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Comparing deliantra/server/server/main.C (file contents):
Revision 1.18 by root, Sun Sep 3 09:00:09 2006 UTC vs.
Revision 1.53 by root, Fri Dec 22 16:34:00 2006 UTC

1/*
2 * static char *rcsid_main_c =
3 * "$Id: main.C,v 1.18 2006/09/03 09:00:09 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <object.h> 25#include <object.h>
31#include <tod.h> 26#include <tod.h>
32 27
33#ifdef HAVE_DES_H 28#ifdef HAVE_DES_H
34#include <des.h> 29# include <des.h>
35#else 30#else
36# ifdef HAVE_CRYPT_H 31# ifdef HAVE_CRYPT_H
37# include <crypt.h> 32# include <crypt.h>
38# endif 33# endif
39#endif 34#endif
40 35
41#ifndef __CEXTRACT__
42#include <sproto.h> 36#include <sproto.h>
43#endif
44
45#ifdef HAVE_TIME_H
46#include <time.h> 37#include <time.h>
47#endif
48 38
49#include <../random_maps/random_map.h> 39#include <../random_maps/random_map.h>
50#include <../random_maps/rproto.h> 40#include <../random_maps/rproto.h>
51#include "path.h" 41#include "path.h"
52 42
53shstr undead_name;
54
55static char days[7][4] = { 43static char days[7][4] = {
56 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"}; 44 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
45};
57 46
47void
58void version(object *op) { 48version (object *op)
49{
59 if(op!=NULL) 50 if (op != NULL)
60 clear_win_info(op); 51 clear_win_info (op);
61 52
62 new_draw_info_format(NDI_UNIQUE, 0, op, "This is Crossfire v%s",VERSION); 53 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION);
63 54
64/* If in a socket, don't print out the list of authors. It confuses the 55/* If in a socket, don't print out the list of authors. It confuses the
65 * crossclient program. 56 * crossclient program.
66 */ 57 */
67 if (op==NULL) return; 58 if (op == NULL)
59 return;
68 new_draw_info(NDI_UNIQUE, 0,op,"Authors and contributors to this program:"); 60 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
69 new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)"); 61 new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)");
70 new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)"); 62 new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)");
71 new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)"); 63 new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
72 new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)"); 64 new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
73 new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)"); 65 new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)");
74 new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)"); 66 new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
75 new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)"); 67 new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)");
76 new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)"); 68 new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)");
77 new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)"); 69 new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
78 new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)"); 70 new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
79 new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)"); 71 new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)");
80 new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)"); 72 new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)");
81 new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)"); 73 new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)");
82 new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)"); 74 new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
83 new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)"); 75 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
84 new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)"); 76 new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)");
85 new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)"); 77 new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)");
86 new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)"); 78 new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)");
87 new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)"); 79 new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)");
88 new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)"); 80 new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)");
89 new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)"); 81 new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)");
90 new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)"); 82 new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)");
91 new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)"); 83 new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)");
92 new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)"); 84 new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)");
93 new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)"); 85 new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)");
94 new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)"); 86 new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)");
95 new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)"); 87 new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
96 new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)"); 88 new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)");
97 new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)"); 89 new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)");
98 new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)"); 90 new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)");
99 new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)"); 91 new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)");
100 new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)"); 92 new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)");
101 new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)"); 93 new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)");
102 new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)"); 94 new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)");
103 new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)"); 95 new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)");
104 new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)"); 96 new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
105 new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)"); 97 new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)");
106 new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)"); 98 new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)");
107 new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David [david.delbecq@mailandnews.com]"); 99 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]");
108 new_draw_info(NDI_UNIQUE, 0,op,"Chachkoff Yann [yann.chachkoff@mailandnews.com]\n"); 100 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
109 new_draw_info(NDI_UNIQUE, 0,op,"Images and art:"); 101 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
110 new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner"); 102 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
111 new_draw_info(NDI_UNIQUE, 0,op,"David Gervais [david_eg@mail.com]"); 103 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]");
112 new_draw_info(NDI_UNIQUE, 0,op,"Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]"); 104 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
113 new_draw_info(NDI_UNIQUE, 0,op,"Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]"); 105 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
114 new_draw_info(NDI_UNIQUE, 0,op,"Mårten Woxberg [maxmc@telia.com]"); 106 new_draw_info (NDI_UNIQUE, 0, op, "MÃ¥rten Woxberg [maxmc@telia.com]");
115 new_draw_info(NDI_UNIQUE, 0,op,"And many more!"); 107 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
116} 108}
117 109
110void
118void info_keys(object *op) { 111info_keys (object *op)
112{
119 clear_win_info(op); 113 clear_win_info (op);
120 new_draw_info(NDI_UNIQUE, 0,op,"Push `hjklynub' to walk in a direction."); 114 new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
121 new_draw_info(NDI_UNIQUE, 0,op,"Shift + dir = fire, Ctrl + dir = run"); 115 new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
122 new_draw_info(NDI_UNIQUE, 0,op,"(To fire at yourself, hit `.'"); 116 new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
123 new_draw_info(NDI_UNIQUE, 0,op,"To attack, walk into the monsters."); 117 new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
124 new_draw_info(NDI_UNIQUE, 0,op,"\" = speak ' = extended command"); 118 new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
125 new_draw_info(NDI_UNIQUE, 0,op,"i = inventory , = get : = look"); 119 new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
126 new_draw_info(NDI_UNIQUE, 0,op,"<> = rotate d = drop ? = help"); 120 new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
127 new_draw_info(NDI_UNIQUE, 0,op,"a = apply A = apply below t = throw"); 121 new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
128 new_draw_info(NDI_UNIQUE, 0,op,"e = examine E = exa below @ = autopick"); 122 new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
129 new_draw_info(NDI_UNIQUE, 0,op,"C = configure s = brace v = version"); 123 new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
130 new_draw_info(NDI_UNIQUE, 0,op,"+- = change range <tab> = browse spells"); 124 new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
131 new_draw_info(NDI_UNIQUE, 0,op,"x = change inventory type"); 125 new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
132 new_draw_info(NDI_UNIQUE, 0,op,"Mouse: L = examine, M = apply, R = drop/get"); 126 new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
133 new_draw_info(NDI_UNIQUE, 0,op,"'help = info about extended commands."); 127 new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
134 new_draw_info(NDI_UNIQUE, 0,op,"Ctrl-R = refresh Ctrl-C = clear"); 128 new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
135 new_draw_info(NDI_UNIQUE, 0,op,"You can type a number before most commands."); 129 new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
136 new_draw_info(NDI_UNIQUE, 0,op,"(For instance 3d drops 3 items.)"); 130 new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
137} 131}
138 132
133void
139void start_info(object *op) { 134start_info (object *op)
135{
140 char buf[MAX_BUF]; 136 char buf[MAX_BUF];
141 137
142 sprintf(buf,"Welcome to Crossfire, v%s!",VERSION); 138 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
143 new_draw_info(NDI_UNIQUE, 0,op,buf); 139 new_draw_info (NDI_UNIQUE, 0, op, buf);
144 new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help"); 140 new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
145 new_draw_info(NDI_UNIQUE, 0,op," "); 141 new_draw_info (NDI_UNIQUE, 0, op, " ");
146 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, 142 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
147 "%s entered the game.",&op->name);
148 if(!op->contr->name_changed) { 143 if (!op->contr->name_changed)
144 {
149 new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name"); 145 new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
150 new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list."); 146 new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
151 new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)"); 147 new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
152 } 148 }
153} 149}
154 150
155/* Really, there is no reason to crypt the passwords any system. But easier 151/* Really, there is no reason to crypt the passwords any system. But easier
156 * to just leave this enabled for backward compatibility. Put the 152 * to just leave this enabled for backward compatibility. Put the
157 * simple case at top - no encryption - makes it easier to read. 153 * simple case at top - no encryption - makes it easier to read.
158 */ 154 */
155char *
159char *crypt_string(char *str, char *salt) { 156crypt_string (char *str, char *salt)
157{
160#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES)) 158#if (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
161 return(str); 159 return (str);
162#else 160#else
163 static char *c=
164 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./"; 161 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
165 char s[2]; 162 char s[2];
166 163
167 if(salt==NULL) 164 if (salt == NULL)
168 s[0]= c[RANDOM() % (int)strlen(c)], 165 s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
169 s[1]= c[RANDOM() % (int)strlen(c)];
170 else 166 else
171 s[0]= salt[0], 167 s[0] = salt[0], s[1] = salt[1];
172 s[1]= salt[1];
173 168
174# ifdef HAVE_LIBDES 169# ifdef HAVE_LIBDES
175 return (char*)des_crypt(str,s); 170 return (char *) des_crypt (str, s);
176# endif 171# endif
177 /* Default case - just use crypt */ 172 /* Default case - just use crypt */
178 return (char*)crypt(str,s); 173 return (char *) crypt (str, s);
179#endif 174#endif
180} 175}
181 176
177int
182int check_password(char *typed,char *crypted) { 178check_password (char *typed, char *crypted)
179{
183 return !strcmp(crypt_string(typed,crypted),crypted); 180 return !strcmp (crypt_string (typed, crypted), crypted);
184} 181}
185 182
186/* This is a basic little function to put the player back to his 183/* This is a basic little function to put the player back to his
187 * savebed. We do some error checking - its possible that the 184 * savebed. We do some error checking - its possible that the
188 * savebed map may no longer exist, so we make sure the player 185 * savebed map may no longer exist, so we make sure the player
189 * goes someplace. 186 * goes someplace.
190 */ 187 */
188void
191void enter_player_savebed(object *op) 189enter_player_savebed (object *op)
192{ 190{
193 mapstruct *oldmap = op->map; 191 maptile *oldmap = op->map;
194 object *tmp; 192 object *tmp;
195 193
196 tmp=get_object(); 194 tmp = object::create ();
197 195
198 EXIT_PATH(tmp) = op->contr->savebed_map; 196 EXIT_PATH (tmp) = op->contr->savebed_map;
199 EXIT_X(tmp) = op->contr->bed_x; 197 EXIT_X (tmp) = op->contr->bed_x;
200 EXIT_Y(tmp) = op->contr->bed_y; 198 EXIT_Y (tmp) = op->contr->bed_y;
201 enter_exit(op,tmp); 199 enter_exit (op, tmp);
202 /* If the player has not changed maps and the name does not match 200 /* If the player has not changed maps and the name does not match
203 * 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
204 * to the emergency path. Update what the players savebed is 202 * to the emergency path. Update what the players savebed is
205 * while we're at it. 203 * while we're at it.
206 */ 204 */
207 if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) { 205 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
206 {
208 LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n", 207 LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
209 settings.emergency_mapname, &op->name, op->contr->savebed_map); 208 settings.emergency_mapname, &op->name, op->contr->savebed_map);
210 strcpy(op->contr->savebed_map, settings.emergency_mapname); 209 strcpy (op->contr->savebed_map, settings.emergency_mapname);
211 op->contr->bed_x = settings.emergency_x; 210 op->contr->bed_x = settings.emergency_x;
212 op->contr->bed_y = settings.emergency_y; 211 op->contr->bed_y = settings.emergency_y;
213 EXIT_PATH(tmp) = op->contr->savebed_map; 212 EXIT_PATH (tmp) = op->contr->savebed_map;
214 EXIT_X(tmp) = op->contr->bed_x; 213 EXIT_X (tmp) = op->contr->bed_x;
215 EXIT_Y(tmp) = op->contr->bed_y; 214 EXIT_Y (tmp) = op->contr->bed_y;
216 enter_exit(op,tmp); 215 enter_exit (op, tmp);
217 } 216 }
218 free_object(tmp); 217
218 tmp->destroy ();
219} 219}
220 220
221/* 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
222 * the counts on the map if needed. 222 * the counts on the map if needed.
223 */ 223 */
224void
224void leave_map(object *op) 225leave_map (object *op)
225{ 226{
226 mapstruct *oldmap = op->map; 227 maptile *oldmap = op->map;
227 228
228 remove_ob(op); 229 op->remove ();
229 230
230 if (oldmap) { 231 if (oldmap)
232 {
231 if (!op->contr->hidden) 233 if (!op->contr->hidden)
232 oldmap->players--; 234 oldmap->players--;
235
236 if (oldmap->players <= 0)
233 if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */ 237 /* can be less than zero due to errors in tracking this */
234 set_map_timeout(oldmap); 238 set_map_timeout (oldmap);
235 }
236 } 239 }
237} 240}
238 241
239/* 242/*
240 * enter_map(): Moves the player and pets from current map (if any) to 243 * enter_map(): Moves the player and pets from current map (if any) to
241 * new map. map, x, y must be set. map is the map we are moving the 244 * new map. map, x, y must be set. map is the map we are moving the
242 * player to - it could be the map he just came from if the load failed for 245 * player to - it could be the map he just came from if the load failed for
243 * whatever reason. If default map coordinates are to be used, then 246 * whatever reason. If default map coordinates are to be used, then
244 * the function that calls this should figure them out. 247 * the function that calls this should figure them out.
245 */ 248 */
249static void
246static void enter_map(object *op, mapstruct *newmap, int x, int y) { 250enter_map (object *op, maptile *newmap, int x, int y)
251{
247 mapstruct *oldmap = op->map; 252 maptile *oldmap = op->map;
248 253
249 if (out_of_map(newmap, x, y)) { 254 if (out_of_map (newmap, x, y))
255 {
250 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", 256 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
251 newmap->path, x, y);
252 x=MAP_ENTER_X(newmap); 257 x = MAP_ENTER_X (newmap);
253 y=MAP_ENTER_Y(newmap); 258 y = MAP_ENTER_Y (newmap);
254 if (out_of_map(newmap, x, y)) { 259 if (out_of_map (newmap, x, y))
260 {
255 LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 261 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
256 newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap)); 262 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap));
257 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed"); 263 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
258 return; 264 return;
259 } 265 }
260 } 266 }
267
261 /* try to find a spot for the player */ 268 /* try to find a spot for the player */
262 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */ 269 if (ob_blocked (op, newmap, x, y))
270 { /* First choice blocked */
263 /* We try to find a spot for the player, starting closest in. 271 /* We try to find a spot for the player, starting closest in.
264 * We could use find_first_free_spot, but that doesn't randomize it at all, 272 * We could use find_first_free_spot, but that doesn't randomize it at all,
265 * So for example, if the north space is free, you would always end up there even 273 * So for example, if the north space is free, you would always end up there even
266 * if other spaces around are available. 274 * if other spaces around are available.
267 * Note that for the second and third calls, we could start at a position other 275 * Note that for the second and third calls, we could start at a position other
268 * than one, but then we could end up on the other side of walls and so forth. 276 * than one, but then we could end up on the other side of walls and so forth.
269 */ 277 */
270 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1); 278 int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1);
279
280 if (i == -1)
281 {
282 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
271 if (i==-1) { 283 if (i == -1)
272 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1); 284 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
285 }
286
273 if (i==-1) 287 if (i != -1)
274 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
275 } 288 {
276 if (i != -1 ) {
277 x += freearr_x[i]; 289 x += freearr_x[i];
278 y += freearr_y[i]; 290 y += freearr_y[i];
291 }
279 } else { 292 else
293 {
280 /* not much we can do in this case. */ 294 /* not much we can do in this case. */
281 LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", 295 LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", newmap->path, x, y);
282 newmap->path, x , y);
283 }
284 } /* end if looking for free spot */
285 296 }
297 } /* end if looking for free spot */
298
286 if (op->map!=NULL) 299 if (op->map)
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)); 300 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
290 } 301 return;
291 302
303 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
304 return;
305
306 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y)))
307 return;
308
292 /* If it is a player login, he has yet to be inserted anyplace. 309 /* If it is a player login, he has yet to be inserted anyplace.
293 * otherwise, we need to deal with removing the player here. 310 * otherwise, we need to deal with removing the player here.
294 */ 311 */
295 if(!QUERY_FLAG(op, FLAG_REMOVED)) 312 op->remove ();
296 remove_ob(op);
297 313
298 /* remove_ob clears these so they must be reset after the remove_ob call */ 314 /* remove_ob clears these so they must be reset after the remove_ob call */
299 op->x = x; 315 op->x = x;
300 op->y = y; 316 op->y = y;
301 op->map = newmap; 317 op->map = newmap;
318
302 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON); 319 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
303 320
304 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
305
306 if (!op->contr->hidden) 321 if (!op->contr->hidden)
307 newmap->players++; 322 newmap->players++;
308 323
309 newmap->timeout=0; 324 newmap->timeout = 0;
310 op->enemy = NULL; 325 op->enemy = NULL;
311 326
312 if (op->contr) { 327 if (op->contr)
328 {
313 strcpy(op->contr->maplevel, newmap->path); 329 strcpy (op->contr->maplevel, newmap->path);
314 op->contr->count=0; 330 op->contr->count = 0;
315 } 331 }
316 332
317 /* Update any golems */ 333 /* Update any golems */
318 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) { 334 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
335 {
319 int i = find_free_spot(op->contr->ranges[range_golem],newmap, 336 int i = find_free_spot (op->contr->ranges[range_golem], newmap,
320 x, y, 1, SIZEOFFREE); 337 x, y, 1, SIZEOFFREE);
338
321 remove_ob(op->contr->ranges[range_golem]); 339 op->contr->ranges[range_golem]->remove ();
340
322 if (i==-1) { 341 if (i == -1)
342 {
323 remove_friendly_object(op->contr->ranges[range_golem]); 343 remove_friendly_object (op->contr->ranges[range_golem]);
324 free_object(op->contr->ranges[range_golem]); 344 op->contr->ranges[range_golem]->destroy ();
325 op->contr->ranges[range_golem]=NULL; 345 op->contr->ranges[range_golem] = 0;
326 op->contr->golem_count=0; 346 }
347 else
327 } 348 {
328 else {
329 object *tmp;
330 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) { 349 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
350 {
331 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x); 351 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
332 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y); 352 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
333 tmp->map = newmap; 353 tmp->map = newmap;
334 } 354 }
355
335 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0); 356 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
336 op->contr->ranges[range_golem]->direction = 357 op->contr->ranges[range_golem]->direction =
337 find_dir_2(op->x - op->contr->ranges[range_golem]->x, 358 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
338 op->y - op->contr->ranges[range_golem]->y);
339 } 359 }
340 } 360 }
361
341 op->direction=0; 362 op->direction = 0;
342 363
343 /* since the players map is already loaded, we don't need to worry 364 /* since the players map is already loaded, we don't need to worry
344 * about pending objects. 365 * about pending objects.
345 */ 366 */
346 remove_all_pets(newmap); 367 remove_all_pets (newmap);
347 368
348 /* If the player is changing maps, we need to do some special things 369 /* If the player is changing maps, we need to do some special things
349 * Do this after the player is on the new map - otherwise the force swap of the 370 * Do this after the player is on the new map - otherwise the force swap of the
350 * old map does not work. 371 * old map does not work.
351 */ 372 */
352 if (oldmap != newmap) { 373 if (oldmap != newmap)
374 {
353 if (oldmap) /* adjust old map */ 375 if (oldmap) /* adjust old map */
354 { 376 {
355 oldmap->players--; 377 oldmap->players--;
356 378
357 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */ 379 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
358 set_map_timeout(oldmap); 380 set_map_timeout (oldmap);
359 } 381 }
360 } 382 }
361 swap_below_max (newmap->path);
362} 383}
363 384
385void
364void set_map_timeout(mapstruct *oldmap) 386set_map_timeout (maptile *oldmap)
365{ 387{
366#if MAP_MAXTIMEOUT 388#if MAP_MAXTIMEOUT
367 oldmap->timeout = MAP_TIMEOUT(oldmap); 389 oldmap->timeout = MAP_TIMEOUT (oldmap);
368 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is 390 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
369 * lower than the min value. 391 * lower than the min value.
370 */ 392 */
371#if MAP_MINTIMEOUT 393# if MAP_MINTIMEOUT
372 if (oldmap->timeout < MAP_MINTIMEOUT) { 394 if (oldmap->timeout < MAP_MINTIMEOUT)
373 oldmap->timeout = MAP_MINTIMEOUT; 395 oldmap->timeout = MAP_MINTIMEOUT;
374 }
375#endif 396# endif
397
376 if (oldmap->timeout > MAP_MAXTIMEOUT) { 398 if (oldmap->timeout > MAP_MAXTIMEOUT)
377 oldmap->timeout = MAP_MAXTIMEOUT; 399 oldmap->timeout = MAP_MAXTIMEOUT;
378 } 400
379#else 401#else
380 /* save out the map */ 402 /* save out the map */
381 swap_map(oldmap); 403 swap_map (oldmap);
382#endif /* MAP_MAXTIMEOUT */ 404#endif /* MAP_MAXTIMEOUT */
383} 405}
384 406
385 407
386/* clean_path takes a path and replaces all / with _ 408/* clean_path takes a path and replaces all / with _
387 * We do a strcpy so that we do not change the original string. 409 * We do a strcpy so that we do not change the original string.
388 */ 410 */
411char *
389char *clean_path(const char *file) 412clean_path (const char *file)
390{ 413{
391 static char newpath[MAX_BUF],*cp; 414 static char newpath[MAX_BUF], *cp;
415 assign (newpath, file);
392 416
393 strncpy(newpath, file, MAX_BUF-1);
394 newpath[MAX_BUF-1]='\0';
395 for (cp=newpath; *cp!='\0'; cp++) { 417 for (cp = newpath; *cp != '\0'; cp++)
396 if (*cp=='/') *cp='_'; 418 if (*cp == '/')
397 } 419 *cp = '_';
420
398 return newpath; 421 return newpath;
399} 422}
400 423
401 424
402/* unclean_path takes a path and replaces all _ with / 425/* unclean_path takes a path and replaces all _ with /
403 * This basically undoes clean path. 426 * This basically undoes clean path.
404 * We do a strcpy so that we do not change the original string. 427 * We do a strcpy so that we do not change the original string.
405 * We are smart enough to start after the last / in case we 428 * We are smart enough to start after the last / in case we
406 * are getting passed a string that points to a unique map 429 * are getting passed a string that points to a unique map
407 * path. 430 * path.
408 */ 431 */
432char *
409char *unclean_path(const char *src) 433unclean_path (const char *src)
410{ 434{
411 static char newpath[MAX_BUF],*cp; 435 static char newpath[MAX_BUF], *cp;
412 436
413 cp=strrchr(src, '/'); 437 cp = strrchr (src, '/');
414 if (cp) 438 assign (newpath, cp ? cp + 1 : src);
415 strncpy(newpath, cp+1, MAX_BUF-1);
416 else
417 strncpy(newpath, src, MAX_BUF-1);
418 newpath[MAX_BUF-1]='\0';
419 439
420 for (cp=newpath; *cp!='\0'; cp++) { 440 for (cp = newpath; *cp != '\0'; cp++)
421 if (*cp=='_') *cp='/'; 441 if (*cp == '_')
422 } 442 *cp = '/';
443
423 return newpath; 444 return newpath;
424} 445}
425 446
426 447
427/* The player is trying to enter a randomly generated map. In this case, generate the 448/* The player is trying to enter a randomly generated map. In this case, generate the
428 * random map as needed. 449 * random map as needed.
429 */ 450 */
430 451
452static void
431static void enter_random_map(object *pl, object *exit_ob) 453enter_random_map (object *pl, object *exit_ob)
432{ 454{
433 mapstruct *new_map; 455 maptile *new_map;
434 char newmap_name[HUGE_BUF], *cp; 456 char newmap_name[HUGE_BUF], *cp;
435 static int reference_number = 0; 457 static int reference_number = 0;
436 RMParms rp; 458 RMParms rp;
437 459
438 memset(&rp, 0, sizeof(RMParms)); 460 memset (&rp, 0, sizeof (RMParms));
439 rp.Xsize=-1; 461 rp.Xsize = -1;
440 rp.Ysize=-1; 462 rp.Ysize = -1;
441 rp.region=get_region_by_map(exit_ob->map); 463 rp.region = get_region_by_map (exit_ob->map);
464 if (exit_ob->msg)
442 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg); 465 set_random_map_variable (&rp, exit_ob->msg);
443 rp.origin_x = exit_ob->x; 466 rp.origin_x = exit_ob->x;
444 rp.origin_y = exit_ob->y; 467 rp.origin_y = exit_ob->y;
445 strcpy(rp.origin_map, pl->map->path); 468 strcpy (rp.origin_map, pl->map->path);
446 469
447 /* If we have a final_map, use it as a base name to give some clue 470 /* If we have a final_map, use it as a base name to give some clue
448 * as where the player is. Otherwise, use the origin map. 471 * as where the player is. Otherwise, use the origin map.
449 * Take the last component (after the last slash) to give
450 * shorter names without bogus slashes.
451 */ 472 */
452 if (rp.final_map[0]) { 473 sprintf (newmap_name, "/random%s+%04d",
453 cp = strrchr(rp.final_map, '/'); 474 *rp.final_map ? rp.final_map : rp.origin_map,
454 if (!cp) cp = rp.final_map; 475 reference_number++);
455 } else {
456 char buf[HUGE_BUF];
457 476
458 cp = strrchr(rp.origin_map, '/');
459 if (!cp) cp = rp.origin_map;
460 /* Need to strip of any trailing digits, if it has them */
461 strcpy(buf, cp);
462 while (isdigit(buf[strlen(buf) - 1]))
463 buf[strlen(buf) - 1] = 0;
464 cp = buf;
465 }
466
467 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
468
469 /* now to generate the actual map. */ 477 /* now to generate the actual map. */
470 new_map=generate_random_map(newmap_name,&rp); 478 new_map = generate_random_map (newmap_name, &rp);
471 479
472 /* Update the exit_ob so it now points directly at the newly created 480 /* Update the exit_ob so it now points directly at the newly created
473 * random maps. Not that it is likely to happen, but it does mean that a 481 * random maps. Not that it is likely to happen, but it does mean that a
474 * exit in a unique map leading to a random map will not work properly. 482 * exit in a unique map leading to a random map will not work properly.
475 * It also means that if the created random map gets reset before 483 * It also means that if the created random map gets reset before
476 * the exit leading to it, that the exit will no longer work. 484 * the exit leading to it, that the exit will no longer work.
477 */ 485 */
478 if(new_map) { 486 if (new_map)
487 {
479 int x, y; 488 int x, y;
489
480 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); 490 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
481 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); 491 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
482 EXIT_PATH(exit_ob) = newmap_name; 492 EXIT_PATH (exit_ob) = newmap_name;
483 strcpy(new_map->path, newmap_name); 493 strcpy (new_map->path, newmap_name);
484 enter_map(pl, new_map, x, y); 494 enter_map (pl, new_map, x, y);
485 } 495 }
486} 496}
487 497
488/* The player is trying to enter a non-randomly generated template map. In this 498/* The player is trying to enter a non-randomly generated template map. In this
489 * case, use a map file for a template 499 * case, use a map file for a template
490 */ 500 */
491 501
502static void
492static void enter_fixed_template_map(object *pl, object *exit_ob) 503enter_fixed_template_map (object *pl, object *exit_ob)
493{ 504{
494 mapstruct *new_map; 505 maptile *new_map;
495 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap; 506 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
496 const char *new_map_name; 507 const char *new_map_name;
497 508
498 /* Split the exit path string into two parts, one 509 /* Split the exit path string into two parts, one
499 * for where to store the map, and one for were 510 * for where to store the map, and one for were
500 * to generate the map from. 511 * to generate the map from.
501 */ 512 */
502 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2); 513 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
503 sourcemap = strchr(exitpath, '!'); 514 sourcemap = strchr (exitpath, '!');
504 if (!sourcemap) { 515 if (!sourcemap)
516 {
505 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name); 517 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
506 /* Should only occur when no source map is set. 518 /* Should only occur when no source map is set.
507 */ 519 */
508 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n", 520 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
509 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 521 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
510 return; 522 return;
511 } 523 }
524
512 *sourcemap++ = '\0'; 525 *sourcemap++ = '\0';
513 526
514 /* If we are not coming from a template map, we can use relative directories 527 /* If we are not coming from a template map, we can use relative directories
515 * for the map to generate from. 528 * for the map to generate from.
516 */ 529 */
517 if (!exit_ob->map->templatemap) { 530 if (!exit_ob->map->templatemap)
518 sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap); 531 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
519 } 532
520
521 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord 533 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
522 * of the exit, and the name of the map the exit is on, respectively. 534 * of the exit, and the name of the map the exit is on, respectively.
523 */ 535 */
524 sprintf(tmpnum ,"%d", exit_ob->x); 536 sprintf (tmpnum, "%d", exit_ob->x);
525 replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname)); 537 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
526 538
527 sprintf(tmpnum ,"%d", exit_ob->y); 539 sprintf (tmpnum, "%d", exit_ob->y);
528 sprintf(tmpstring, "%s", resultname); 540 sprintf (tmpstring, "%s", resultname);
529 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname)); 541 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
530 542
531 sprintf(tmpstring, "%s", resultname); 543 sprintf (tmpstring, "%s", resultname);
532 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname)); 544 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
533 545
534 /* If we are coming from another template map, use reletive paths unless 546 /* If we are coming from another template map, use reletive paths unless
535 * indicated otherwise. 547 * indicated otherwise.
536 */ 548 */
537 if (exit_ob->map->templatemap && (resultname[0] != '/')) { 549 if (exit_ob->map->templatemap && (resultname[0] != '/'))
538 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname); 550 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
539 } else { 551 else
540 new_map_name = create_template_pathname(resultname); 552 new_map_name = create_template_pathname (resultname);
541 } 553
542
543 /* Attempt to load the map, if unable to, then 554 /* Attempt to load the map, if unable to, then
544 * create the map from the template. 555 * create the map from the template.
545 */ 556 */
546 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE); 557 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
547 if (!new_map) { 558 if (!new_map)
559 {
548 new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE); 560 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
549 if (new_map) fix_auto_apply(new_map);
550 }
551
552 if (new_map) { 561 if (new_map)
562 fix_auto_apply (new_map);
563 }
564
565 if (new_map)
566 {
553 /* set the path of the map to where it should be 567 /* set the path of the map to where it should be
554 * so we don't just save over the source map. 568 * so we don't just save over the source map.
555 */ 569 */
556 strcpy(new_map->path, new_map_name); 570 strcpy (new_map->path, new_map_name);
557 new_map->templatemap = 1; 571 new_map->templatemap = 1;
558 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob)); 572 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
559 } else { 573 }
574 else
575 {
560 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name); 576 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
561 /* Should only occur when an invalid source map is set. 577 /* Should only occur when an invalid source map is set.
562 */ 578 */
563 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n", 579 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
564 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 580 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
565 } 581 }
566} 582}
567
568 583
569/* The player is trying to enter a randomly generated template map. In this 584/* The player is trying to enter a randomly generated template map. In this
570 * case, generate the map as needed. 585 * case, generate the map as needed.
571 */ 586 */
572 587
588static void
573static void enter_random_template_map(object *pl, object *exit_ob) 589enter_random_template_map (object *pl, object *exit_ob)
574{ 590{
575 mapstruct *new_map; 591 maptile *new_map;
576 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF]; 592 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
577 const char *new_map_name; 593 const char *new_map_name;
578 RMParms rp; 594 RMParms rp;
579 595
580 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord 596 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
581 * of the exit, and the name of the map the exit is on, respectively. 597 * of the exit, and the name of the map the exit is on, respectively.
582 */ 598 */
583 sprintf(tmpnum ,"%d", exit_ob->x); 599 sprintf (tmpnum, "%d", exit_ob->x);
584 replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname)); 600 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
585 601
586 sprintf(tmpnum ,"%d", exit_ob->y); 602 sprintf (tmpnum, "%d", exit_ob->y);
587 sprintf(tmpstring, "%s", resultname); 603 sprintf (tmpstring, "%s", resultname);
588 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname)); 604 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
589 605
590 sprintf(tmpstring, "%s", resultname); 606 sprintf (tmpstring, "%s", resultname);
591 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname)); 607 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
592 608
593 /* If we are coming from another template map, use reletive paths unless 609 /* If we are coming from another template map, use reletive paths unless
594 * indicated otherwise. 610 * indicated otherwise.
595 */ 611 */
596 if (exit_ob->map->templatemap && (resultname[0] != '/')) { 612 if (exit_ob->map->templatemap && (resultname[0] != '/'))
597 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname); 613 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
598 } else { 614 else
599 new_map_name = create_template_pathname(resultname); 615 new_map_name = create_template_pathname (resultname);
600 }
601 616
602 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE); 617 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
603 if (!new_map) { 618 if (!new_map)
619 {
604 memset(&rp, 0, sizeof(RMParms)); 620 memset (&rp, 0, sizeof (RMParms));
605 rp.Xsize=-1; 621 rp.Xsize = -1;
606 rp.Ysize=-1; 622 rp.Ysize = -1;
607 rp.region=get_region_by_map(exit_ob->map); 623 rp.region = get_region_by_map (exit_ob->map);
624 if (exit_ob->msg)
608 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg); 625 set_random_map_variable (&rp, exit_ob->msg);
609 rp.origin_x = exit_ob->x; 626 rp.origin_x = exit_ob->x;
610 rp.origin_y = exit_ob->y; 627 rp.origin_y = exit_ob->y;
611 strcpy(rp.origin_map, pl->map->path); 628 strcpy (rp.origin_map, pl->map->path);
612 629
613 /* now to generate the actual map. */ 630 /* now to generate the actual map. */
614 new_map=generate_random_map(new_map_name,&rp); 631 new_map = generate_random_map (new_map_name, &rp);
615 } 632 }
616 633
617 634
618 /* Update the exit_ob so it now points directly at the newly created 635 /* Update the exit_ob so it now points directly at the newly created
619 * random maps. Not that it is likely to happen, but it does mean that a 636 * random maps. Not that it is likely to happen, but it does mean that a
620 * exit in a unique map leading to a random map will not work properly. 637 * exit in a unique map leading to a random map will not work properly.
621 * It also means that if the created random map gets reset before 638 * It also means that if the created random map gets reset before
622 * the exit leading to it, that the exit will no longer work. 639 * the exit leading to it, that the exit will no longer work.
623 */ 640 */
624 if(new_map) { 641 if (new_map)
642 {
625 int x, y; 643 int x, y;
644
626 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); 645 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
627 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); 646 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
628 new_map->templatemap = 1; 647 new_map->templatemap = 1;
629 enter_map(pl, new_map, x, y); 648 enter_map (pl, new_map, x, y);
630 } 649 }
631} 650}
632 651
633 652
634/* Code to enter/detect a character entering a unique map. 653/* Code to enter/detect a character entering a unique map.
635 */ 654 */
655static void
636static void enter_unique_map(object *op, object *exit_ob) 656enter_unique_map (object *op, object *exit_ob)
637{ 657{
638 char apartment[HUGE_BUF]; 658 char apartment[HUGE_BUF];
639 mapstruct *newmap; 659 maptile *newmap;
640 660
641 if (EXIT_PATH(exit_ob)[0]=='/') { 661 if (EXIT_PATH (exit_ob)[0] == '/')
642 sprintf(apartment, "%s/%s/%s/%s", settings.localdir, 662 {
643 settings.playerdir, &op->name, clean_path(EXIT_PATH(exit_ob))); 663 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
644 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 664 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
645 if (!newmap) { 665 if (!newmap)
666 {
646 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE); 667 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
668 if (newmap)
647 if (newmap) fix_auto_apply(newmap); 669 fix_auto_apply (newmap);
648 } 670 }
649 } else { /* relative directory */ 671 }
672 else
673 { /* relative directory */
650 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp; 674 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
651 675
652 if (exit_ob->map->unique) { 676 if (exit_ob->map->unique)
677 {
653 678
654 strcpy(reldir, unclean_path(exit_ob->map->path)); 679 strcpy (reldir, unclean_path (exit_ob->map->path));
655 680
656 /* Need to copy this over, as clean_path only has one static return buffer */ 681 /* Need to copy this over, as clean_path only has one static return buffer */
657 strcpy(tmpc, clean_path(reldir)); 682 strcpy (tmpc, clean_path (reldir));
658 /* Remove final component, if any */ 683 /* Remove final component, if any */
659 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0; 684 if ((cp = strrchr (tmpc, '_')) != NULL)
685 *cp = 0;
660 686
661 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir, 687 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
662 settings.playerdir, &op->name, tmpc,
663 clean_path(EXIT_PATH(exit_ob)));
664 688
665 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 689 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
666 if (!newmap) { 690 if (!newmap)
691 {
667 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE); 692 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
693 if (newmap)
668 if (newmap) fix_auto_apply(newmap); 694 fix_auto_apply (newmap);
695 }
669 } 696 }
697 else
670 } 698 {
671 else {
672 /* The exit is unique, but the map we are coming from is not unique. So 699 /* The exit is unique, but the map we are coming from is not unique. So
673 * use the basic logic - don't need to demangle the path name 700 * use the basic logic - don't need to demangle the path name
674 */ 701 */
675 sprintf(apartment, "%s/%s/%s/%s", settings.localdir, 702 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
676 settings.playerdir, &op->name,
677 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)))); 703 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
678 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 704 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
679 if (!newmap) { 705 if (!newmap)
706 {
680 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0); 707 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
708 if (newmap)
681 if (newmap) fix_auto_apply(newmap); 709 fix_auto_apply (newmap);
682 }
683 } 710 }
711 }
684 } 712 }
685 713
686 if (newmap) { 714 if (newmap)
715 {
687 strcpy(newmap->path, apartment); 716 strcpy (newmap->path, apartment);
688 newmap->unique = 1; 717 newmap->unique = 1;
689 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob)); 718 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
690 } else { 719 }
720 else
721 {
691 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name); 722 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
692 /* Perhaps not critical, but I would think that the unique maps 723 /* Perhaps not critical, but I would think that the unique maps
693 * should be new enough this does not happen. This also creates 724 * should be new enough this does not happen. This also creates
694 * a strange situation where some players could perhaps have visited 725 * a strange situation where some players could perhaps have visited
695 * such a map before it was removed, so they have the private 726 * such a map before it was removed, so they have the private
696 * map, but other players can't get it anymore. 727 * map, but other players can't get it anymore.
697 */ 728 */
698 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n", 729 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
699 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 730 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
700 } 731 }
701 732
702} 733}
703 734
704 735
705/* Tries to move 'op' to exit_ob. op is the character or monster that is 736/* Tries to move 'op' to exit_ob. op is the character or monster that is
706 * using the exit, where exit_ob is the exit object (boat, door, teleporter, 737 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
709 * 740 *
710 * Largely redone by MSW 2001-01-21 - this function was overly complex 741 * Largely redone by MSW 2001-01-21 - this function was overly complex
711 * and had some obscure bugs. 742 * and had some obscure bugs.
712 */ 743 */
713 744
745void
714void enter_exit(object *op, object *exit_ob) { 746enter_exit (object *op, object *exit_ob)
747{
715 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */ 748#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
716 object *tmp; 749 object *tmp;
750
717 /* It may be nice to support other creatures moving across 751 /* It may be nice to support other creatures moving across
718 * exits, but right now a lot of the code looks at op->contr, 752 * exits, but right now a lot of the code looks at op->contr,
719 * so thta is an RFE. 753 * so that is an RFE.
720 */ 754 */
721 if (op->type != PLAYER) return; 755 if (op->type != PLAYER)
756 return;
722 757
723 /* First, lets figure out what map the player is going to go to */ 758 /* First, lets figure out what map the player is going to go to */
724 if (exit_ob){ 759 if (exit_ob)
725 760 {
726 /* check to see if we make a template map */ 761 /* check to see if we make a template map */
727 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') { 762 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
763 {
728 if (EXIT_PATH(exit_ob)[2]=='!') { 764 if (EXIT_PATH (exit_ob)[2] == '!')
765 {
729 /* generate a template map randomly */ 766 /* generate a template map randomly */
730 enter_random_template_map(op, exit_ob); 767 enter_random_template_map (op, exit_ob);
768 }
731 } else { 769 else
770 {
732 /* generate a template map from a fixed template */ 771 /* generate a template map from a fixed template */
733 enter_fixed_template_map(op, exit_ob); 772 enter_fixed_template_map (op, exit_ob);
734 }
735 } 773 }
774 }
736 /* check to see if we make a randomly generated map */ 775 /* check to see if we make a randomly generated map */
737 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') { 776 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
777 {
738 enter_random_map(op, exit_ob); 778 enter_random_map (op, exit_ob);
739 } 779 }
740 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) { 780 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
781 {
741 enter_unique_map(op, exit_ob); 782 enter_unique_map (op, exit_ob);
783 }
742 } else { 784 else
785 {
743 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob); 786 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
787
744 /* 'Normal' exits that do not do anything special 788 /* 'Normal' exits that do not do anything special
745 * Simple enough we don't need another routine for it. 789 * Simple enough we don't need another routine for it.
746 */ 790 */
747 mapstruct *newmap; 791 maptile *newmap;
792
748 if (exit_ob->map) { 793 if (exit_ob->map)
794 {
749 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0); 795 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
750 /* Random map was previously generated, but is no longer about. Lets generate a new 796 /* Random map was previously generated, but is no longer about. Lets generate a new
751 * map. 797 * map.
752 */ 798 */
753 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) { 799 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
800 {
754 /* Maps that go down have a message set. However, maps that go 801 /* Maps that go down have a message set. However, maps that go
755 * up, don't. If the going home has reset, there isn't much 802 * up, don't. If the going home has reset, there isn't much
756 * point generating a random map, because it won't match the maps. 803 * point generating a random map, because it won't match the maps.
757 */ 804 */
758 if (exit_ob->msg) { 805 if (exit_ob->msg)
806 {
759 enter_random_map(op, exit_ob); 807 enter_random_map (op, exit_ob);
760 } else {
761 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
762 return;
763 } 808 }
809 else
810 {
811 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
812 return;
813 }
764 814
765 /* For exits that cause damages (like pits). Don't know if any 815 /* For exits that cause damages (like pits). Don't know if any
766 * random maps use this or not. 816 * random maps use this or not.
767 */ 817 */
768 if(exit_ob->stats.dam && op->type==PLAYER) 818 if (exit_ob->stats.dam && op->type == PLAYER)
769 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1); 819 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
770 return; 820 return;
771 } 821 }
822 }
772 } else { 823 else
824 {
773 /* For word of recall and other force objects 825 /* For word of recall and other force objects
774 * They contain the full pathname of the map to go back to, 826 * They contain the full pathname of the map to go back to,
775 * so we don't need to normalize it. 827 * so we don't need to normalize it.
776 * But we do need to see if it is unique or not 828 * But we do need to see if it is unique or not
777 */ 829 */
778 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir))) 830 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
779 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE); 831 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
780 else 832 else
781 newmap = ready_map_name(EXIT_PATH(exit_ob), 0); 833 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
782 } 834 }
783 if (!newmap) 835 if (!newmap)
784 { 836 {
785 if (exit_ob->name) 837 if (exit_ob->name)
786 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name); 838 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
787 /* don't cry to momma if name is not set - as in tmp objects 839 /* don't cry to momma if name is not set - as in tmp objects
788 * used by the savebed code and character creation */ 840 * used by the savebed code and character creation */
789 return; 841 return;
790 } 842 }
791 843
792 /* This supports the old behaviour, but it really should not be used. 844 /* This supports the old behaviour, but it really should not be used.
793 * I will note for example that with this method, it is impossible to 845 * I will note for example that with this method, it is impossible to
794 * set 0,0 destination coordinates. Really, if we want to support 846 * set 0,0 destination coordinates. Really, if we want to support
795 * using the new maps default coordinates, the exit ob should use 847 * using the new maps default coordinates, the exit ob should use
796 * something like -1, -1 so it is clear to do that. 848 * something like -1, -1 so it is clear to do that.
797 */ 849 */
798 if (x==0 && y==0) { 850 if (x == 0 && y == 0)
851 {
799 x=MAP_ENTER_X(newmap); 852 x = MAP_ENTER_X (newmap);
800 y=MAP_ENTER_Y(newmap); 853 y = MAP_ENTER_Y (newmap);
801 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n", 854 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
802 &exit_ob->name, exit_ob->x, exit_ob->y,
803 exit_ob->map ? exit_ob->map->path : "<nil>"); 855 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
804 } 856 }
805 857
806 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */ 858 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
807 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) { 859 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
860 {
808 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */ 861 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
809 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) { 862 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
863 {
810 if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break; 864 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
865 break;
811 } 866 }
812 if(tmp) { 867 if (tmp)
868 {
813 remove_ob(tmp); 869 tmp->remove ();
814 free_object(tmp); 870 tmp->destroy ();
815 } 871 }
816 872
817 strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); 873 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
818 op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob); 874 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
819 save_player(op, 1); 875 op->contr->save ();
820 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n", 876 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
821 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y, 877 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
822 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */ 878 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
823 } 879 }
824 880
825 enter_map(op, newmap, x, y); 881 enter_map (op, newmap, x, y);
826 } 882 }
827 /* For exits that cause damages (like pits) */ 883 /* For exits that cause damages (like pits) */
828 if(exit_ob->stats.dam && op->type==PLAYER) 884 if (exit_ob->stats.dam && op->type == PLAYER)
829 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1); 885 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
830 } else { 886 }
887 else
888 {
831 int flags = 0; 889 int flags = 0;
832 mapstruct *newmap; 890 maptile *newmap;
833 891
834
835 /* Hypothetically, I guess its possible that a standard map matches 892 /* Hypothetically, I guess its possible that a standard map matches
836 * the localdir, but that seems pretty unlikely - unlikely enough that 893 * the localdir, but that seems pretty unlikely - unlikely enough that
837 * I'm not going to attempt to try to deal with that possibility. 894 * I'm not going to attempt to try to deal with that possibility.
838 * We use the fact that when a player saves on a unique map, it prepends 895 * We use the fact that when a player saves on a unique map, it prepends
839 * the localdir to that name. So its an easy way to see of the map is 896 * the localdir to that name. So its an easy way to see of the map is
840 * unique or not. 897 * unique or not.
841 */ 898 */
842 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir))) 899 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
843 flags = MAP_PLAYER_UNIQUE; 900 flags = MAP_PLAYER_UNIQUE;
844 901
845 /* newmap returns the map (if already loaded), or loads it for 902 /* newmap returns the map (if already loaded), or loads it for
846 * us. 903 * us.
847 */ 904 */
848 newmap = ready_map_name(op->contr->maplevel, flags); 905 newmap = ready_map_name (op->contr->maplevel, flags);
849 if (!newmap) 906 if (!newmap)
850 { 907 {
851 LOG(llevError,
852 "enter_exit: Pathname to map does not exist! (%s)\n", 908 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
853 op->contr->maplevel);
854 newmap = ready_map_name(settings.emergency_mapname, 0); 909 newmap = ready_map_name (settings.emergency_mapname, 0);
855 op->x = settings.emergency_x; 910 op->x = settings.emergency_x;
856 op->y = settings.emergency_y; 911 op->y = settings.emergency_y;
857 /* If we can't load the emergency map, something is probably really 912 /* If we can't load the emergency map, something is probably really
858 * screwed up, so bail out now. 913 * screwed up, so bail out now.
859 */ 914 */
860 if (!newmap) { 915 if (!newmap)
916 {
861 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n"); 917 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
862 abort(); 918 abort ();
863 }
864 } 919 }
920 }
921
865 enter_map(op, newmap, op->x, op->y); 922 enter_map (op, newmap, op->x, op->y);
866 } 923 }
867} 924}
868
869/*
870 * process_active_maps(): Works like process_events(), but it only
871 * processes maps which a player is on.
872 *
873 */
874
875#if 0 // dead code, schmorp
876void process_active_maps ()
877{
878 for (mapstruct *map = first_map; map != NULL; map = map->next)
879 if (map->in_memory == MAP_IN_MEMORY)
880 if (players_on_map (map, TRUE))
881 process_events (map);
882}
883#endif
884 925
885/* process_players1 and process_players2 do all the player related stuff. 926/* process_players1 and process_players2 do all the player related stuff.
886 * I moved it out of process events and process_map. This was to some 927 * I moved it out of process events and process_map. This was to some
887 * extent for debugging as well as to get a better idea of the time used 928 * extent for debugging as well as to get a better idea of the time used
888 * by the various functions. process_players1() does the processing before 929 * by the various functions. process_players1() does the processing before
889 * objects have been updated, process_players2() does the processing that 930 * objects have been updated, process_players2() does the processing that
890 * is needed after the players have been updated. 931 * is needed after the players have been updated.
891 */ 932 */
892 933static void
893void process_players1(mapstruct *map) 934process_players1 ()
894{ 935{
895 int flag; 936 int flag;
896 player *pl,*plnext;
897
898 /* Basically, we keep looping until all the players have done their actions. */ 937 /* Basically, we keep looping until all the players have done their actions. */
899 for(flag=1;flag!=0;) { 938 for (flag = 1; flag != 0;)
939 {
900 flag=0; 940 flag = 0;
901 for(pl=first_player;pl!=NULL;pl=plnext) { 941 for (player *plnext, *pl = first_player; pl; pl = plnext)
942 {
902 plnext=pl->next; /* In case a player exits the game in handle_player() */ 943 plnext = pl->next; /* In case a player exits the game in handle_player() */
903 944
904 if (pl->ob == NULL) continue; 945 if (!pl->ob)
946 continue;
905 947
906 if (map!=NULL && pl->ob->map!=map) continue;
907
908 if(pl->ob->speed_left>0) { 948 if (pl->ob->speed_left > 0)
949 {
909 if (handle_newcs_player(pl->ob)) 950 if (handle_newcs_player (pl->ob))
910 flag=1; 951 flag = 1;
911 } /* end if player has speed left */ 952 } /* end if player has speed left */
912 953
913 /* If the player is not actively playing, don't make a 954 /* If the player is not actively playing, don't make a
914 * backup save - nothing to save anyway. Plus, the 955 * backup save - nothing to save anyway. Plus, the
915 * map may not longer be valid. This can happen when the 956 * map may not longer be valid. This can happen when the
916 * player quits - they exist for purposes of tracking on the map, 957 * player quits - they exist for purposes of tracking on the map,
917 * but don't actually reside on any actual map. 958 * but don't actually reside on any actual map.
918 */ 959 */
919 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue; 960 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
961 continue;
920 962
921#ifdef AUTOSAVE 963#ifdef AUTOSAVE
922 /* check for ST_PLAYING state so that we don't try to save off when 964 /* check for ST_PLAYING state so that we don't try to save off when
923 * the player is logging in. 965 * the player is logging in.
924 */ 966 */
925 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) { 967 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
926 /* Don't save the player on unholy ground. Instead, increase the
927 * tick time so it will be about 10 seconds before we try and save
928 * again.
929 */ 968 {
930// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { 969 pl->ob->contr->save ();
931// pl->last_save_tick += 100;
932// } else {
933 save_player(pl->ob,1);
934 pl->last_save_tick = pticks; 970 pl->last_save_tick = pticks;
935// }
936 } 971 }
937#endif 972#endif
938 } /* end of for loop for all the players */ 973 } /* end of for loop for all the players */
939 } /* for flag */ 974 } /* for flag */
940 for(pl=first_player;pl!=NULL;pl=pl->next) { 975
941 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) 976 for (player *pl = first_player; pl; pl = pl->next)
977 {
978 if (settings.casting_time)
979 {
980 if (pl->ob->casting_time > 0)
981 {
982 pl->ob->casting_time--;
983 pl->ob->start_holding = 1;
984 }
985
986 /* set spell_state so we can update the range in stats field */
987 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
988 pl->ob->start_holding = 0;
989 }
990
991 do_some_living (pl->ob);
992 }
993}
994
995static void
996process_players2 ()
997{
998 /* Then check if any players should use weapon-speed instead of speed */
999 for (player *pl = first_player; pl; pl = pl->next)
1000 {
1001 /* The code that did weapon_sp handling here was out of place -
1002 * this isn't called until after the player has finished there
1003 * actions, and is thus out of place. All we do here is bounds
1004 * checking.
1005 */
1006 if (pl->has_hit)
1007 {
1008 if (pl->ob->speed_left > pl->weapon_sp)
1009 pl->ob->speed_left = pl->weapon_sp;
1010
1011 /* This needs to be here - if the player is running, we need to
1012 * clear this each tick, but new commands are not being received
1013 * so execute_newserver_command() is never called
1014 */
1015 pl->has_hit = 0;
1016 }
1017 else if (pl->ob->speed_left > pl->ob->speed)
1018 pl->ob->speed_left = pl->ob->speed;
1019 }
1020}
1021
1022void
1023process_events ()
1024{
1025 object *op;
1026
1027 static object *marker;
1028
1029 if (!marker)
1030 marker = object::create ();
1031
1032 process_players1 ();
1033
1034 marker->active_next = active_objects;
1035
1036 if (marker->active_next)
1037 marker->active_next->active_prev = marker;
1038
1039 marker->active_prev = NULL;
1040 active_objects = marker;
1041
1042 while (marker->active_next)
1043 {
1044 op = marker->active_next;
1045
1046 /* Move marker forward - swap op and marker */
1047 op->active_prev = marker->active_prev;
1048
1049 if (op->active_prev)
1050 op->active_prev->active_next = op;
1051 else
1052 active_objects = op;
1053
1054 marker->active_next = op->active_next;
1055
1056 if (marker->active_next)
1057 marker->active_next->active_prev = marker;
1058
1059 marker->active_prev = op;
1060 op->active_next = marker;
1061
1062 /* Now process op */
1063 if (QUERY_FLAG (op, FLAG_FREED))
1064 {
1065 LOG (llevError, "BUG: process_events(): Free object on list\n");
1066 op->speed = 0;
1067 update_ob_speed (op);
1068 continue;
1069 }
1070
1071 /* I've seen occasional crashes due to this - the object is removed,
1072 * and thus the map it points to (last map it was on) may be bogus
1073 * The real bug is to try to find out the cause of this - someone
1074 * is probably calling remove_ob without either an insert_ob or
1075 * free_object afterwards, leaving an object dangling. But I'd
1076 * rather log this and continue on instead of crashing.
1077 * Don't remove players - when a player quits, the object is in
1078 * sort of a limbo, of removed, but something we want to keep
1079 * around.
1080 */
1081 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1082 {
1083 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1084 char *dump = dump_object (op);
1085 LOG (llevError, dump);
1086 free (dump);
1087 op->destroy ();
1088 continue;
1089 }
1090
1091 if (!op->speed)
1092 {
1093 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1094 "but is on active list\n", &op->arch->name);
1095 update_ob_speed (op);
1096 continue;
1097 }
1098
1099 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1100 {
1101 LOG (llevError, "BUG: process_events(): Object without map or "
1102 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1103 op->speed = 0;
1104 update_ob_speed (op);
1105 continue;
1106 }
1107
1108 /* Animate the object. Bug or feature that anim_speed
1109 * is based on ticks, and not the creatures speed?
1110 */
1111 if (op->anim_speed && op->last_anim >= op->anim_speed)
1112 {
1113 if ((op->type == PLAYER))
1114 animate_object (op, op->facing);
1115 else
1116 animate_object (op, op->direction);
1117
1118 op->last_anim = 1;
1119 }
1120 else
1121 op->last_anim++;
1122
1123 if (op->speed_left > 0)
1124 {
1125#if 0
1126 /* I've seen occasional crashes in move_symptom() with it
1127 * crashing because op is removed - add some debugging to
1128 * track if it is removed at this point.
1129 * This unfortunately is a bit too verbose it seems - not sure
1130 * why - I think what happens is a map is freed or something and
1131 * some objects get 'lost' - removed never to be reclaimed.
1132 * removed objects generally shouldn't exist.
1133 */
1134 if (QUERY_FLAG (op, FLAG_REMOVED))
1135 {
1136 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1137 }
1138#endif
1139 --op->speed_left;
1140 process_object (op);
1141
1142 if (op->destroyed ())
942 continue; 1143 continue;
943 if (settings.casting_time == TRUE) {
944 if (pl->ob->casting_time > 0){
945 pl->ob->casting_time--;
946 pl->ob->start_holding = 1;
947 }
948 /* set spell_state so we can update the range in stats field */
949 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
950 pl->ob->start_holding = 0;
951 }
952 }
953 do_some_living(pl->ob);
954/* draw(pl->ob);*/ /* updated in socket code */
955 }
956}
957
958void process_players2(mapstruct *map)
959{
960 player *pl;
961
962 /* Then check if any players should use weapon-speed instead of speed */
963 for(pl=first_player;pl!=NULL;pl=pl->next) {
964 if (map!=NULL) {
965 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
966 continue;
967 else if(pl->loading != NULL) /* Player is blocked */
968 pl->ob->speed_left -= pl->ob->speed;
969 if (pl->ob->map!=map) continue;
970 }
971
972 /* The code that did weapon_sp handling here was out of place -
973 * this isn't called until after the player has finished there
974 * actions, and is thus out of place. All we do here is bounds
975 * checking.
976 */
977 if (pl->has_hit) {
978 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
979
980 /* This needs to be here - if the player is running, we need to
981 * clear this each tick, but new commands are not being received
982 * so execute_newserver_command() is never called
983 */
984 pl->has_hit=0;
985
986 } else if (pl->ob->speed_left>pl->ob->speed)
987 pl->ob->speed_left = pl->ob->speed;
988 }
989}
990
991#define SPEED_DEBUG
992
993
994void process_events (mapstruct *map)
995{
996 object *op;
997 object marker;
998 tag_t tag;
999
1000 process_players1 (map);
1001
1002 memset(&marker, 0, sizeof(object));
1003 /* Put marker object at beginning of active list */
1004 marker.active_next = active_objects;
1005
1006 if (marker.active_next)
1007 marker.active_next->active_prev = &marker;
1008 marker.active_prev = NULL;
1009 active_objects = &marker;
1010
1011 while (marker.active_next) {
1012 op = marker.active_next;
1013 tag = op->count;
1014
1015 /* Move marker forward - swap op and marker */
1016 op->active_prev = marker.active_prev;
1017
1018 if (op->active_prev)
1019 op->active_prev->active_next = op;
1020 else
1021 active_objects = op;
1022
1023 marker.active_next = op->active_next;
1024
1025 if (marker.active_next)
1026 marker.active_next->active_prev = &marker;
1027 marker.active_prev = op;
1028 op->active_next = &marker;
1029
1030 /* Now process op */
1031 if (QUERY_FLAG (op, FLAG_FREED)) {
1032 LOG (llevError, "BUG: process_events(): Free object on list\n");
1033 op->speed = 0;
1034 update_ob_speed (op);
1035 continue;
1036 }
1037
1038 /* I've seen occasional crashes due to this - the object is removed,
1039 * and thus the map it points to (last map it was on) may be bogus
1040 * The real bug is to try to find out the cause of this - someone
1041 * is probably calling remove_ob without either an insert_ob or
1042 * free_object afterwards, leaving an object dangling. But I'd
1043 * rather log this and continue on instead of crashing.
1044 * Don't remove players - when a player quits, the object is in
1045 * sort of a limbo, of removed, but something we want to keep
1046 * around.
1047 */
1048 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1049 op->map && op->map->in_memory != MAP_IN_MEMORY) {
1050 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1051 dump_object(op);
1052 LOG(llevError, errmsg);
1053 free_object(op);
1054 continue;
1055 }
1056
1057 if ( ! op->speed) {
1058 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1059 "but is on active list\n", &op->arch->name);
1060 update_ob_speed (op);
1061 continue;
1062 }
1063
1064 if (op->map == NULL && op->env == NULL && op->name &&
1065 op->type != MAP && map == NULL) {
1066 LOG (llevError, "BUG: process_events(): Object without map or "
1067 "inventory is on active list: %s (%d)\n",
1068 &op->name, op->count);
1069 op->speed = 0;
1070 update_ob_speed (op);
1071 continue;
1072 }
1073
1074 if (map != NULL && op->map != map)
1075 continue;
1076
1077 /* Animate the object. Bug of feature that andim_speed
1078 * is based on ticks, and not the creatures speed?
1079 */
1080 if (op->anim_speed && op->last_anim >= op->anim_speed)
1081 {
1082 if ((op->type==PLAYER)||(op->type==MONSTER))
1083 animate_object(op, op->facing);
1084 else
1085 animate_object (op, op->direction);
1086
1087 op->last_anim = 1;
1088 } 1144 }
1089 else
1090 op->last_anim++;
1091 1145
1092 if (op->speed_left > 0) {
1093#if 0
1094 /* I've seen occasional crashes in move_symptom() with it
1095 * crashing because op is removed - add some debugging to
1096 * track if it is removed at this point.
1097 * This unfortunately is a bit too verbose it seems - not sure
1098 * why - I think what happens is a map is freed or something and
1099 * some objects get 'lost' - removed never to be reclaimed.
1100 * removed objects generally shouldn't exist.
1101 */
1102 if (QUERY_FLAG(op, FLAG_REMOVED)) {
1103 LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1104 op->name?op->name:"null");
1105 }
1106#endif
1107 --op->speed_left;
1108 process_object (op);
1109 if (was_destroyed (op, tag))
1110 continue;
1111 }
1112 if (settings.casting_time == TRUE && op->casting_time > 0) 1146 if (settings.casting_time == TRUE && op->casting_time > 0)
1113 op->casting_time--; 1147 op->casting_time--;
1148
1114 if (op->speed_left <= 0) 1149 if (op->speed_left <= 0)
1115 op->speed_left += FABS (op->speed); 1150 op->speed_left += FABS (op->speed);
1116 } 1151 }
1117 1152
1118 /* Remove marker object from active list */ 1153 /* Remove marker object from active list */
1119 if (marker.active_prev != NULL) 1154 if (marker->active_prev != NULL)
1120 marker.active_prev->active_next = NULL; 1155 marker->active_prev->active_next = NULL;
1121 else 1156 else
1122 active_objects = NULL; 1157 active_objects = NULL;
1123 1158
1124 process_players2 (map); 1159 process_players2 ();
1125} 1160}
1126 1161
1162void
1127void clean_tmp_files(void) { 1163clean_tmp_files (void)
1164{
1128 mapstruct *m, *next; 1165 maptile *m, *next;
1129 1166
1130 LOG(llevInfo,"Cleaning up...\n"); 1167 LOG (llevInfo, "Cleaning up...\n");
1131 1168
1132 /* We save the maps - it may not be intuitive why, but if there are unique 1169 /* We save the maps - it may not be intuitive why, but if there are unique
1133 * items, we need to save the map so they get saved off. Perhaps we should 1170 * items, we need to save the map so they get saved off. Perhaps we should
1134 * just make a special function that only saves the unique items. 1171 * just make a special function that only saves the unique items.
1135 */ 1172 */
1136 for(m=first_map;m!=NULL;m=next) { 1173 for (m = first_map; m; m = next)
1174 {
1137 next=m->next; 1175 next = m->next;
1176
1138 if (m->in_memory == MAP_IN_MEMORY) { 1177 if (m->in_memory == MAP_IN_MEMORY)
1178 {
1139 /* If we want to reuse the temp maps, swap it out (note that will also 1179 /* If we want to reuse the temp maps, swap it out (note that will also
1140 * update the log file. Otherwise, save the map (mostly for unique item 1180 * update the log file.
1141 * stuff). Note that the clean_tmp_map is called after the end of
1142 * the for loop but is in the #else bracket. IF we are recycling the maps,
1143 * we certainly don't want the temp maps removed.
1144 */ 1181 */
1145 1182
1146 /* XXX The above comment is dead wrong */
1147 if (settings.recycle_tmp_maps == TRUE)
1148 swap_map(m); 1183 swap_map (m);
1149 else {
1150 new_save_map(m, 0); /* note we save here into a overlay map */
1151 clean_tmp_map(m);
1152 } 1184 }
1153 } 1185 }
1154 } 1186
1155 write_todclock(); /* lets just write the clock here */ 1187 write_todclock (); /* lets just write the clock here */
1156} 1188}
1157 1189
1158/* clean up everything before exiting */ 1190/* clean up everything before exiting */
1159void cleanup(void) 1191void
1192cleanup (bool make_core)
1160{ 1193{
1161 LOG(llevDebug,"Cleanup called. freeing data.\n"); 1194 LOG (llevDebug, "Cleanup called.\n");
1195
1196 if (init_done)
1197 {
1198 for (player *pl = first_player; pl; pl = pl->next)
1199 pl->save (1);
1200
1201 for (player *pl = first_player; pl; pl = pl->next)
1202 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1203 leave_map (pl->ob);
1204
1162 clean_tmp_files(); 1205 clean_tmp_files ();
1163 write_book_archive(); 1206 write_book_archive ();
1164#ifdef MEMORY_DEBUG 1207
1165 free_all_maps(); 1208 INVOKE_GLOBAL (CLEANUP);
1166 free_style_maps(); 1209 }
1167 free_all_object_data(); 1210
1168 free_all_archs(); 1211 if (make_core)
1169 free_all_treasures(); 1212 abort ();
1170 free_all_images(); 1213 else
1171 free_all_newserver();
1172 free_all_recipes();
1173 free_all_readable();
1174 free_all_god();
1175 free_all_anim();
1176 /* See what the string data that is out there that hasn't been freed. */
1177/* LOG(llevDebug, ss_dump_table(0xff));*/
1178#endif
1179 exit(0); 1214 _exit (0);
1180} 1215}
1181 1216
1217void
1182void leave(player *pl, int draw_exit) { 1218leave (player *pl, int draw_exit)
1183 if (pl != NULL) { 1219{
1184 /* We do this so that the socket handling routine can do the final 1220 if (pl)
1185 * cleanup. We also leave that loop to actually handle the freeing 1221 {
1186 * of the data.
1187 */
1188 if (pl->ob->type != DEAD_OBJECT) 1222 if (pl->ob->type != DEAD_OBJECT)
1189 { 1223 {
1190 pl->socket.status = Ns_Dead;
1191
1192 /* If a hidden dm dropped connection do not create 1224 /* If a hidden dm dropped connection do not create
1193 * inconsistencies by showing that they have left the game 1225 * inconsistencies by showing that they have left the game
1194 */ 1226 */
1195 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden) 1227 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1196 && draw_exit 1228 && draw_exit)
1197 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1198 { 1229 {
1199 if (pl->ob->map) 1230 if (pl->ob->map)
1200 { 1231 {
1201 INVOKE_PLAYER (LOGOUT, pl); 1232 INVOKE_PLAYER (LOGOUT, pl);
1202 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host); 1233 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
1203 } 1234 }
1204 1235
1205 char buf[MAX_BUF]; 1236 char buf[MAX_BUF];
1237
1206 sprintf (buf, "%s left the game.", &pl->ob->name); 1238 sprintf (buf, "%s left the game.", &pl->ob->name);
1207 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf); 1239 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1208 } 1240 }
1209 1241
1210 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 1242 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1211 leave_map (pl->ob); 1243 leave_map (pl->ob);
1212 1244
1213 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ 1245 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1214 } 1246 }
1215 }
1216}
1217 1247
1248 /* We do this so that the socket handling routine can do the final
1249 * cleanup. We also leave that loop to actually handle the freeing
1250 * of the data.
1251 */
1252 if (pl->ns)
1253 pl->ns->destroy ();
1254
1255 }
1256}
1257
1258int
1218int forbid_play(void) 1259forbid_play (void)
1219{ 1260{
1220#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE) 1261#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1221 char buf[MAX_BUF], day[MAX_BUF]; 1262 char buf[MAX_BUF], day[MAX_BUF];
1222 FILE *fp; 1263 FILE *fp;
1223 time_t clock; 1264 time_t clock;
1224 struct tm *tm; 1265 struct tm *tm;
1225 int i, start, stop, forbit=0, comp; 1266 int i, start, stop, forbit = 0, comp;
1226 1267
1227 clock = time (NULL); 1268 clock = time (NULL);
1228 tm = (struct tm *) localtime (&clock); 1269 tm = (struct tm *) localtime (&clock);
1229 1270
1230 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); 1271 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1231 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL) 1272 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1232 return 0; 1273 return 0;
1233 1274
1234 while (fgets (buf, MAX_BUF, fp)) { 1275 while (fgets (buf, MAX_BUF, fp))
1276 {
1235 if (buf[0]=='#') continue; 1277 if (buf[0] == '#')
1278 continue;
1236 if (!strncmp (buf, "msg", 3)) { 1279 if (!strncmp (buf, "msg", 3))
1280 {
1237 if (forbit) 1281 if (forbit)
1238 while (fgets (buf, MAX_BUF, fp)) /* print message */ 1282 while (fgets (buf, MAX_BUF, fp)) /* print message */
1239 fputs (buf, logfile); 1283 fputs (buf, logfile);
1240 break; 1284 break;
1241 1285
1286 }
1242 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) { 1287 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1288 {
1243 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n"); 1289 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1244 continue; 1290 continue;
1291 }
1292
1293 for (i = 0; i < 7; i++)
1245 } 1294 {
1246 1295 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1247 for (i=0; i< 7; i++) {
1248 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1249 (tm->tm_hour >= start) && (tm->tm_hour < stop))
1250 forbit = 1; 1296 forbit = 1;
1251 } 1297 }
1252 } 1298 }
1253 1299
1254 close_and_delete(fp, comp); 1300 close_and_delete (fp, comp);
1255 1301
1256 return forbit; 1302 return forbit;
1257#else 1303#else
1258 return 0; 1304 return 0;
1259#endif 1305#endif
1260} 1306}
1261 1307
1262/* 1308/*
1263 * do_specials() is a collection of functions to call from time to time. 1309 * do_specials() is a collection of functions to call from time to time.
1273 * doing the various things. 1319 * doing the various things.
1274 */ 1320 */
1275 1321
1276extern unsigned long todtick; 1322extern unsigned long todtick;
1277 1323
1324void
1278void do_specials(void) { 1325do_specials (void)
1279 1326{
1280#ifdef WATCHDOG
1281 if (!(pticks % 503))
1282 watchdog();
1283#endif
1284
1285 if (!(pticks % PTICKS_PER_CLOCK)) 1327 if (!(pticks % PTICKS_PER_CLOCK))
1286 tick_the_clock(); 1328 tick_the_clock ();
1287 1329
1288 if (!(pticks % 7)) 1330 if (!(pticks % 7))
1289 shstr::gc (); 1331 shstr::gc ();
1290 1332
1291 if (!(pticks % 79)) 1333 if (!(pticks % 79))
1292 flush_old_maps(); /* Clears the tmp-files of maps which have reset */ 1334 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1293 1335
1294 if (!(pticks % 2503)) 1336 if (!(pticks % 2503))
1295 fix_weight(); /* Hack to fix weightproblems caused by bugs */ 1337 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1296 1338
1297 if (!(pticks % 2521))
1298 metaserver_update(); /* 2500 ticks is about 5 minutes */
1299
1300 if (!(pticks % 5003)) 1339 if (!(pticks % 5003))
1301 write_book_archive(); 1340 write_book_archive ();
1302 1341
1303 if (!(pticks % 5009)) 1342 if (!(pticks % 5009))
1304 clean_friendly_list(); 1343 clean_friendly_list ();
1305 1344
1306 if (!(pticks % 5011)) 1345 if (!(pticks % 5011))
1307 obsolete_parties(); 1346 obsolete_parties ();
1308 1347
1309 if (!(pticks % 12503)) 1348 if (!(pticks % 12503))
1310 fix_luck(); 1349 fix_luck ();
1311} 1350}
1312 1351
1352void
1313void server_tick () 1353server_tick ()
1314{ 1354{
1315 nroferrors = 0; 1355 nroferrors = 0;
1316 1356
1357 // first do the user visible stuff
1317 doeric_server(); 1358 doeric_server ();
1318 INVOKE_GLOBAL (CLOCK); 1359 INVOKE_GLOBAL (CLOCK);
1319 process_events(NULL); /* "do" something with objects with speed */ 1360 process_events (); /* "do" something with objects with speed */
1320 flush_sockets(); 1361 flush_sockets ();
1362
1363 // then do some bookkeeping, should not really be here
1321 check_active_maps(); /* Removes unused maps after a certain timeout */ 1364 check_active_maps (); /* Removes unused maps after a certain timeout */
1322 do_specials(); /* Routines called from time to time. */ 1365 do_specials (); /* Routines called from time to time. */
1366 object::free_mortals ();
1323 1367
1324 ++pticks; 1368 ++pticks;
1325} 1369}
1326 1370
1371int
1327int main(int argc, char **argv) 1372main (int argc, char **argv)
1328{ 1373{
1329 undead_name = "undead"; // what weird misoptimisation is this again?
1330
1331 settings.argc = argc; 1374 settings.argc = argc;
1332 settings.argv = argv; 1375 settings.argv = argv;
1333 1376
1334 cfperl_init ();
1335
1336 init (argc, argv); 1377 init (argc, argv);
1337 1378
1338 cfperl_boot ();
1339 initPlugins (); 1379 initPlugins ();
1340 1380
1341 for (;;) 1381 for (;;)
1342 cfperl_main (); 1382 cfperl_main ();
1343 1383

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