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Comparing deliantra/server/server/main.C (file contents):
Revision 1.2 by root, Tue Aug 15 18:07:25 2006 UTC vs.
Revision 1.18 by root, Sun Sep 3 09:00:09 2006 UTC

1/* 1/*
2 * static char *rcsid_main_c = 2 * static char *rcsid_main_c =
3 * "$Id: main.C,v 1.2 2006/08/15 18:07:25 root Exp $"; 3 * "$Id: main.C,v 1.18 2006/09/03 09:00:09 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
47#endif 47#endif
48 48
49#include <../random_maps/random_map.h> 49#include <../random_maps/random_map.h>
50#include <../random_maps/rproto.h> 50#include <../random_maps/rproto.h>
51#include "path.h" 51#include "path.h"
52
53shstr undead_name;
52 54
53static char days[7][4] = { 55static char days[7][4] = {
54 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"}; 56 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};
55 57
56void version(object *op) { 58void version(object *op) {
140 sprintf(buf,"Welcome to Crossfire, v%s!",VERSION); 142 sprintf(buf,"Welcome to Crossfire, v%s!",VERSION);
141 new_draw_info(NDI_UNIQUE, 0,op,buf); 143 new_draw_info(NDI_UNIQUE, 0,op,buf);
142 new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help"); 144 new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help");
143 new_draw_info(NDI_UNIQUE, 0,op," "); 145 new_draw_info(NDI_UNIQUE, 0,op," ");
144 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, 146 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op,
145 "%s entered the game.",op->name); 147 "%s entered the game.",&op->name);
146 if(!op->contr->name_changed) { 148 if(!op->contr->name_changed) {
147 new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name"); 149 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."); 150 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.)"); 151 new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)");
150 } 152 }
157char *crypt_string(char *str, char *salt) { 159char *crypt_string(char *str, char *salt) {
158#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES)) 160#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
159 return(str); 161 return(str);
160#else 162#else
161 static char *c= 163 static char *c=
162 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./"; 164 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
163 char s[2]; 165 char s[2];
164 166
165 if(salt==NULL) 167 if(salt==NULL)
166 s[0]= c[RANDOM() % (int)strlen(c)], 168 s[0]= c[RANDOM() % (int)strlen(c)],
167 s[1]= c[RANDOM() % (int)strlen(c)]; 169 s[1]= c[RANDOM() % (int)strlen(c)];
168 else 170 else
169 s[0]= salt[0], 171 s[0]= salt[0],
170 s[1]= salt[1]; 172 s[1]= salt[1];
171 173
172# ifdef HAVE_LIBDES 174# ifdef HAVE_LIBDES
173 return (char*)des_crypt(str,s); 175 return (char*)des_crypt(str,s);
174# endif 176# endif
175 /* Default case - just use crypt */ 177 /* Default case - just use crypt */
191 mapstruct *oldmap = op->map; 193 mapstruct *oldmap = op->map;
192 object *tmp; 194 object *tmp;
193 195
194 tmp=get_object(); 196 tmp=get_object();
195 197
196 EXIT_PATH(tmp) = add_string(op->contr->savebed_map); 198 EXIT_PATH(tmp) = op->contr->savebed_map;
197 EXIT_X(tmp) = op->contr->bed_x; 199 EXIT_X(tmp) = op->contr->bed_x;
198 EXIT_Y(tmp) = op->contr->bed_y; 200 EXIT_Y(tmp) = op->contr->bed_y;
199 enter_exit(op,tmp); 201 enter_exit(op,tmp);
200 /* If the player has not changed maps and the name does not match 202 /* If the player has not changed maps and the name does not match
201 * that of the savebed, his savebed map is gone. Lets go back 203 * that of the savebed, his savebed map is gone. Lets go back
202 * to the emergency path. Update what the players savebed is 204 * to the emergency path. Update what the players savebed is
203 * while we're at it. 205 * while we're at it.
204 */ 206 */
205 if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) { 207 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", 208 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); 209 settings.emergency_mapname, &op->name, op->contr->savebed_map);
208 strcpy(op->contr->savebed_map, settings.emergency_mapname); 210 strcpy(op->contr->savebed_map, settings.emergency_mapname);
209 op->contr->bed_x = settings.emergency_x; 211 op->contr->bed_x = settings.emergency_x;
210 op->contr->bed_y = settings.emergency_y; 212 op->contr->bed_y = settings.emergency_y;
211 free_string(op->contr->savebed_map);
212 EXIT_PATH(tmp) = add_string(op->contr->savebed_map); 213 EXIT_PATH(tmp) = op->contr->savebed_map;
213 EXIT_X(tmp) = op->contr->bed_x; 214 EXIT_X(tmp) = op->contr->bed_x;
214 EXIT_Y(tmp) = op->contr->bed_y; 215 EXIT_Y(tmp) = op->contr->bed_y;
215 enter_exit(op,tmp); 216 enter_exit(op,tmp);
216 } 217 }
217 free_object(tmp); 218 free_object(tmp);
218} 219}
219 220
220/* All this really is is a glorified remove_object that also updates 221/* All this really is is a glorified remove_object that also updates
225 mapstruct *oldmap = op->map; 226 mapstruct *oldmap = op->map;
226 227
227 remove_ob(op); 228 remove_ob(op);
228 229
229 if (oldmap) { 230 if (oldmap) {
230 if (!op->contr->hidden) 231 if (!op->contr->hidden)
231 oldmap->players--; 232 oldmap->players--;
232 if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */ 233 if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */
233 set_map_timeout(oldmap); 234 set_map_timeout(oldmap);
234 } 235 }
235 } 236 }
236} 237}
237 238
238/* 239/*
239 * enter_map(): Moves the player and pets from current map (if any) to 240 * enter_map(): Moves the player and pets from current map (if any) to
244 */ 245 */
245static void enter_map(object *op, mapstruct *newmap, int x, int y) { 246static void enter_map(object *op, mapstruct *newmap, int x, int y) {
246 mapstruct *oldmap = op->map; 247 mapstruct *oldmap = op->map;
247 248
248 if (out_of_map(newmap, x, y)) { 249 if (out_of_map(newmap, x, y)) {
249 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", 250 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n",
250 newmap->path, x, y); 251 newmap->path, x, y);
251 x=MAP_ENTER_X(newmap); 252 x=MAP_ENTER_X(newmap);
252 y=MAP_ENTER_Y(newmap); 253 y=MAP_ENTER_Y(newmap);
253 if (out_of_map(newmap, x, y)) { 254 if (out_of_map(newmap, x, y)) {
254 LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 255 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)); 256 newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap));
256 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed"); 257 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed");
257 return; 258 return;
258 } 259 }
259 } 260 }
260 /* try to find a spot for the player */ 261 /* try to find a spot for the player */
261 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */ 262 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
262 /* We try to find a spot for the player, starting closest in. 263 /* 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, 264 * 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 265 * So for example, if the north space is free, you would always end up there even
265 * if other spaces around are available. 266 * if other spaces around are available.
266 * Note that for the second and third calls, we could start at a position other 267 * 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. 268 * than one, but then we could end up on the other side of walls and so forth.
268 */ 269 */
269 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1); 270 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1);
270 if (i==-1) { 271 if (i==-1) {
271 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1); 272 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1);
272 if (i==-1) 273 if (i==-1)
273 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE); 274 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
274 } 275 }
275 if (i != -1 ) { 276 if (i != -1 ) {
276 x += freearr_x[i]; 277 x += freearr_x[i];
277 y += freearr_y[i]; 278 y += freearr_y[i];
278 } else { 279 } else {
279 /* not much we can do in this case. */ 280 /* 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", 281 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); 282 newmap->path, x , y);
282 } 283 }
283 } /* end if looking for free spot */ 284 } /* end if looking for free spot */
284 285
286 if (op->map!=NULL)
287 {
288 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
289 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
290 }
285 291
286 /* If it is a player login, he has yet to be inserted anyplace. 292 /* If it is a player login, he has yet to be inserted anyplace.
287 * otherwise, we need to deal with removing the playe here. 293 * otherwise, we need to deal with removing the player here.
288 */ 294 */
289 if(!QUERY_FLAG(op, FLAG_REMOVED)) 295 if(!QUERY_FLAG(op, FLAG_REMOVED))
290 remove_ob(op); 296 remove_ob(op);
291 if (op->map!=NULL) 297
292 {
293 /* Lauwenmark : Here we handle the MAPLEAVE global event */
294 execute_global_event(EVENT_MAPLEAVE, op);
295 }
296 /* remove_ob clears these so they must be reset after the remove_ob call */ 298 /* remove_ob clears these so they must be reset after the remove_ob call */
297 op->x = x; 299 op->x = x;
298 op->y = y; 300 op->y = y;
299 op->map = newmap; 301 op->map = newmap;
300 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON); 302 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON);
301 303
302 /* Lauwenmark : Here we handle the MAPENTER global event */ 304 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
303 execute_global_event(EVENT_MAPENTER, op);
304 305
305 if (!op->contr->hidden) 306 if (!op->contr->hidden)
306 newmap->players++; 307 newmap->players++;
307 308
308 newmap->timeout=0; 309 newmap->timeout=0;
309 op->enemy = NULL; 310 op->enemy = NULL;
310 311
311 if (op->contr) { 312 if (op->contr) {
312 strcpy(op->contr->maplevel, newmap->path); 313 strcpy(op->contr->maplevel, newmap->path);
313 op->contr->count=0; 314 op->contr->count=0;
314 } 315 }
315 316
316 /* Update any golems */ 317 /* Update any golems */
317 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) { 318 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
318 int i = find_free_spot(op->contr->ranges[range_golem],newmap, 319 int i = find_free_spot(op->contr->ranges[range_golem],newmap,
319 x, y, 1, SIZEOFFREE); 320 x, y, 1, SIZEOFFREE);
320 remove_ob(op->contr->ranges[range_golem]); 321 remove_ob(op->contr->ranges[range_golem]);
321 if (i==-1) { 322 if (i==-1) {
322 remove_friendly_object(op->contr->ranges[range_golem]); 323 remove_friendly_object(op->contr->ranges[range_golem]);
323 free_object(op->contr->ranges[range_golem]); 324 free_object(op->contr->ranges[range_golem]);
324 op->contr->ranges[range_golem]=NULL; 325 op->contr->ranges[range_golem]=NULL;
325 op->contr->golem_count=0; 326 op->contr->golem_count=0;
326 } 327 }
327 else { 328 else {
328 object *tmp; 329 object *tmp;
329 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) { 330 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); 331 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); 332 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y);
332 tmp->map = newmap; 333 tmp->map = newmap;
333 } 334 }
334 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0); 335 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0);
335 op->contr->ranges[range_golem]->direction = 336 op->contr->ranges[range_golem]->direction =
336 find_dir_2(op->x - op->contr->ranges[range_golem]->x, 337 find_dir_2(op->x - op->contr->ranges[range_golem]->x,
337 op->y - op->contr->ranges[range_golem]->y); 338 op->y - op->contr->ranges[range_golem]->y);
338 } 339 }
339 } 340 }
340 op->direction=0; 341 op->direction=0;
341 342
342 /* since the players map is already loaded, we don't need to worry 343 /* since the players map is already loaded, we don't need to worry
343 * about pending objects. 344 * about pending objects.
352 if (oldmap) /* adjust old map */ 353 if (oldmap) /* adjust old map */
353 { 354 {
354 oldmap->players--; 355 oldmap->players--;
355 356
356 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */ 357 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
357 set_map_timeout(oldmap); 358 set_map_timeout(oldmap);
358 } 359 }
359 } 360 }
360 swap_below_max (newmap->path); 361 swap_below_max (newmap->path);
361
362 if( op->type == PLAYER)
363 MapNewmapCmd( op->contr);
364} 362}
365 363
366void set_map_timeout(mapstruct *oldmap) 364void set_map_timeout(mapstruct *oldmap)
367{ 365{
368#if MAP_MAXTIMEOUT 366#if MAP_MAXTIMEOUT
370 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is 368 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
371 * lower than the min value. 369 * lower than the min value.
372 */ 370 */
373#if MAP_MINTIMEOUT 371#if MAP_MINTIMEOUT
374 if (oldmap->timeout < MAP_MINTIMEOUT) { 372 if (oldmap->timeout < MAP_MINTIMEOUT) {
375 oldmap->timeout = MAP_MINTIMEOUT; 373 oldmap->timeout = MAP_MINTIMEOUT;
376 } 374 }
377#endif 375#endif
378 if (oldmap->timeout > MAP_MAXTIMEOUT) { 376 if (oldmap->timeout > MAP_MAXTIMEOUT) {
379 oldmap->timeout = MAP_MAXTIMEOUT; 377 oldmap->timeout = MAP_MAXTIMEOUT;
380 } 378 }
381#else 379#else
382 /* save out the map */ 380 /* save out the map */
383 swap_map(oldmap); 381 swap_map(oldmap);
384#endif /* MAP_MAXTIMEOUT */ 382#endif /* MAP_MAXTIMEOUT */
393 static char newpath[MAX_BUF],*cp; 391 static char newpath[MAX_BUF],*cp;
394 392
395 strncpy(newpath, file, MAX_BUF-1); 393 strncpy(newpath, file, MAX_BUF-1);
396 newpath[MAX_BUF-1]='\0'; 394 newpath[MAX_BUF-1]='\0';
397 for (cp=newpath; *cp!='\0'; cp++) { 395 for (cp=newpath; *cp!='\0'; cp++) {
398 if (*cp=='/') *cp='_'; 396 if (*cp=='/') *cp='_';
399 } 397 }
400 return newpath; 398 return newpath;
401} 399}
402 400
403 401
412{ 410{
413 static char newpath[MAX_BUF],*cp; 411 static char newpath[MAX_BUF],*cp;
414 412
415 cp=strrchr(src, '/'); 413 cp=strrchr(src, '/');
416 if (cp) 414 if (cp)
417 strncpy(newpath, cp+1, MAX_BUF-1); 415 strncpy(newpath, cp+1, MAX_BUF-1);
418 else 416 else
419 strncpy(newpath, src, MAX_BUF-1); 417 strncpy(newpath, src, MAX_BUF-1);
420 newpath[MAX_BUF-1]='\0'; 418 newpath[MAX_BUF-1]='\0';
421 419
422 for (cp=newpath; *cp!='\0'; cp++) { 420 for (cp=newpath; *cp!='\0'; cp++) {
423 if (*cp=='_') *cp='/'; 421 if (*cp=='_') *cp='/';
424 } 422 }
425 return newpath; 423 return newpath;
426} 424}
427 425
428 426
450 * as where the player is. Otherwise, use the origin map. 448 * as where the player is. Otherwise, use the origin map.
451 * Take the last component (after the last slash) to give 449 * Take the last component (after the last slash) to give
452 * shorter names without bogus slashes. 450 * shorter names without bogus slashes.
453 */ 451 */
454 if (rp.final_map[0]) { 452 if (rp.final_map[0]) {
455 cp = strrchr(rp.final_map, '/'); 453 cp = strrchr(rp.final_map, '/');
456 if (!cp) cp = rp.final_map; 454 if (!cp) cp = rp.final_map;
457 } else { 455 } else {
458 char buf[HUGE_BUF]; 456 char buf[HUGE_BUF];
459 457
460 cp = strrchr(rp.origin_map, '/'); 458 cp = strrchr(rp.origin_map, '/');
461 if (!cp) cp = rp.origin_map; 459 if (!cp) cp = rp.origin_map;
462 /* Need to strip of any trailing digits, if it has them */ 460 /* Need to strip of any trailing digits, if it has them */
463 strcpy(buf, cp); 461 strcpy(buf, cp);
464 while (isdigit(buf[strlen(buf) - 1])) 462 while (isdigit(buf[strlen(buf) - 1]))
465 buf[strlen(buf) - 1] = 0; 463 buf[strlen(buf) - 1] = 0;
466 cp = buf; 464 cp = buf;
467 } 465 }
468 466
469 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++); 467 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
470 468
471 /* now to generate the actual map. */ 469 /* now to generate the actual map. */
476 * exit in a unique map leading to a random map will not work properly. 474 * exit in a unique map leading to a random map will not work properly.
477 * It also means that if the created random map gets reset before 475 * It also means that if the created random map gets reset before
478 * the exit leading to it, that the exit will no longer work. 476 * the exit leading to it, that the exit will no longer work.
479 */ 477 */
480 if(new_map) { 478 if(new_map) {
481 int x, y; 479 int x, y;
482 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); 480 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
483 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); 481 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
484 EXIT_PATH(exit_ob) = add_string(newmap_name); 482 EXIT_PATH(exit_ob) = newmap_name;
485 strcpy(new_map->path, newmap_name); 483 strcpy(new_map->path, newmap_name);
486 enter_map(pl, new_map, x, y); 484 enter_map(pl, new_map, x, y);
487 } 485 }
488} 486}
489 487
490/* The player is trying to enter a non-randomly generated template map. In this 488/* The player is trying to enter a non-randomly generated template map. In this
491 * case, use a map file for a template 489 * case, use a map file for a template
502 * to generate the map from. 500 * to generate the map from.
503 */ 501 */
504 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2); 502 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
505 sourcemap = strchr(exitpath, '!'); 503 sourcemap = strchr(exitpath, '!');
506 if (!sourcemap) { 504 if (!sourcemap) {
507 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name); 505 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
508 /* Should only occur when no source map is set. 506 /* Should only occur when no source map is set.
509 */ 507 */
510 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n", 508 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
511 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 509 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
512 return; 510 return;
513 } 511 }
514 *sourcemap++ = '\0'; 512 *sourcemap++ = '\0';
515 513
516 /* If we are not coming from a template map, we can use relative directories 514 /* If we are not coming from a template map, we can use relative directories
554 if (new_map) { 552 if (new_map) {
555 /* set the path of the map to where it should be 553 /* set the path of the map to where it should be
556 * so we don't just save over the source map. 554 * so we don't just save over the source map.
557 */ 555 */
558 strcpy(new_map->path, new_map_name); 556 strcpy(new_map->path, new_map_name);
559 new_map->templatemap = 1; 557 new_map->templatemap = 1;
560 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob)); 558 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
561 } else { 559 } else {
562 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name); 560 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
563 /* Should only occur when an invalid source map is set. 561 /* Should only occur when an invalid source map is set.
564 */ 562 */
565 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n", 563 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
566 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 564 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
567 } 565 }
568} 566}
569 567
570 568
571/* The player is trying to enter a randomly generated template map. In this 569/* The player is trying to enter a randomly generated template map. In this
601 new_map_name = create_template_pathname(resultname); 599 new_map_name = create_template_pathname(resultname);
602 } 600 }
603 601
604 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE); 602 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
605 if (!new_map) { 603 if (!new_map) {
606 memset(&rp, 0, sizeof(RMParms)); 604 memset(&rp, 0, sizeof(RMParms));
607 rp.Xsize=-1; 605 rp.Xsize=-1;
608 rp.Ysize=-1; 606 rp.Ysize=-1;
609 rp.region=get_region_by_map(exit_ob->map); 607 rp.region=get_region_by_map(exit_ob->map);
610 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg); 608 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
611 rp.origin_x = exit_ob->x; 609 rp.origin_x = exit_ob->x;
612 rp.origin_y = exit_ob->y; 610 rp.origin_y = exit_ob->y;
613 strcpy(rp.origin_map, pl->map->path); 611 strcpy(rp.origin_map, pl->map->path);
614 612
615 /* now to generate the actual map. */ 613 /* now to generate the actual map. */
616 new_map=generate_random_map(new_map_name,&rp); 614 new_map=generate_random_map(new_map_name,&rp);
617 } 615 }
618 616
619 617
620 /* Update the exit_ob so it now points directly at the newly created 618 /* Update the exit_ob so it now points directly at the newly created
621 * random maps. Not that it is likely to happen, but it does mean that a 619 * random maps. Not that it is likely to happen, but it does mean that a
622 * exit in a unique map leading to a random map will not work properly. 620 * exit in a unique map leading to a random map will not work properly.
623 * It also means that if the created random map gets reset before 621 * It also means that if the created random map gets reset before
624 * the exit leading to it, that the exit will no longer work. 622 * the exit leading to it, that the exit will no longer work.
625 */ 623 */
626 if(new_map) { 624 if(new_map) {
627 int x, y; 625 int x, y;
628 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); 626 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
629 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); 627 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
630 new_map->templatemap = 1; 628 new_map->templatemap = 1;
631 enter_map(pl, new_map, x, y); 629 enter_map(pl, new_map, x, y);
632 } 630 }
633} 631}
634 632
635 633
636/* Code to enter/detect a character entering a unique map. 634/* Code to enter/detect a character entering a unique map.
639{ 637{
640 char apartment[HUGE_BUF]; 638 char apartment[HUGE_BUF];
641 mapstruct *newmap; 639 mapstruct *newmap;
642 640
643 if (EXIT_PATH(exit_ob)[0]=='/') { 641 if (EXIT_PATH(exit_ob)[0]=='/') {
644 sprintf(apartment, "%s/%s/%s/%s", settings.localdir, 642 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
645 settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob))); 643 settings.playerdir, &op->name, clean_path(EXIT_PATH(exit_ob)));
646 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 644 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
647 if (!newmap) { 645 if (!newmap) {
648 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE); 646 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
649 if (newmap) fix_auto_apply(newmap); 647 if (newmap) fix_auto_apply(newmap);
650 } 648 }
651 } else { /* relative directory */ 649 } else { /* relative directory */
652 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp; 650 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
653 651
654 if (exit_ob->map->unique) { 652 if (exit_ob->map->unique) {
655 653
656 strcpy(reldir, unclean_path(exit_ob->map->path)); 654 strcpy(reldir, unclean_path(exit_ob->map->path));
657 655
658 /* Need to copy this over, as clean_path only has one static return buffer */ 656 /* Need to copy this over, as clean_path only has one static return buffer */
659 strcpy(tmpc, clean_path(reldir)); 657 strcpy(tmpc, clean_path(reldir));
660 /* Remove final component, if any */ 658 /* Remove final component, if any */
661 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0; 659 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
662 660
663 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir, 661 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
664 settings.playerdir, op->name, tmpc, 662 settings.playerdir, &op->name, tmpc,
665 clean_path(EXIT_PATH(exit_ob))); 663 clean_path(EXIT_PATH(exit_ob)));
666 664
667 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 665 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
668 if (!newmap) { 666 if (!newmap) {
669 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE); 667 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
670 if (newmap) fix_auto_apply(newmap); 668 if (newmap) fix_auto_apply(newmap);
671 } 669 }
672 } 670 }
673 else { 671 else {
674 /* The exit is unique, but the map we are coming from is not unique. So 672 /* The exit is unique, but the map we are coming from is not unique. So
675 * use the basic logic - don't need to demangle the path name 673 * use the basic logic - don't need to demangle the path name
676 */ 674 */
677 sprintf(apartment, "%s/%s/%s/%s", settings.localdir, 675 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
678 settings.playerdir, op->name, 676 settings.playerdir, &op->name,
679 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)))); 677 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
680 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 678 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
681 if (!newmap) { 679 if (!newmap) {
682 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0); 680 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
683 if (newmap) fix_auto_apply(newmap); 681 if (newmap) fix_auto_apply(newmap);
684 } 682 }
685 } 683 }
686 } 684 }
687 685
688 if (newmap) { 686 if (newmap) {
689 strcpy(newmap->path, apartment); 687 strcpy(newmap->path, apartment);
690 newmap->unique = 1; 688 newmap->unique = 1;
691 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob)); 689 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
692 } else { 690 } else {
693 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); 691 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
694 /* Perhaps not critical, but I would think that the unique maps 692 /* Perhaps not critical, but I would think that the unique maps
695 * should be new enough this does not happen. This also creates 693 * should be new enough this does not happen. This also creates
696 * a strange situation where some players could perhaps have visited 694 * a strange situation where some players could perhaps have visited
697 * such a map before it was removed, so they have the private 695 * such a map before it was removed, so they have the private
698 * map, but other players can't get it anymore. 696 * map, but other players can't get it anymore.
699 */ 697 */
700 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n", 698 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
701 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 699 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
702 } 700 }
703 701
704} 702}
705 703
706 704
707/* Tries to move 'op' to exit_ob. op is the character or monster that is 705/* Tries to move 'op' to exit_ob. op is the character or monster that is
708 * using the exit, where exit_ob is the exit object (boat, door, teleporter, 706 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
720 * exits, but right now a lot of the code looks at op->contr, 718 * exits, but right now a lot of the code looks at op->contr,
721 * so thta is an RFE. 719 * so thta is an RFE.
722 */ 720 */
723 if (op->type != PLAYER) return; 721 if (op->type != PLAYER) return;
724 722
725 /* Need to remove player from transport */
726 if (op->contr->transport) apply_transport(op, op->contr->transport, AP_UNAPPLY);
727
728 /* First, lets figure out what map the player is going to go to */ 723 /* First, lets figure out what map the player is going to go to */
729 if (exit_ob){ 724 if (exit_ob){
730 725
731 /* check to see if we make a template map */ 726 /* check to see if we make a template map */
732 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') { 727 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
733 if (EXIT_PATH(exit_ob)[2]=='!') { 728 if (EXIT_PATH(exit_ob)[2]=='!') {
734 /* generate a template map randomly */ 729 /* generate a template map randomly */
735 enter_random_template_map(op, exit_ob); 730 enter_random_template_map(op, exit_ob);
736 } else { 731 } else {
737 /* generate a template map from a fixed template */ 732 /* generate a template map from a fixed template */
738 enter_fixed_template_map(op, exit_ob); 733 enter_fixed_template_map(op, exit_ob);
739 } 734 }
740 } 735 }
741 /* check to see if we make a randomly generated map */ 736 /* check to see if we make a randomly generated map */
742 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') { 737 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
743 enter_random_map(op, exit_ob); 738 enter_random_map(op, exit_ob);
744 } 739 }
745 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) { 740 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
746 enter_unique_map(op, exit_ob); 741 enter_unique_map(op, exit_ob);
747 } else { 742 } else {
748 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob); 743 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
749 /* 'Normal' exits that do not do anything special 744 /* 'Normal' exits that do not do anything special
750 * Simple enough we don't need another routine for it. 745 * Simple enough we don't need another routine for it.
751 */ 746 */
752 mapstruct *newmap; 747 mapstruct *newmap;
753 if (exit_ob->map) { 748 if (exit_ob->map) {
754 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0); 749 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
755 /* Random map was previously generated, but is no longer about. Lets generate a new 750 /* Random map was previously generated, but is no longer about. Lets generate a new
756 * map. 751 * map.
757 */ 752 */
758 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) { 753 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
759 /* Maps that go down have a message set. However, maps that go 754 /* Maps that go down have a message set. However, maps that go
760 * up, don't. If the going home has reset, there isn't much 755 * up, don't. If the going home has reset, there isn't much
761 * point generating a random map, because it won't match the maps. 756 * point generating a random map, because it won't match the maps.
762 */ 757 */
763 if (exit_ob->msg) { 758 if (exit_ob->msg) {
764 enter_random_map(op, exit_ob); 759 enter_random_map(op, exit_ob);
765 } else { 760 } else {
766 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); 761 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
767 return; 762 return;
768 } 763 }
769 764
770 /* For exits that cause damages (like pits). Don't know if any 765 /* For exits that cause damages (like pits). Don't know if any
771 * random maps use this or not. 766 * random maps use this or not.
772 */ 767 */
773 if(exit_ob->stats.dam && op->type==PLAYER) 768 if(exit_ob->stats.dam && op->type==PLAYER)
774 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1); 769 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
775 return; 770 return;
776 } 771 }
777 } else { 772 } else {
778 /* For word of recall and other force objects 773 /* For word of recall and other force objects
779 * They contain the full pathname of the map to go back to, 774 * They contain the full pathname of the map to go back to,
780 * so we don't need to normalize it. 775 * so we don't need to normalize it.
781 * But we do need to see if it is unique or not 776 * But we do need to see if it is unique or not
782 */ 777 */
783 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir))) 778 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
784 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE); 779 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
785 else 780 else
786 newmap = ready_map_name(EXIT_PATH(exit_ob), 0); 781 newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
787 } 782 }
788 if (!newmap) 783 if (!newmap)
789 { 784 {
790 if (exit_ob->name) 785 if (exit_ob->name)
791 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); 786 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
792 /* don't cry to momma if name is not set - as in tmp objects 787 /* don't cry to momma if name is not set - as in tmp objects
793 * used by the savebed code and character creation */ 788 * used by the savebed code and character creation */
794 return; 789 return;
795 } 790 }
796 791
797 /* This supports the old behaviour, but it really should not be used. 792 /* This supports the old behaviour, but it really should not be used.
798 * I will note for example that with this method, it is impossible to 793 * I will note for example that with this method, it is impossible to
799 * set 0,0 destination coordinates. Really, if we want to support 794 * set 0,0 destination coordinates. Really, if we want to support
800 * using the new maps default coordinates, the exit ob should use 795 * using the new maps default coordinates, the exit ob should use
801 * something like -1, -1 so it is clear to do that. 796 * something like -1, -1 so it is clear to do that.
802 */ 797 */
803 if (x==0 && y==0) { 798 if (x==0 && y==0) {
804 x=MAP_ENTER_X(newmap); 799 x=MAP_ENTER_X(newmap);
805 y=MAP_ENTER_Y(newmap); 800 y=MAP_ENTER_Y(newmap);
806 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n", 801 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
807 exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y, 802 &exit_ob->name, exit_ob->x, exit_ob->y,
808 exit_ob->map?exit_ob->map->path:"(none)"); 803 exit_ob->map ? exit_ob->map->path : "<nil>");
809 } 804 }
810 805
811 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */ 806 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
812 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) { 807 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
813 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */ 808 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
814 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) { 809 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
825 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n", 820 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
826 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y, 821 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
827 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */ 822 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
828 } 823 }
829 824
830 enter_map(op, newmap, x, y); 825 enter_map(op, newmap, x, y);
831 } 826 }
832 /* For exits that cause damages (like pits) */ 827 /* For exits that cause damages (like pits) */
833 if(exit_ob->stats.dam && op->type==PLAYER) 828 if(exit_ob->stats.dam && op->type==PLAYER)
834 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1); 829 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
835 } else { 830 } else {
836 int flags = 0; 831 int flags = 0;
837 mapstruct *newmap; 832 mapstruct *newmap;
838 833
839 834
840 /* Hypothetically, I guess its possible that a standard map matches 835 /* Hypothetically, I guess its possible that a standard map matches
841 * the localdir, but that seems pretty unlikely - unlikely enough that 836 * the localdir, but that seems pretty unlikely - unlikely enough that
842 * I'm not going to attempt to try to deal with that possibility. 837 * I'm not going to attempt to try to deal with that possibility.
843 * We use the fact that when a player saves on a unique map, it prepends 838 * We use the fact that when a player saves on a unique map, it prepends
844 * the localdir to that name. So its an easy way to see of the map is 839 * the localdir to that name. So its an easy way to see of the map is
845 * unique or not. 840 * unique or not.
846 */ 841 */
847 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir))) 842 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
848 flags = MAP_PLAYER_UNIQUE; 843 flags = MAP_PLAYER_UNIQUE;
849 844
850 /* newmap returns the map (if already loaded), or loads it for 845 /* newmap returns the map (if already loaded), or loads it for
851 * us. 846 * us.
852 */ 847 */
853 newmap = ready_map_name(op->contr->maplevel, flags); 848 newmap = ready_map_name(op->contr->maplevel, flags);
854 if (!newmap) 849 if (!newmap)
855 { 850 {
856 LOG(llevError, 851 LOG(llevError,
857 "enter_exit: Pathname to map does not exist! (%s)\n", 852 "enter_exit: Pathname to map does not exist! (%s)\n",
858 op->contr->maplevel); 853 op->contr->maplevel);
859 newmap = ready_map_name(settings.emergency_mapname, 0); 854 newmap = ready_map_name(settings.emergency_mapname, 0);
860 op->x = settings.emergency_x; 855 op->x = settings.emergency_x;
861 op->y = settings.emergency_y; 856 op->y = settings.emergency_y;
862 /* If we can't load the emergency map, something is probably really 857 /* If we can't load the emergency map, something is probably really
863 * screwed up, so bail out now. 858 * screwed up, so bail out now.
864 */ 859 */
865 if (!newmap) { 860 if (!newmap) {
866 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n"); 861 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
867 abort(); 862 abort();
868 } 863 }
869 } 864 }
870 enter_map(op, newmap, op->x, op->y); 865 enter_map(op, newmap, op->x, op->y);
871 } 866 }
872} 867}
873 868
874/* 869/*
875 * process_active_maps(): Works like process_events(), but it only 870 * process_active_maps(): Works like process_events(), but it only
876 * processes maps which a player is on. 871 * processes maps which a player is on.
877 * It will check that it isn't called too often, and abort
878 * if time since last call is less than MAX_TIME.
879 * 872 *
880 */ 873 */
881 874
875#if 0 // dead code, schmorp
882void process_active_maps(void) { 876void process_active_maps ()
883 mapstruct *map; 877{
884
885
886 /*
887 * If enough time has elapsed, do some work.
888 */
889 if(enough_elapsed_time()) {
890 for(map=first_map;map!=NULL;map=map->next) { 878 for (mapstruct *map = first_map; map != NULL; map = map->next)
891 if(map->in_memory == MAP_IN_MEMORY) { 879 if (map->in_memory == MAP_IN_MEMORY)
892 if(players_on_map(map,TRUE)) 880 if (players_on_map (map, TRUE))
893 process_events(map); 881 process_events (map);
894 }
895 }
896 }
897} 882}
883#endif
898 884
899/* process_players1 and process_players2 do all the player related stuff. 885/* process_players1 and process_players2 do all the player related stuff.
900 * I moved it out of process events and process_map. This was to some 886 * I moved it out of process events and process_map. This was to some
901 * extent for debugging as well as to get a better idea of the time used 887 * extent for debugging as well as to get a better idea of the time used
902 * by the various functions. process_players1() does the processing before 888 * by the various functions. process_players1() does the processing before
909 int flag; 895 int flag;
910 player *pl,*plnext; 896 player *pl,*plnext;
911 897
912 /* Basically, we keep looping until all the players have done their actions. */ 898 /* Basically, we keep looping until all the players have done their actions. */
913 for(flag=1;flag!=0;) { 899 for(flag=1;flag!=0;) {
914 flag=0; 900 flag=0;
915 for(pl=first_player;pl!=NULL;pl=plnext) { 901 for(pl=first_player;pl!=NULL;pl=plnext) {
916 plnext=pl->next; /* In case a player exits the game in handle_player() */ 902 plnext=pl->next; /* In case a player exits the game in handle_player() */
917 903
918 if (pl->ob == NULL) continue; 904 if (pl->ob == NULL) continue;
919 905
920 if (map!=NULL && pl->ob->map!=map) continue; 906 if (map!=NULL && pl->ob->map!=map) continue;
921 907
922 if(pl->ob->speed_left>0) { 908 if(pl->ob->speed_left>0) {
923 if (handle_newcs_player(pl->ob)) 909 if (handle_newcs_player(pl->ob))
924 flag=1; 910 flag=1;
925 } /* end if player has speed left */ 911 } /* end if player has speed left */
926 912
927 /* If the player is not actively playing, don't make a 913 /* If the player is not actively playing, don't make a
928 * backup save - nothing to save anyway. Plus, the 914 * backup save - nothing to save anyway. Plus, the
929 * map may not longer be valid. This can happen when the 915 * map may not longer be valid. This can happen when the
930 * player quits - they exist for purposes of tracking on the map, 916 * player quits - they exist for purposes of tracking on the map,
931 * but don't actually reside on any actual map. 917 * but don't actually reside on any actual map.
932 */ 918 */
933 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue; 919 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
934 920
935#ifdef AUTOSAVE 921#ifdef AUTOSAVE
936 /* check for ST_PLAYING state so that we don't try to save off when 922 /* check for ST_PLAYING state so that we don't try to save off when
937 * the player is logging in. 923 * the player is logging in.
938 */ 924 */
939 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) { 925 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
940 /* Don't save the player on unholy ground. Instead, increase the 926 /* Don't save the player on unholy ground. Instead, increase the
941 * tick time so it will be about 10 seconds before we try and save 927 * tick time so it will be about 10 seconds before we try and save
942 * again. 928 * again.
943 */ 929 */
944// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { 930// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
945// pl->last_save_tick += 100; 931// pl->last_save_tick += 100;
946// } else { 932// } else {
947 save_player(pl->ob,1); 933 save_player(pl->ob,1);
948 pl->last_save_tick = pticks; 934 pl->last_save_tick = pticks;
949// } 935// }
950 } 936 }
951#endif 937#endif
952 } /* end of for loop for all the players */ 938 } /* end of for loop for all the players */
953 } /* for flag */ 939 } /* for flag */
954 for(pl=first_player;pl!=NULL;pl=pl->next) { 940 for(pl=first_player;pl!=NULL;pl=pl->next) {
955 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) 941 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map))
956 continue; 942 continue;
957 if (settings.casting_time == TRUE) { 943 if (settings.casting_time == TRUE) {
958 if (pl->ob->casting_time > 0){ 944 if (pl->ob->casting_time > 0){
959 pl->ob->casting_time--; 945 pl->ob->casting_time--;
960 pl->ob->start_holding = 1; 946 pl->ob->start_holding = 1;
961 } 947 }
962 /* set spell_state so we can update the range in stats field */ 948 /* set spell_state so we can update the range in stats field */
963 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){ 949 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
964 pl->ob->start_holding = 0; 950 pl->ob->start_holding = 0;
965 } 951 }
966 } 952 }
967 do_some_living(pl->ob); 953 do_some_living(pl->ob);
968/* draw(pl->ob);*/ /* updated in socket code */ 954/* draw(pl->ob);*/ /* updated in socket code */
969 } 955 }
970} 956}
971 957
972void process_players2(mapstruct *map) 958void process_players2(mapstruct *map)
973{ 959{
974 player *pl; 960 player *pl;
975 961
976 /* Then check if any players should use weapon-speed instead of speed */ 962 /* Then check if any players should use weapon-speed instead of speed */
977 for(pl=first_player;pl!=NULL;pl=pl->next) { 963 for(pl=first_player;pl!=NULL;pl=pl->next) {
978 if (map!=NULL) { 964 if (map!=NULL) {
979 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED)) 965 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
980 continue; 966 continue;
981 else if(pl->loading != NULL) /* Player is blocked */ 967 else if(pl->loading != NULL) /* Player is blocked */
982 pl->ob->speed_left -= pl->ob->speed; 968 pl->ob->speed_left -= pl->ob->speed;
983 if (pl->ob->map!=map) continue; 969 if (pl->ob->map!=map) continue;
984 } 970 }
985 971
986 /* The code that did weapon_sp handling here was out of place - 972 /* The code that did weapon_sp handling here was out of place -
987 * this isn't called until after the player has finished there 973 * this isn't called until after the player has finished there
988 * actions, and is thus out of place. All we do here is bounds 974 * actions, and is thus out of place. All we do here is bounds
989 * checking. 975 * checking.
990 */ 976 */
991 if (pl->has_hit) { 977 if (pl->has_hit) {
992 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp; 978 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
993 979
994 /* This needs to be here - if the player is running, we need to 980 /* This needs to be here - if the player is running, we need to
995 * clear this each tick, but new commands are not being received 981 * clear this each tick, but new commands are not being received
996 * so execute_newserver_command() is never called 982 * so execute_newserver_command() is never called
997 */ 983 */
998 pl->has_hit=0; 984 pl->has_hit=0;
999 985
1000 } else if (pl->ob->speed_left>pl->ob->speed) 986 } else if (pl->ob->speed_left>pl->ob->speed)
1001 pl->ob->speed_left = pl->ob->speed; 987 pl->ob->speed_left = pl->ob->speed;
1002 } 988 }
1003} 989}
1004 990
1005#define SPEED_DEBUG 991#define SPEED_DEBUG
1006 992
1016 memset(&marker, 0, sizeof(object)); 1002 memset(&marker, 0, sizeof(object));
1017 /* Put marker object at beginning of active list */ 1003 /* Put marker object at beginning of active list */
1018 marker.active_next = active_objects; 1004 marker.active_next = active_objects;
1019 1005
1020 if (marker.active_next) 1006 if (marker.active_next)
1021 marker.active_next->active_prev = &marker; 1007 marker.active_next->active_prev = &marker;
1022 marker.active_prev = NULL; 1008 marker.active_prev = NULL;
1023 active_objects = &marker; 1009 active_objects = &marker;
1024 1010
1025 while (marker.active_next) { 1011 while (marker.active_next) {
1026 op = marker.active_next; 1012 op = marker.active_next;
1027 tag = op->count; 1013 tag = op->count;
1028 1014
1029 /* Move marker forward - swap op and marker */ 1015 /* Move marker forward - swap op and marker */
1030 op->active_prev = marker.active_prev; 1016 op->active_prev = marker.active_prev;
1031 1017
1032 if (op->active_prev) 1018 if (op->active_prev)
1033 op->active_prev->active_next = op; 1019 op->active_prev->active_next = op;
1034 else 1020 else
1035 active_objects = op; 1021 active_objects = op;
1036 1022
1037 marker.active_next = op->active_next; 1023 marker.active_next = op->active_next;
1038 1024
1039 if (marker.active_next) 1025 if (marker.active_next)
1040 marker.active_next->active_prev = &marker; 1026 marker.active_next->active_prev = &marker;
1041 marker.active_prev = op; 1027 marker.active_prev = op;
1042 op->active_next = &marker; 1028 op->active_next = &marker;
1043 1029
1044 /* Now process op */ 1030 /* Now process op */
1045 if (QUERY_FLAG (op, FLAG_FREED)) { 1031 if (QUERY_FLAG (op, FLAG_FREED)) {
1046 LOG (llevError, "BUG: process_events(): Free object on list\n"); 1032 LOG (llevError, "BUG: process_events(): Free object on list\n");
1047 op->speed = 0; 1033 op->speed = 0;
1048 update_ob_speed (op); 1034 update_ob_speed (op);
1049 continue; 1035 continue;
1050 } 1036 }
1051 1037
1052 /* I've seen occasional crashes due to this - the object is removed, 1038 /* I've seen occasional crashes due to this - the object is removed,
1053 * and thus the map it points to (last map it was on) may be bogus 1039 * and thus the map it points to (last map it was on) may be bogus
1054 * The real bug is to try to find out the cause of this - someone 1040 * The real bug is to try to find out the cause of this - someone
1055 * is probably calling remove_ob without either an insert_ob or 1041 * is probably calling remove_ob without either an insert_ob or
1056 * free_object afterwards, leaving an object dangling. But I'd 1042 * free_object afterwards, leaving an object dangling. But I'd
1057 * rather log this and continue on instead of crashing. 1043 * rather log this and continue on instead of crashing.
1058 * Don't remove players - when a player quits, the object is in 1044 * Don't remove players - when a player quits, the object is in
1059 * sort of a limbo, of removed, but something we want to keep 1045 * sort of a limbo, of removed, but something we want to keep
1060 * around. 1046 * around.
1061 */ 1047 */
1062 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && 1048 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1063 op->map && op->map->in_memory != MAP_IN_MEMORY) { 1049 op->map && op->map->in_memory != MAP_IN_MEMORY) {
1064 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 1050 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1065 dump_object(op); 1051 dump_object(op);
1066 LOG(llevError, errmsg); 1052 LOG(llevError, errmsg);
1067 free_object(op); 1053 free_object(op);
1068 continue; 1054 continue;
1069 } 1055 }
1070 1056
1071 if ( ! op->speed) { 1057 if ( ! op->speed) {
1072 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 1058 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1073 "but is on active list\n", op->arch->name); 1059 "but is on active list\n", &op->arch->name);
1074 update_ob_speed (op); 1060 update_ob_speed (op);
1075 continue; 1061 continue;
1076 } 1062 }
1077 1063
1078 if (op->map == NULL && op->env == NULL && op->name && 1064 if (op->map == NULL && op->env == NULL && op->name &&
1079 op->type != MAP && map == NULL) { 1065 op->type != MAP && map == NULL) {
1080 LOG (llevError, "BUG: process_events(): Object without map or " 1066 LOG (llevError, "BUG: process_events(): Object without map or "
1081 "inventory is on active list: %s (%d)\n", 1067 "inventory is on active list: %s (%d)\n",
1082 op->name, op->count); 1068 &op->name, op->count);
1083 op->speed = 0; 1069 op->speed = 0;
1084 update_ob_speed (op); 1070 update_ob_speed (op);
1085 continue; 1071 continue;
1086 } 1072 }
1087 1073
1088 if (map != NULL && op->map != map) 1074 if (map != NULL && op->map != map)
1089 continue; 1075 continue;
1090 1076
1091 /* Animate the object. Bug of feature that andim_speed 1077 /* Animate the object. Bug of feature that andim_speed
1092 * is based on ticks, and not the creatures speed? 1078 * is based on ticks, and not the creatures speed?
1093 */ 1079 */
1094 if (op->anim_speed && op->last_anim >= op->anim_speed) 1080 if (op->anim_speed && op->last_anim >= op->anim_speed)
1095 { 1081 {
1096 if ((op->type==PLAYER)||(op->type==MONSTER)) 1082 if ((op->type==PLAYER)||(op->type==MONSTER))
1097 animate_object(op, op->facing); 1083 animate_object(op, op->facing);
1098 else 1084 else
1101 op->last_anim = 1; 1087 op->last_anim = 1;
1102 } 1088 }
1103 else 1089 else
1104 op->last_anim++; 1090 op->last_anim++;
1105 1091
1106 if (op->speed_left > 0) { 1092 if (op->speed_left > 0) {
1107#if 0 1093#if 0
1108 /* I've seen occasional crashes in move_symptom() with it 1094 /* I've seen occasional crashes in move_symptom() with it
1109 * crashing because op is removed - add some debugging to 1095 * crashing because op is removed - add some debugging to
1110 * track if it is removed at this point. 1096 * track if it is removed at this point.
1111 * This unfortunately is a bit too verbose it seems - not sure 1097 * This unfortunately is a bit too verbose it seems - not sure
1112 * why - I think what happens is a map is freed or something and 1098 * why - I think what happens is a map is freed or something and
1113 * some objects get 'lost' - removed never to be reclaimed. 1099 * some objects get 'lost' - removed never to be reclaimed.
1114 * removed objects generally shouldn't exist. 1100 * removed objects generally shouldn't exist.
1115 */ 1101 */
1116 if (QUERY_FLAG(op, FLAG_REMOVED)) { 1102 if (QUERY_FLAG(op, FLAG_REMOVED)) {
1117 LOG(llevDebug,"process_events: calling process_object with removed object %s\n", 1103 LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1118 op->name?op->name:"null"); 1104 op->name?op->name:"null");
1119 } 1105 }
1120#endif 1106#endif
1121 --op->speed_left; 1107 --op->speed_left;
1122 process_object (op); 1108 process_object (op);
1123 if (was_destroyed (op, tag)) 1109 if (was_destroyed (op, tag))
1124 continue; 1110 continue;
1125 } 1111 }
1126 if (settings.casting_time == TRUE && op->casting_time > 0) 1112 if (settings.casting_time == TRUE && op->casting_time > 0)
1127 op->casting_time--; 1113 op->casting_time--;
1128 if (op->speed_left <= 0) 1114 if (op->speed_left <= 0)
1129 op->speed_left += FABS (op->speed); 1115 op->speed_left += FABS (op->speed);
1130 } 1116 }
1131 1117
1132 /* Remove marker object from active list */ 1118 /* Remove marker object from active list */
1133 if (marker.active_prev != NULL) 1119 if (marker.active_prev != NULL)
1134 marker.active_prev->active_next = NULL; 1120 marker.active_prev->active_next = NULL;
1135 else 1121 else
1136 active_objects = NULL; 1122 active_objects = NULL;
1137 1123
1138 process_players2 (map); 1124 process_players2 (map);
1139} 1125}
1140 1126
1141void clean_tmp_files(void) { 1127void clean_tmp_files(void) {
1148 * just make a special function that only saves the unique items. 1134 * just make a special function that only saves the unique items.
1149 */ 1135 */
1150 for(m=first_map;m!=NULL;m=next) { 1136 for(m=first_map;m!=NULL;m=next) {
1151 next=m->next; 1137 next=m->next;
1152 if (m->in_memory == MAP_IN_MEMORY) { 1138 if (m->in_memory == MAP_IN_MEMORY) {
1153 /* If we want to reuse the temp maps, swap it out (note that will also 1139 /* If we want to reuse the temp maps, swap it out (note that will also
1154 * update the log file. Otherwise, save the map (mostly for unique item 1140 * update the log file. Otherwise, save the map (mostly for unique item
1155 * stuff). Note that the clean_tmp_map is called after the end of 1141 * stuff). Note that the clean_tmp_map is called after the end of
1156 * the for loop but is in the #else bracket. IF we are recycling the maps, 1142 * the for loop but is in the #else bracket. IF we are recycling the maps,
1157 * we certainly don't want the temp maps removed. 1143 * we certainly don't want the temp maps removed.
1158 */ 1144 */
1159 1145
1160 /* XXX The above comment is dead wrong */ 1146 /* XXX The above comment is dead wrong */
1161 if (settings.recycle_tmp_maps == TRUE) 1147 if (settings.recycle_tmp_maps == TRUE)
1162 swap_map(m); 1148 swap_map(m);
1163 else { 1149 else {
1164 new_save_map(m, 0); /* note we save here into a overlay map */ 1150 new_save_map(m, 0); /* note we save here into a overlay map */
1165 clean_tmp_map(m); 1151 clean_tmp_map(m);
1166 } 1152 }
1167 } 1153 }
1168 } 1154 }
1169 write_todclock(); /* lets just write the clock here */ 1155 write_todclock(); /* lets just write the clock here */
1170} 1156}
1171 1157
1193 exit(0); 1179 exit(0);
1194} 1180}
1195 1181
1196void leave(player *pl, int draw_exit) { 1182void leave(player *pl, int draw_exit) {
1197 if (pl != NULL) { 1183 if (pl != NULL) {
1198 /* We do this so that the socket handling routine can do the final 1184 /* We do this so that the socket handling routine can do the final
1199 * cleanup. We also leave that loop to actually handle the freeing 1185 * cleanup. We also leave that loop to actually handle the freeing
1200 * of the data. 1186 * of the data.
1201 */ 1187 */
1202 if (pl->ob->type != DEAD_OBJECT) 1188 if (pl->ob->type != DEAD_OBJECT)
1203 { 1189 {
1204 execute_global_event (EVENT_LOGOUT, pl, pl->socket.host);
1205 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host);
1206
1207 pl->socket.status = Ns_Dead; 1190 pl->socket.status = Ns_Dead;
1208 1191
1209 /* If a hidden dm dropped connection do not create 1192 /* If a hidden dm dropped connection do not create
1210 * inconsistencies by showing that they have left the game 1193 * inconsistencies by showing that they have left the game
1211 */ 1194 */
1212 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden) 1195 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden)
1213 && draw_exit 1196 && draw_exit
1214 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD)) 1197 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1215 { 1198 {
1199 if (pl->ob->map)
1200 {
1201 INVOKE_PLAYER (LOGOUT, pl);
1202 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1203 }
1204
1216 char buf[MAX_BUF]; 1205 char buf[MAX_BUF];
1217 sprintf (buf, "%s left the game.", pl->ob->name); 1206 sprintf (buf, "%s left the game.", &pl->ob->name);
1218 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf); 1207 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1219 } 1208 }
1220 1209
1221 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 1210 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1222 leave_map (pl->ob); 1211 leave_map (pl->ob);
1238 clock = time (NULL); 1227 clock = time (NULL);
1239 tm = (struct tm *) localtime (&clock); 1228 tm = (struct tm *) localtime (&clock);
1240 1229
1241 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); 1230 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1242 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL) 1231 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1243 return 0; 1232 return 0;
1244 1233
1245 while (fgets (buf, MAX_BUF, fp)) { 1234 while (fgets (buf, MAX_BUF, fp)) {
1246 if (buf[0]=='#') continue; 1235 if (buf[0]=='#') continue;
1247 if (!strncmp (buf, "msg", 3)) { 1236 if (!strncmp (buf, "msg", 3)) {
1248 if (forbit) 1237 if (forbit)
1249 while (fgets (buf, MAX_BUF, fp)) /* print message */ 1238 while (fgets (buf, MAX_BUF, fp)) /* print message */
1250 fputs (buf, logfile); 1239 fputs (buf, logfile);
1251 break; 1240 break;
1252 1241
1253 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) { 1242 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1254 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n"); 1243 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1255 continue; 1244 continue;
1256 } 1245 }
1257 1246
1258 for (i=0; i< 7; i++) { 1247 for (i=0; i< 7; i++) {
1259 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && 1248 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1260 (tm->tm_hour >= start) && (tm->tm_hour < stop)) 1249 (tm->tm_hour >= start) && (tm->tm_hour < stop))
1261 forbit = 1; 1250 forbit = 1;
1262 } 1251 }
1263 } 1252 }
1264 1253
1265 close_and_delete(fp, comp); 1254 close_and_delete(fp, comp);
1266 1255
1267 return forbit; 1256 return forbit;
1288 1277
1289void do_specials(void) { 1278void do_specials(void) {
1290 1279
1291#ifdef WATCHDOG 1280#ifdef WATCHDOG
1292 if (!(pticks % 503)) 1281 if (!(pticks % 503))
1293 watchdog(); 1282 watchdog();
1294#endif 1283#endif
1295 1284
1296 if (!(pticks % PTICKS_PER_CLOCK)) 1285 if (!(pticks % PTICKS_PER_CLOCK))
1297 tick_the_clock(); 1286 tick_the_clock();
1298 1287
1288 if (!(pticks % 7))
1289 shstr::gc ();
1290
1299 if (!(pticks % 509)) 1291 if (!(pticks % 79))
1300 flush_old_maps(); /* Clears the tmp-files of maps which have reset */ 1292 flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1301 1293
1302 if (!(pticks % 2503)) 1294 if (!(pticks % 2503))
1303 fix_weight(); /* Hack to fix weightproblems caused by bugs */ 1295 fix_weight(); /* Hack to fix weightproblems caused by bugs */
1304 1296
1305 if (!(pticks % 2521)) 1297 if (!(pticks % 2521))
1306 metaserver_update(); /* 2500 ticks is about 5 minutes */ 1298 metaserver_update(); /* 2500 ticks is about 5 minutes */
1307 1299
1308 if (!(pticks % 5003)) 1300 if (!(pticks % 5003))
1309 write_book_archive(); 1301 write_book_archive();
1310 1302
1311 if (!(pticks % 5009)) 1303 if (!(pticks % 5009))
1312 clean_friendly_list(); 1304 clean_friendly_list();
1313 1305
1314 if (!(pticks % 5011)) 1306 if (!(pticks % 5011))
1315 obsolete_parties(); 1307 obsolete_parties();
1316 1308
1317 if (!(pticks % 12503)) 1309 if (!(pticks % 12503))
1318 fix_luck(); 1310 fix_luck();
1319} 1311}
1320 1312
1321/* 1313void server_tick ()
1322 * sleep_delta checks how much time has elapsed since last tick.
1323 * If it is less than max_time, the remaining time is slept with select().
1324 */
1325
1326void
1327sleep_delta(void)
1328{ 1314{
1329 extern long max_time; 1315 nroferrors = 0;
1330 extern struct timeval last_time;
1331 extern long process_utime_long_count;
1332 extern void cfperl_sleep (double delta);
1333 1316
1334 struct timeval new_time; 1317 doeric_server();
1335 GETTIMEOFDAY (&new_time); 1318 INVOKE_GLOBAL (CLOCK);
1319 process_events(NULL); /* "do" something with objects with speed */
1320 flush_sockets();
1321 check_active_maps(); /* Removes unused maps after a certain timeout */
1322 do_specials(); /* Routines called from time to time. */
1336 1323
1337 long sleep_sec = last_time.tv_sec - new_time.tv_sec; 1324 ++pticks;
1338 long sleep_usec = max_time - (new_time.tv_usec - last_time.tv_usec);
1339
1340 /* This is very ugly, but probably the fastest for our use: */
1341 while (sleep_usec < 0) {
1342 sleep_usec += 1000000;
1343 sleep_sec -= 1;
1344 }
1345 while (sleep_usec > 1000000) {
1346 sleep_usec -= 1000000;
1347 sleep_sec += 1;
1348 }
1349
1350 log_time((new_time.tv_sec - last_time.tv_sec)*1000000
1351 + new_time.tv_usec - last_time.tv_usec);
1352
1353 /*
1354 * Set last_time to when we're expected to wake up:
1355 */
1356 last_time.tv_usec += max_time;
1357 while (last_time.tv_usec > 1000000) {
1358 last_time.tv_usec -= 1000000;
1359 last_time.tv_sec++;
1360 }
1361
1362 /*
1363 * Don't do too much catching up:
1364 * (Things can still get jerky on a slow/loaded computer)
1365 */
1366 if (last_time.tv_sec * 1000000 + last_time.tv_usec <
1367 new_time.tv_sec * 1000000 + new_time.tv_usec)
1368 {
1369 last_time.tv_sec = new_time.tv_sec;
1370 last_time.tv_usec = new_time.tv_usec;
1371 }
1372
1373 if (sleep_sec >= 0 && sleep_usec > 0)
1374 cfperl_sleep (sleep_sec + sleep_usec * 1e-6);
1375 else
1376 process_utime_long_count++;
1377} 1325}
1378 1326
1379int main(int argc, char **argv) 1327int main(int argc, char **argv)
1380{ 1328{
1381#ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */ 1329 undead_name = "undead"; // what weird misoptimisation is this again?
1382 _fmode = _O_BINARY ;
1383 bRunning = 1;
1384#endif
1385 1330
1386#ifdef DEBUG_MALLOC_LEVEL
1387 malloc_debug(DEBUG_MALLOC_LEVEL);
1388#endif
1389
1390 settings.argc=argc; 1331 settings.argc = argc;
1391 settings.argv=argv; 1332 settings.argv = argv;
1333
1334 cfperl_init ();
1335
1392 init(argc, argv); 1336 init (argc, argv);
1393 initPlugins(); /* GROS - Init the Plugins */ 1337
1394#ifdef WIN32 1338 cfperl_boot ();
1395 while ( bRunning ) 1339 initPlugins ();
1396 { 1340
1397#else
1398 for(;;) { 1341 for (;;)
1399#endif 1342 cfperl_main ();
1400 nroferrors = 0;
1401 1343
1402 doeric_server(); 1344 // unreached
1403 process_events(NULL); /* "do" something with objects with speed */
1404 cftimer_process_timers();/* Process the crossfire Timers */
1405 /* Lauwenmark : Here we handle the CLOCK global event */
1406 execute_global_event(EVENT_CLOCK);
1407 flush_sockets();
1408 check_active_maps(); /* Removes unused maps after a certain timeout */
1409 do_specials(); /* Routines called from time to time. */
1410
1411 sleep_delta(); /* Slepp proper amount of time before next tick */
1412 }
1413 emergency_save( 0 ); 1345 emergency_save (0);
1414 cleanup( ); 1346 cleanup ();
1347
1415 return 0; 1348 return 0;
1416} 1349}

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