }
648 } else { /* relative directory */ 648 } else { /* relative directory */
649 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp; 649 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
650 650
651 if (exit_ob->map->unique) { 651 if (exit_ob->map->unique) {
652 652
653 strcpy(reldir, unclean_path(exit_ob->map->path)); 653 strcpy(reldir, unclean_path(exit_ob->map->path));
654 654
655 /* Need to copy this over, as clean_path only has one static return buffer */ 655 /* Need to copy this over, as clean_path only has one static return buffer */
656 strcpy(tmpc, clean_path(reldir)); 656 strcpy(tmpc, clean_path(reldir));
657 /* Remove final component, if any */ 657 /* Remove final component, if any */
658 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0; 658 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
659 659
660 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir, 660 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
661 settings.playerdir, op->name, tmpc, 661 settings.playerdir, op->name, tmpc,
662 clean_path(EXIT_PATH(exit_ob))); 662 clean_path(EXIT_PATH(exit_ob)));
663 663
664 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 664 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
665 if (!newmap) { 665 if (!newmap) {
666 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE); 666 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
667 if (newmap) fix_auto_apply(newmap); 667 if (newmap) fix_auto_apply(newmap);
668 } 668 }
669 } 669 }
670 else { 670 else {
671 /* The exit is unique, but the map we are coming from is not unique. So 671 /* The exit is unique, but the map we are coming from is not unique. So
672 * use the basic logic - don't need to demangle the path name 672 * use the basic logic - don't need to demangle the path name
673 */ 673 */
674 sprintf(apartment, "%s/%s/%s/%s", settings.localdir, 674 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
675 settings.playerdir, op->name, 675 settings.playerdir, op->name,
676 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)))); 676 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
677 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 677 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
678 if (!newmap) { 678 if (!newmap) {
679 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0); 679 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
680 if (newmap) fix_auto_apply(newmap); 680 if (newmap) fix_auto_apply(newmap);
681 } 681 }
682 } 682 }
683 } 683 }
684 684
685 if (newmap) { 685 if (newmap) {
686 strcpy(newmap->path, apartment); 686 strcpy(newmap->path, apartment);
687 newmap->unique = 1; 687 newmap->unique = 1;
688 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob)); 688 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
689 } else { 689 } else {
690 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); 690 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
691 /* Perhaps not critical, but I would think that the unique maps 691 /* Perhaps not critical, but I would think that the unique maps
692 * should be new enough this does not happen. This also creates 692 * should be new enough this does not happen. This also creates
693 * a strange situation where some players could perhaps have visited 693 * a strange situation where some players could perhaps have visited
694 * such a map before it was removed, so they have the private 694 * such a map before it was removed, so they have the private
695 * map, but other players can't get it anymore. 695 * map, but other players can't get it anymore.
696 */ 696 */
697 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n", 697 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
698 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 698 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
699 } 699 }
700 700
701} 701}
702 702
703 703
704/* Tries to move 'op' to exit_ob. op is the character or monster that is 704/* Tries to move 'op' to exit_ob. op is the character or monster that is
705 * using the exit, where exit_ob is the exit object (boat, door, teleporter, 705 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
720 if (op->type != PLAYER) return; 720 if (op->type != PLAYER) return;
721 721
722 /* First, lets figure out what map the player is going to go to */ 722 /* First, lets figure out what map the player is going to go to */
723 if (exit_ob){ 723 if (exit_ob){
724 724
725 /* check to see if we make a template map */ 725 /* check to see if we make a template map */
726 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') { 726 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
727 if (EXIT_PATH(exit_ob)[2]=='!') { 727 if (EXIT_PATH(exit_ob)[2]=='!') {
728 /* generate a template map randomly */ 728 /* generate a template map randomly */
729 enter_random_template_map(op, exit_ob); 729 enter_random_template_map(op, exit_ob);
730 } else { 730 } else {
731 /* generate a template map from a fixed template */ 731 /* generate a template map from a fixed template */
732 enter_fixed_template_map(op, exit_ob); 732 enter_fixed_template_map(op, exit_ob);
733 } 733 }
734 } 734 }
735 /* check to see if we make a randomly generated map */ 735 /* check to see if we make a randomly generated map */
736 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') { 736 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
737 enter_random_map(op, exit_ob); 737 enter_random_map(op, exit_ob);
738 } 738 }
739 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) { 739 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
740 enter_unique_map(op, exit_ob); 740 enter_unique_map(op, exit_ob);
741 } else { 741 } else {
742 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob); 742 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
743 /* 'Normal' exits that do not do anything special 743 /* 'Normal' exits that do not do anything special
744 * Simple enough we don't need another routine for it. 744 * Simple enough we don't need another routine for it.
745 */ 745 */
746 mapstruct *newmap; 746 mapstruct *newmap;
747 if (exit_ob->map) { 747 if (exit_ob->map) {
748 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0); 748 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
749 /* Random map was previously generated, but is no longer about. Lets generate a new 749 /* Random map was previously generated, but is no longer about. Lets generate a new
750 * map. 750 * map.
751 */ 751 */
752 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) { 752 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
753 /* Maps that go down have a message set. However, maps that go 753 /* Maps that go down have a message set. However, maps that go
754 * up, don't. If the going home has reset, there isn't much 754 * up, don't. If the going home has reset, there isn't much
755 * point generating a random map, because it won't match the maps. 755 * point generating a random map, because it won't match the maps.
756 */ 756 */
757 if (exit_ob->msg) { 757 if (exit_ob->msg) {
758 enter_random_map(op, exit_ob); 758 enter_random_map(op, exit_ob);
759 } else { 759 } else {
760 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); 760 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
761 return; 761 return;
762 } 762 }
763 763
764 /* For exits that cause damages (like pits). Don't know if any 764 /* For exits that cause damages (like pits). Don't know if any
765 * random maps use this or not. 765 * random maps use this or not.
766 */ 766 */
767 if(exit_ob->stats.dam && op->type==PLAYER) 767 if(exit_ob->stats.dam && op->type==PLAYER)
768 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1); 768 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
769 return; 769 return;
770 } 770 }
771 } else { 771 } else {
772 /* For word of recall and other force objects 772 /* For word of recall and other force objects
773 * They contain the full pathname of the map to go back to, 773 * They contain the full pathname of the map to go back to,
774 * so we don't need to normalize it. 774 * so we don't need to normalize it.
775 * But we do need to see if it is unique or not 775 * But we do need to see if it is unique or not
776 */ 776 */
777 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir))) 777 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
778 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE); 778 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
779 else 779 else
780 newmap = ready_map_name(EXIT_PATH(exit_ob), 0); 780 newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
781 } 781 }
782 if (!newmap) 782 if (!newmap)
783 { 783 {
784 if (exit_ob->name) 784 if (exit_ob->name)
785 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); 785 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
786 /* don't cry to momma if name is not set - as in tmp objects 786 /* don't cry to momma if name is not set - as in tmp objects
787 * used by the savebed code and character creation */ 787 * used by the savebed code and character creation */
788 return; 788 return;
789 } 789 }
790 790
791 /* This supports the old behaviour, but it really should not be used. 791 /* This supports the old behaviour, but it really should not be used.
792 * I will note for example that with this method, it is impossible to 792 * I will note for example that with this method, it is impossible to
793 * set 0,0 destination coordinates. Really, if we want to support 793 * set 0,0 destination coordinates. Really, if we want to support
794 * using the new maps default coordinates, the exit ob should use 794 * using the new maps default coordinates, the exit ob should use
795 * something like -1, -1 so it is clear to do that. 795 * something like -1, -1 so it is clear to do that.
796 */ 796 */
797 if (x==0 && y==0) { 797 if (x==0 && y==0) {
798 x=MAP_ENTER_X(newmap); 798 x=MAP_ENTER_X(newmap);
799 y=MAP_ENTER_Y(newmap); 799 y=MAP_ENTER_Y(newmap);
800 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n", 800 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
801 exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y, 801 exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
802 exit_ob->map?exit_ob->map->path:"(none)"); 802 exit_ob->map?exit_ob->map->path:"(none)");
803 } 803 }
804 804
805 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */ 805 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
806 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) { 806 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
807 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */ 807 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
808 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) { 808 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
819 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n", 819 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
820 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y, 820 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
821 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */ 821 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
822 } 822 }
823 823
824 enter_map(op, newmap, x, y); 824 enter_map(op, newmap, x, y);
825 } 825 }
826 /* For exits that cause damages (like pits) */ 826 /* For exits that cause damages (like pits) */
827 if(exit_ob->stats.dam && op->type==PLAYER) 827 if(exit_ob->stats.dam && op->type==PLAYER)
828 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1); 828 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
829 } else { 829 } else {
830 int flags = 0; 830 int flags = 0;
831 mapstruct *newmap; 831 mapstruct *newmap;
832 832
833 833
834 /* Hypothetically, I guess its possible that a standard map matches 834 /* Hypothetically, I guess its possible that a standard map matches
835 * the localdir, but that seems pretty unlikely - unlikely enough that 835 * the localdir, but that seems pretty unlikely - unlikely enough that
836 * I'm not going to attempt to try to deal with that possibility. 836 * I'm not going to attempt to try to deal with that possibility.
837 * We use the fact that when a player saves on a unique map, it prepends 837 * We use the fact that when a player saves on a unique map, it prepends
838 * the localdir to that name. So its an easy way to see of the map is 838 * the localdir to that name. So its an easy way to see of the map is
839 * unique or not. 839 * unique or not.
840 */ 840 */
841 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir))) 841 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
842 flags = MAP_PLAYER_UNIQUE; 842 flags = MAP_PLAYER_UNIQUE;
843 843
844 /* newmap returns the map (if already loaded), or loads it for 844 /* newmap returns the map (if already loaded), or loads it for
845 * us. 845 * us.
846 */ 846 */
847 newmap = ready_map_name(op->contr->maplevel, flags); 847 newmap = ready_map_name(op->contr->maplevel, flags);
848 if (!newmap) 848 if (!newmap)
849 { 849 {
850 LOG(llevError, 850 LOG(llevError,
851 "enter_exit: Pathname to map does not exist! (%s)\n", 851 "enter_exit: Pathname to map does not exist! (%s)\n",
852 op->contr->maplevel); 852 op->contr->maplevel);
853 newmap = ready_map_name(settings.emergency_mapname, 0); 853 newmap = ready_map_name(settings.emergency_mapname, 0);
854 op->x = settings.emergency_x; 854 op->x = settings.emergency_x;
855 op->y = settings.emergency_y; 855 op->y = settings.emergency_y;
856 /* If we can't load the emergency map, something is probably really 856 /* If we can't load the emergency map, something is probably really
857 * screwed up, so bail out now. 857 * screwed up, so bail out now.
858 */ 858 */
859 if (!newmap) { 859 if (!newmap) {
860 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n"); 860 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
861 abort(); 861 abort();
862 } 862 }
863 } 863 }
864 enter_map(op, newmap, op->x, op->y); 864 enter_map(op, newmap, op->x, op->y);
865 } 865 }
866} 866}
867 867
868/* 868/*
869 * process_active_maps(): Works like process_events(), but it only 869 * process_active_maps(): Works like process_events(), but it only
894 int flag; 894 int flag;
895 player *pl,*plnext; 895 player *pl,*plnext;
896 896
897 /* Basically, we keep looping until all the players have done their actions. */ 897 /* Basically, we keep looping until all the players have done their actions. */
898 for(flag=1;flag!=0;) { 898 for(flag=1;flag!=0;) {
899 flag=0; 899 flag=0;
900 for(pl=first_player;pl!=NULL;pl=plnext) { 900 for(pl=first_player;pl!=NULL;pl=plnext) {
901 plnext=pl->next; /* In case a player exits the game in handle_player() */ 901 plnext=pl->next; /* In case a player exits the game in handle_player() */
902 902
903 if (pl->ob == NULL) continue; 903 if (pl->ob == NULL) continue;
904 904
905 if (map!=NULL && pl->ob->map!=map) continue; 905 if (map!=NULL && pl->ob->map!=map) continue;
906 906
907 if(pl->ob->speed_left>0) { 907 if(pl->ob->speed_left>0) {
908 if (handle_newcs_player(pl->ob)) 908 if (handle_newcs_player(pl->ob))
909 flag=1; 909 flag=1;
910 } /* end if player has speed left */ 910 } /* end if player has speed left */
911 911
912 /* If the player is not actively playing, don't make a 912 /* If the player is not actively playing, don't make a
913 * backup save - nothing to save anyway. Plus, the 913 * backup save - nothing to save anyway. Plus, the
914 * map may not longer be valid. This can happen when the 914 * map may not longer be valid. This can happen when the
915 * player quits - they exist for purposes of tracking on the map, 915 * player quits - they exist for purposes of tracking on the map,
916 * but don't actually reside on any actual map. 916 * but don't actually reside on any actual map.
917 */ 917 */
918 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue; 918 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
919 919
920#ifdef AUTOSAVE 920#ifdef AUTOSAVE
921 /* check for ST_PLAYING state so that we don't try to save off when 921 /* check for ST_PLAYING state so that we don't try to save off when
922 * the player is logging in. 922 * the player is logging in.
923 */ 923 */
924 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) { 924 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
925 /* Don't save the player on unholy ground. Instead, increase the 925 /* Don't save the player on unholy ground. Instead, increase the
926 * tick time so it will be about 10 seconds before we try and save 926 * tick time so it will be about 10 seconds before we try and save
927 * again. 927 * again.
928 */ 928 */
929// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { 929// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
930// pl->last_save_tick += 100; 930// pl->last_save_tick += 100;
931// } else { 931// } else {
932 save_player(pl->ob,1); 932 save_player(pl->ob,1);
933 pl->last_save_tick = pticks; 933 pl->last_save_tick = pticks;
934// } 934// }
935 } 935 }
936#endif 936#endif
937 } /* end of for loop for all the players */ 937 } /* end of for loop for all the players */
938 } /* for flag */ 938 } /* for flag */
939 for(pl=first_player;pl!=NULL;pl=pl->next) { 939 for(pl=first_player;pl!=NULL;pl=pl->next) {
940 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) 940 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map))
941 continue; 941 continue;
942 if (settings.casting_time == TRUE) { 942 if (settings.casting_time == TRUE) {
943 if (pl->ob->casting_time > 0){ 943 if (pl->ob->casting_time > 0){
944 pl->ob->casting_time--; 944 pl->ob->casting_time--;
945 pl->ob->start_holding = 1; 945 pl->ob->start_holding = 1;
946 } 946 }
947 /* set spell_state so we can update the range in stats field */ 947 /* set spell_state so we can update the range in stats field */
948 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){ 948 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
949 pl->ob->start_holding = 0; 949 pl->ob->start_holding = 0;
950 } 950 }
951 } 951 }
952 do_some_living(pl->ob); 952 do_some_living(pl->ob);
953/* draw(pl->ob);*/ /* updated in socket code */ 953/* draw(pl->ob);*/ /* updated in socket code */
954 } 954 }
955} 955}
956 956
957void process_players2(mapstruct *map) 957void process_players2(mapstruct *map)
958{ 958{
959 player *pl; 959 player *pl;
960 960
961 /* Then check if any players should use weapon-speed instead of speed */ 961 /* Then check if any players should use weapon-speed instead of speed */
962 for(pl=first_player;pl!=NULL;pl=pl->next) { 962 for(pl=first_player;pl!=NULL;pl=pl->next) {
963 if (map!=NULL) { 963 if (map!=NULL) {
964 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED)) 964 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
965 continue; 965 continue;
966 else if(pl->loading != NULL) /* Player is blocked */ 966 else if(pl->loading != NULL) /* Player is blocked */
967 pl->ob->speed_left -= pl->ob->speed; 967 pl->ob->speed_left -= pl->ob->speed;
968 if (pl->ob->map!=map) continue; 968 if (pl->ob->map!=map) continue;
969 } 969 }
970 970
971 /* The code that did weapon_sp handling here was out of place - 971 /* The code that did weapon_sp handling here was out of place -
972 * this isn't called until after the player has finished there 972 * this isn't called until after the player has finished there
973 * actions, and is thus out of place. All we do here is bounds 973 * actions, and is thus out of place. All we do here is bounds
974 * checking. 974 * checking.
975 */ 975 */
976 if (pl->has_hit) { 976 if (pl->has_hit) {
977 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp; 977 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
978 978
979 /* This needs to be here - if the player is running, we need to 979 /* This needs to be here - if the player is running, we need to
980 * clear this each tick, but new commands are not being received 980 * clear this each tick, but new commands are not being received
981 * so execute_newserver_command() is never called 981 * so execute_newserver_command() is never called
982 */ 982 */
983 pl->has_hit=0; 983 pl->has_hit=0;
984 984
985 } else if (pl->ob->speed_left>pl->ob->speed) 985 } else if (pl->ob->speed_left>pl->ob->speed)
986 pl->ob->speed_left = pl->ob->speed; 986 pl->ob->speed_left = pl->ob->speed;
987 } 987 }
988} 988}
989 989
990#define SPEED_DEBUG 990#define SPEED_DEBUG
991 991
1001 memset(&marker, 0, sizeof(object)); 1001 memset(&marker, 0, sizeof(object));
1002 /* Put marker object at beginning of active list */ 1002 /* Put marker object at beginning of active list */
1003 marker.active_next = active_objects; 1003 marker.active_next = active_objects;
1004 1004
1005 if (marker.active_next) 1005 if (marker.active_next)
1006 marker.active_next->active_prev = &marker; 1006 marker.active_next->active_prev = &marker;
1007 marker.active_prev = NULL; 1007 marker.active_prev = NULL;
1008 active_objects = &marker; 1008 active_objects = &marker;
1009 1009
1010 while (marker.active_next) { 1010 while (marker.active_next) {
1011 op = marker.active_next; 1011 op = marker.active_next;
1012 tag = op->count; 1012 tag = op->count;
1013 1013
1014 /* Move marker forward - swap op and marker */ 1014 /* Move marker forward - swap op and marker */
1015 op->active_prev = marker.active_prev; 1015 op->active_prev = marker.active_prev;
1016 1016
1017 if (op->active_prev) 1017 if (op->active_prev)
1018 op->active_prev->active_next = op; 1018 op->active_prev->active_next = op;
1019 else 1019 else
1020 active_objects = op; 1020 active_objects = op;
1021 1021
1022 marker.active_next = op->active_next; 1022 marker.active_next = op->active_next;
1023 1023
1024 if (marker.active_next) 1024 if (marker.active_next)
1025 marker.active_next->active_prev = &marker; 1025 marker.active_next->active_prev = &marker;
1026 marker.active_prev = op; 1026 marker.active_prev = op;
1027 op->active_next = &marker; 1027 op->active_next = &marker;
1028 1028
1029 /* Now process op */ 1029 /* Now process op */
1030 if (QUERY_FLAG (op, FLAG_FREED)) { 1030 if (QUERY_FLAG (op, FLAG_FREED)) {
1031 LOG (llevError, "BUG: process_events(): Free object on list\n"); 1031 LOG (llevError, "BUG: process_events(): Free object on list\n");
1032 op->speed = 0; 1032 op->speed = 0;
1033 update_ob_speed (op); 1033 update_ob_speed (op);
1034 continue; 1034 continue;
1035 } 1035 }
1036 1036
1037 /* I've seen occasional crashes due to this - the object is removed, 1037 /* I've seen occasional crashes due to this - the object is removed,
1038 * and thus the map it points to (last map it was on) may be bogus 1038 * and thus the map it points to (last map it was on) may be bogus
1039 * The real bug is to try to find out the cause of this - someone 1039 * The real bug is to try to find out the cause of this - someone
1040 * is probably calling remove_ob without either an insert_ob or 1040 * is probably calling remove_ob without either an insert_ob or
1041 * free_object afterwards, leaving an object dangling. But I'd 1041 * free_object afterwards, leaving an object dangling. But I'd
1042 * rather log this and continue on instead of crashing. 1042 * rather log this and continue on instead of crashing.
1043 * Don't remove players - when a player quits, the object is in 1043 * Don't remove players - when a player quits, the object is in
1044 * sort of a limbo, of removed, but something we want to keep 1044 * sort of a limbo, of removed, but something we want to keep
1045 * around. 1045 * around.
1046 */ 1046 */
1047 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && 1047 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1048 op->map && op->map->in_memory != MAP_IN_MEMORY) { 1048 op->map && op->map->in_memory != MAP_IN_MEMORY) {
1049 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 1049 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1050 dump_object(op); 1050 dump_object(op);
1051 LOG(llevError, errmsg); 1051 LOG(llevError, errmsg);
1052 free_object(op); 1052 free_object(op);
1053 continue; 1053 continue;
1054 } 1054 }
1055 1055
1056 if ( ! op->speed) { 1056 if ( ! op->speed) {
1057 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 1057 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1058 "but is on active list\n", op->arch->name); 1058 "but is on active list\n", op->arch->name);
1059 update_ob_speed (op); 1059 update_ob_speed (op);
1060 continue; 1060 continue;
1061 } 1061 }
1062 1062
1063 if (op->map == NULL && op->env == NULL && op->name && 1063 if (op->map == NULL && op->env == NULL && op->name &&
1064 op->type != MAP && map == NULL) { 1064 op->type != MAP && map == NULL) {
1065 LOG (llevError, "BUG: process_events(): Object without map or " 1065 LOG (llevError, "BUG: process_events(): Object without map or "
1066 "inventory is on active list: %s (%d)\n", 1066 "inventory is on active list: %s (%d)\n",
1067 op->name, op->count); 1067 op->name, op->count);
1068 op->speed = 0; 1068 op->speed = 0;
1069 update_ob_speed (op); 1069 update_ob_speed (op);
1070 continue; 1070 continue;
1071 } 1071 }
1072 1072
1073 if (map != NULL && op->map != map) 1073 if (map != NULL && op->map != map)
1074 continue; 1074 continue;
1075 1075
1076 /* Animate the object. Bug of feature that andim_speed 1076 /* Animate the object. Bug of feature that andim_speed
1077 * is based on ticks, and not the creatures speed? 1077 * is based on ticks, and not the creatures speed?
1078 */ 1078 */
1079 if (op->anim_speed && op->last_anim >= op->anim_speed) 1079 if (op->anim_speed && op->last_anim >= op->anim_speed)
1080 { 1080 {
1081 if ((op->type==PLAYER)||(op->type==MONSTER)) 1081 if ((op->type==PLAYER)||(op->type==MONSTER))
1082 animate_object(op, op->facing); 1082 animate_object(op, op->facing);
1083 else 1083 else
1086 op->last_anim = 1; 1086 op->last_anim = 1;
1087 } 1087 }
1088 else 1088 else
1089 op->last_anim++; 1089 op->last_anim++;
1090 1090
1091 if (op->speed_left > 0) { 1091 if (op->speed_left > 0) {
1092#if 0 1092#if 0
1093 /* I've seen occasional crashes in move_symptom() with it 1093 /* I've seen occasional crashes in move_symptom() with it
1094 * crashing because op is removed - add some debugging to 1094 * crashing because op is removed - add some debugging to
1095 * track if it is removed at this point. 1095 * track if it is removed at this point.
1096 * This unfortunately is a bit too verbose it seems - not sure 1096 * This unfortunately is a bit too verbose it seems - not sure
1097 * why - I think what happens is a map is freed or something and 1097 * why - I think what happens is a map is freed or something and
1098 * some objects get 'lost' - removed never to be reclaimed. 1098 * some objects get 'lost' - removed never to be reclaimed.
1099 * removed objects generally shouldn't exist. 1099 * removed objects generally shouldn't exist.
1100 */ 1100 */
1101 if (QUERY_FLAG(op, FLAG_REMOVED)) { 1101 if (QUERY_FLAG(op, FLAG_REMOVED)) {
1102 LOG(llevDebug,"process_events: calling process_object with removed object %s\n", 1102 LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1103 op->name?op->name:"null"); 1103 op->name?op->name:"null");
1104 } 1104 }
1105#endif 1105#endif
1106 --op->speed_left; 1106 --op->speed_left;
1107 process_object (op); 1107 process_object (op);
1108 if (was_destroyed (op, tag)) 1108 if (was_destroyed (op, tag))
1109 continue; 1109 continue;
1110 } 1110 }
1111 if (settings.casting_time == TRUE && op->casting_time > 0) 1111 if (settings.casting_time == TRUE && op->casting_time > 0)
1112 op->casting_time--; 1112 op->casting_time--;
1113 if (op->speed_left <= 0) 1113 if (op->speed_left <= 0)
1114 op->speed_left += FABS (op->speed); 1114 op->speed_left += FABS (op->speed);
1115 } 1115 }
1116 1116
1117 /* Remove marker object from active list */ 1117 /* Remove marker object from active list */
1118 if (marker.active_prev != NULL) 1118 if (marker.active_prev != NULL)
1119 marker.active_prev->active_next = NULL; 1119 marker.active_prev->active_next = NULL;
1120 else 1120 else
1121 active_objects = NULL; 1121 active_objects = NULL;
1122 1122
1123 process_players2 (map); 1123 process_players2 (map);
1124} 1124}
1125 1125
1126void clean_tmp_files(void) { 1126void clean_tmp_files(void) {
1133 * just make a special function that only saves the unique items. 1133 * just make a special function that only saves the unique items.
1134 */ 1134 */
1135 for(m=first_map;m!=NULL;m=next) { 1135 for(m=first_map;m!=NULL;m=next) {
1136 next=m->next; 1136 next=m->next;
1137 if (m->in_memory == MAP_IN_MEMORY) { 1137 if (m->in_memory == MAP_IN_MEMORY) {
1138 /* If we want to reuse the temp maps, swap it out (note that will also 1138 /* If we want to reuse the temp maps, swap it out (note that will also
1139 * update the log file. Otherwise, save the map (mostly for unique item 1139 * update the log file. Otherwise, save the map (mostly for unique item
1140 * stuff). Note that the clean_tmp_map is called after the end of 1140 * stuff). Note that the clean_tmp_map is called after the end of
1141 * the for loop but is in the #else bracket. IF we are recycling the maps, 1141 * the for loop but is in the #else bracket. IF we are recycling the maps,
1142 * we certainly don't want the temp maps removed. 1142 * we certainly don't want the temp maps removed.
1143 */ 1143 */
1144 1144
1145 /* XXX The above comment is dead wrong */ 1145 /* XXX The above comment is dead wrong */
1146 if (settings.recycle_tmp_maps == TRUE) 1146 if (settings.recycle_tmp_maps == TRUE)
1147 swap_map(m); 1147 swap_map(m);
1148 else { 1148 else {
1149 new_save_map(m, 0); /* note we save here into a overlay map */ 1149 new_save_map(m, 0); /* note we save here into a overlay map */
1150 clean_tmp_map(m); 1150 clean_tmp_map(m);
1151 } 1151 }
1152 } 1152 }
1153 } 1153 }
1154 write_todclock(); /* lets just write the clock here */ 1154 write_todclock(); /* lets just write the clock here */
1155} 1155}
1156 1156
1178 exit(0); 1178 exit(0);
1179} 1179}
1180 1180
1181void leave(player *pl, int draw_exit) { 1181void leave(player *pl, int draw_exit) {
1182 if (pl != NULL) { 1182 if (pl != NULL) {
1183 /* We do this so that the socket handling routine can do the final 1183 /* We do this so that the socket handling routine can do the final
1184 * cleanup. We also leave that loop to actually handle the freeing 1184 * cleanup. We also leave that loop to actually handle the freeing
1185 * of the data. 1185 * of the data.
1186 */ 1186 */
1187 if (pl->ob->type != DEAD_OBJECT) 1187 if (pl->ob->type != DEAD_OBJECT)
1188 { 1188 {
1189 pl->socket.status = Ns_Dead; 1189 pl->socket.status = Ns_Dead;
1190 1190
1191 /* If a hidden dm dropped connection do not create 1191 /* If a hidden dm dropped connection do not create
1226 clock = time (NULL); 1226 clock = time (NULL);
1227 tm = (struct tm *) localtime (&clock); 1227 tm = (struct tm *) localtime (&clock);
1228 1228
1229 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); 1229 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1230 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL) 1230 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1231 return 0; 1231 return 0;
1232 1232
1233 while (fgets (buf, MAX_BUF, fp)) { 1233 while (fgets (buf, MAX_BUF, fp)) {
1234 if (buf[0]=='#') continue; 1234 if (buf[0]=='#') continue;
1235 if (!strncmp (buf, "msg", 3)) { 1235 if (!strncmp (buf, "msg", 3)) {
1236 if (forbit) 1236 if (forbit)
1237 while (fgets (buf, MAX_BUF, fp)) /* print message */ 1237 while (fgets (buf, MAX_BUF, fp)) /* print message */
1238 fputs (buf, logfile); 1238 fputs (buf, logfile);
1239 break; 1239 break;
1240 1240
1241 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) { 1241 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1242 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n"); 1242 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1243 continue; 1243 continue;
1244 } 1244 }
1245 1245
1246 for (i=0; i< 7; i++) { 1246 for (i=0; i< 7; i++) {
1247 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && 1247 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1248 (tm->tm_hour >= start) && (tm->tm_hour < stop)) 1248 (tm->tm_hour >= start) && (tm->tm_hour < stop))
1249 forbit = 1; 1249 forbit = 1;
1250 } 1250 }
1251 } 1251 }
1252 1252
1253 close_and_delete(fp, comp); 1253 close_and_delete(fp, comp);
1254 1254
1255 return forbit; 1255 return forbit;
1276 1276
1277void do_specials(void) { 1277void do_specials(void) {
1278 1278
1279#ifdef WATCHDOG 1279#ifdef WATCHDOG
1280 if (!(pticks % 503)) 1280 if (!(pticks % 503))
1281 watchdog(); 1281 watchdog();
1282#endif 1282#endif
1283 1283
1284 if (!(pticks % PTICKS_PER_CLOCK)) 1284 if (!(pticks % PTICKS_PER_CLOCK))
1285 tick_the_clock(); 1285 tick_the_clock();
1286 1286
1287 if (!(pticks % 509)) 1287 if (!(pticks % 509))
1288 flush_old_maps(); /* Clears the tmp-files of maps which have reset */ 1288 flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1289 1289
1290 if (!(pticks % 2503)) 1290 if (!(pticks % 2503))
1291 fix_weight(); /* Hack to fix weightproblems caused by bugs */ 1291 fix_weight(); /* Hack to fix weightproblems caused by bugs */
1292 1292
1293 if (!(pticks % 2521)) 1293 if (!(pticks % 2521))
1294 metaserver_update(); /* 2500 ticks is about 5 minutes */ 1294 metaserver_update(); /* 2500 ticks is about 5 minutes */
1295 1295
1296 if (!(pticks % 5003)) 1296 if (!(pticks % 5003))
1297 write_book_archive(); 1297 write_book_archive();
1298 1298
1299 if (!(pticks % 5009)) 1299 if (!(pticks % 5009))
1300 clean_friendly_list(); 1300 clean_friendly_list();
1301 1301
1302 if (!(pticks % 5011)) 1302 if (!(pticks % 5011))
1303 obsolete_parties(); 1303 obsolete_parties();
1304 1304
1305 if (!(pticks % 12503)) 1305 if (!(pticks % 12503))
1306 fix_luck(); 1306 fix_luck();
1307} 1307}
1308 1308

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines