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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 1.60 by root, Wed Dec 27 09:28:02 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) {
149 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.");
151 new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)");
152 }
153}
154
155/* Really, there is no reason to crypt the passwords any system. But easier
156 * to just leave this enabled for backward compatibility. Put the
157 * simple case at top - no encryption - makes it easier to read.
158 */
159char *crypt_string(char *str, char *salt) {
160#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
161 return(str);
162#else
163 static char *c=
164 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
165 char s[2];
166
167 if(salt==NULL)
168 s[0]= c[RANDOM() % (int)strlen(c)],
169 s[1]= c[RANDOM() % (int)strlen(c)];
170 else
171 s[0]= salt[0],
172 s[1]= salt[1];
173
174# ifdef HAVE_LIBDES
175 return (char*)des_crypt(str,s);
176# endif
177 /* Default case - just use crypt */
178 return (char*)crypt(str,s);
179#endif
180}
181
182int check_password(char *typed,char *crypted) {
183 return !strcmp(crypt_string(typed,crypted),crypted);
184} 143}
185 144
186/* This is a basic little function to put the player back to his 145/* This is a basic little function to put the player back to his
187 * savebed. We do some error checking - its possible that the 146 * savebed. We do some error checking - its possible that the
188 * savebed map may no longer exist, so we make sure the player 147 * savebed map may no longer exist, so we make sure the player
189 * goes someplace. 148 * goes someplace.
190 */ 149 */
150void
191void enter_player_savebed(object *op) 151enter_player_savebed (object *op)
192{ 152{
193 mapstruct *oldmap = op->map; 153 maptile *oldmap = op->map;
194 object *tmp; 154 object *tmp;
195 155
196 tmp=get_object(); 156 tmp = object::create ();
197 157
198 EXIT_PATH(tmp) = op->contr->savebed_map; 158 EXIT_PATH (tmp) = op->contr->savebed_map;
199 EXIT_X(tmp) = op->contr->bed_x; 159 EXIT_X (tmp) = op->contr->bed_x;
200 EXIT_Y(tmp) = op->contr->bed_y; 160 EXIT_Y (tmp) = op->contr->bed_y;
201 enter_exit(op,tmp); 161 enter_exit (op, tmp);
202 /* If the player has not changed maps and the name does not match 162 /* 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 163 * that of the savebed, his savebed map is gone. Lets go back
204 * to the emergency path. Update what the players savebed is 164 * to the emergency path. Update what the players savebed is
205 * while we're at it. 165 * while we're at it.
206 */ 166 */
207 if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) { 167 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
168 {
208 LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n", 169 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); 170 settings.emergency_mapname, &op->name, op->contr->savebed_map);
210 strcpy(op->contr->savebed_map, settings.emergency_mapname); 171 strcpy (op->contr->savebed_map, settings.emergency_mapname);
211 op->contr->bed_x = settings.emergency_x; 172 op->contr->bed_x = settings.emergency_x;
212 op->contr->bed_y = settings.emergency_y; 173 op->contr->bed_y = settings.emergency_y;
213 EXIT_PATH(tmp) = op->contr->savebed_map; 174 EXIT_PATH (tmp) = op->contr->savebed_map;
214 EXIT_X(tmp) = op->contr->bed_x; 175 EXIT_X (tmp) = op->contr->bed_x;
215 EXIT_Y(tmp) = op->contr->bed_y; 176 EXIT_Y (tmp) = op->contr->bed_y;
216 enter_exit(op,tmp); 177 enter_exit (op, tmp);
217 } 178 }
218 free_object(tmp); 179
180 tmp->destroy ();
219} 181}
220 182
221/* All this really is is a glorified remove_object that also updates 183/* All this really is is a glorified remove_object that also updates
222 * the counts on the map if needed. 184 * the counts on the map if needed.
223 */ 185 */
186void
224void leave_map(object *op) 187leave_map (object *op)
225{ 188{
226 mapstruct *oldmap = op->map; 189 maptile *oldmap = op->map;
227 190
228 remove_ob(op); 191 op->remove ();
229 192
230 if (oldmap) { 193 if (oldmap)
194 {
231 if (!op->contr->hidden) 195 if (!op->contr->hidden)
232 oldmap->players--; 196 oldmap->players--;
197
198 if (oldmap->players <= 0)
233 if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */ 199 /* can be less than zero due to errors in tracking this */
234 set_map_timeout(oldmap); 200 set_map_timeout (oldmap);
235 }
236 } 201 }
237} 202}
238 203
239/* 204/*
240 * enter_map(): Moves the player and pets from current map (if any) to 205 * 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 206 * 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 207 * 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 208 * whatever reason. If default map coordinates are to be used, then
244 * the function that calls this should figure them out. 209 * the function that calls this should figure them out.
245 */ 210 */
211static void
246static void enter_map(object *op, mapstruct *newmap, int x, int y) { 212enter_map (object *op, maptile *newmap, int x, int y)
213{
247 mapstruct *oldmap = op->map; 214 maptile *oldmap = op->map;
248 215
249 if (out_of_map(newmap, x, y)) { 216 if (out_of_map (newmap, x, y))
217 {
250 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", 218 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
251 newmap->path, x, y); 219 x = newmap->enter_x;
252 x=MAP_ENTER_X(newmap); 220 y = newmap->enter_y;
253 y=MAP_ENTER_Y(newmap);
254 if (out_of_map(newmap, x, y)) { 221 if (out_of_map (newmap, x, y))
222 {
255 LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 223 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)); 224 newmap->path, x, y, newmap->width, newmap->height);
257 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed"); 225 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
258 return; 226 return;
259 } 227 }
260 } 228 }
229
261 /* try to find a spot for the player */ 230 /* try to find a spot for the player */
262 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */ 231 if (ob_blocked (op, newmap, x, y))
232 { /* First choice blocked */
263 /* We try to find a spot for the player, starting closest in. 233 /* 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, 234 * 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 235 * So for example, if the north space is free, you would always end up there even
266 * if other spaces around are available. 236 * if other spaces around are available.
267 * Note that for the second and third calls, we could start at a position other 237 * 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. 238 * than one, but then we could end up on the other side of walls and so forth.
269 */ 239 */
270 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1); 240 int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1);
241
242 if (i == -1)
243 {
244 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
271 if (i==-1) { 245 if (i == -1)
272 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1); 246 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
247 }
248
273 if (i==-1) 249 if (i != -1)
274 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
275 } 250 {
276 if (i != -1 ) {
277 x += freearr_x[i]; 251 x += freearr_x[i];
278 y += freearr_y[i]; 252 y += freearr_y[i];
253 }
279 } else { 254 else
255 {
280 /* not much we can do in this case. */ 256 /* 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", 257 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 */
285 258 }
259 } /* end if looking for free spot */
260
286 if (op->map!=NULL) 261 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)); 262 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
290 } 263 return;
291 264
265 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
266 return;
267
268 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y)))
269 return;
270
292 /* If it is a player login, he has yet to be inserted anyplace. 271 /* If it is a player login, he has yet to be inserted anyplace.
293 * otherwise, we need to deal with removing the player here. 272 * otherwise, we need to deal with removing the player here.
294 */ 273 */
295 if(!QUERY_FLAG(op, FLAG_REMOVED)) 274 op->remove ();
296 remove_ob(op);
297 275
298 /* remove_ob clears these so they must be reset after the remove_ob call */ 276 /* remove_ob clears these so they must be reset after the remove_ob call */
299 op->x = x; 277 op->x = x;
300 op->y = y; 278 op->y = y;
301 op->map = newmap; 279 op->map = newmap;
280
302 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON); 281 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
303 282
304 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
305
306 if (!op->contr->hidden) 283 if (!op->contr->hidden)
307 newmap->players++; 284 newmap->players++;
308 285
309 newmap->timeout=0; 286 newmap->timeout = 0;
310 op->enemy = NULL; 287 op->enemy = NULL;
311 288
312 if (op->contr) { 289 if (op->contr)
290 {
313 strcpy(op->contr->maplevel, newmap->path); 291 strcpy (op->contr->maplevel, newmap->path);
314 op->contr->count=0; 292 op->contr->count = 0;
315 } 293 }
316 294
317 /* Update any golems */ 295 /* Update any golems */
318 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) { 296 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
297 {
319 int i = find_free_spot(op->contr->ranges[range_golem],newmap, 298 int i = find_free_spot (op->contr->ranges[range_golem], newmap,
320 x, y, 1, SIZEOFFREE); 299 x, y, 1, SIZEOFFREE);
300
321 remove_ob(op->contr->ranges[range_golem]); 301 op->contr->ranges[range_golem]->remove ();
302
322 if (i==-1) { 303 if (i == -1)
304 {
323 remove_friendly_object(op->contr->ranges[range_golem]); 305 remove_friendly_object (op->contr->ranges[range_golem]);
324 free_object(op->contr->ranges[range_golem]); 306 op->contr->ranges[range_golem]->destroy ();
325 op->contr->ranges[range_golem]=NULL; 307 op->contr->ranges[range_golem] = 0;
326 op->contr->golem_count=0; 308 }
309 else
327 } 310 {
328 else {
329 object *tmp;
330 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) { 311 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
312 {
331 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x); 313 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); 314 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
333 tmp->map = newmap; 315 tmp->map = newmap;
334 } 316 }
317
335 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0); 318 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
336 op->contr->ranges[range_golem]->direction = 319 op->contr->ranges[range_golem]->direction =
337 find_dir_2(op->x - op->contr->ranges[range_golem]->x, 320 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 } 321 }
340 } 322 }
323
341 op->direction=0; 324 op->direction = 0;
342 325
343 /* since the players map is already loaded, we don't need to worry 326 /* since the players map is already loaded, we don't need to worry
344 * about pending objects. 327 * about pending objects.
345 */ 328 */
346 remove_all_pets(newmap); 329 remove_all_pets (newmap);
347 330
348 /* If the player is changing maps, we need to do some special things 331 /* 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 332 * Do this after the player is on the new map - otherwise the force swap of the
350 * old map does not work. 333 * old map does not work.
351 */ 334 */
352 if (oldmap != newmap) { 335 if (oldmap != newmap)
336 {
353 if (oldmap) /* adjust old map */ 337 if (oldmap) /* adjust old map */
354 { 338 {
355 oldmap->players--; 339 oldmap->players--;
356 340
357 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */ 341 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
358 set_map_timeout(oldmap); 342 set_map_timeout (oldmap);
359 } 343 }
360 } 344 }
361 swap_below_max (newmap->path);
362} 345}
363 346
347void
364void set_map_timeout(mapstruct *oldmap) 348set_map_timeout (maptile *oldmap)
365{ 349{
366#if MAP_MAXTIMEOUT 350#if MAP_MAXTIMEOUT
367 oldmap->timeout = MAP_TIMEOUT(oldmap); 351 oldmap->timeout = oldmap->timeout;
368 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is 352 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
369 * lower than the min value. 353 * lower than the min value.
370 */ 354 */
371#if MAP_MINTIMEOUT 355# if MAP_MINTIMEOUT
372 if (oldmap->timeout < MAP_MINTIMEOUT) { 356 if (oldmap->timeout < MAP_MINTIMEOUT)
373 oldmap->timeout = MAP_MINTIMEOUT; 357 oldmap->timeout = MAP_MINTIMEOUT;
374 }
375#endif 358# endif
359
376 if (oldmap->timeout > MAP_MAXTIMEOUT) { 360 if (oldmap->timeout > MAP_MAXTIMEOUT)
377 oldmap->timeout = MAP_MAXTIMEOUT; 361 oldmap->timeout = MAP_MAXTIMEOUT;
378 } 362
379#else 363#else
380 /* save out the map */ 364 /* save out the map */
381 swap_map(oldmap); 365 swap_map (oldmap);
382#endif /* MAP_MAXTIMEOUT */ 366#endif /* MAP_MAXTIMEOUT */
383} 367}
384 368
385 369
386/* clean_path takes a path and replaces all / with _ 370/* clean_path takes a path and replaces all / with _
387 * We do a strcpy so that we do not change the original string. 371 * We do a strcpy so that we do not change the original string.
388 */ 372 */
373char *
389char *clean_path(const char *file) 374clean_path (const char *file)
390{ 375{
391 static char newpath[MAX_BUF],*cp; 376 static char newpath[MAX_BUF], *cp;
377 assign (newpath, file);
392 378
393 strncpy(newpath, file, MAX_BUF-1);
394 newpath[MAX_BUF-1]='\0';
395 for (cp=newpath; *cp!='\0'; cp++) { 379 for (cp = newpath; *cp != '\0'; cp++)
396 if (*cp=='/') *cp='_'; 380 if (*cp == '/')
397 } 381 *cp = '_';
382
398 return newpath; 383 return newpath;
399} 384}
400 385
401 386
402/* unclean_path takes a path and replaces all _ with / 387/* unclean_path takes a path and replaces all _ with /
403 * This basically undoes clean path. 388 * This basically undoes clean path.
404 * We do a strcpy so that we do not change the original string. 389 * 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 390 * We are smart enough to start after the last / in case we
406 * are getting passed a string that points to a unique map 391 * are getting passed a string that points to a unique map
407 * path. 392 * path.
408 */ 393 */
394char *
409char *unclean_path(const char *src) 395unclean_path (const char *src)
410{ 396{
411 static char newpath[MAX_BUF],*cp; 397 static char newpath[MAX_BUF], *cp;
412 398
413 cp=strrchr(src, '/'); 399 cp = strrchr (src, '/');
414 if (cp) 400 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';
419 401
420 for (cp=newpath; *cp!='\0'; cp++) { 402 for (cp = newpath; *cp != '\0'; cp++)
421 if (*cp=='_') *cp='/'; 403 if (*cp == '_')
422 } 404 *cp = '/';
405
423 return newpath; 406 return newpath;
424} 407}
425 408
426 409
427/* The player is trying to enter a randomly generated map. In this case, generate the 410/* The player is trying to enter a randomly generated map. In this case, generate the
428 * random map as needed. 411 * random map as needed.
429 */ 412 */
430 413
414static void
431static void enter_random_map(object *pl, object *exit_ob) 415enter_random_map (object *pl, object *exit_ob)
432{ 416{
433 mapstruct *new_map; 417 maptile *new_map;
434 char newmap_name[HUGE_BUF], *cp; 418 char newmap_name[HUGE_BUF], *cp;
435 static int reference_number = 0; 419 static int reference_number = 0;
436 RMParms rp; 420 RMParms rp;
437 421
438 memset(&rp, 0, sizeof(RMParms)); 422 memset (&rp, 0, sizeof (RMParms));
439 rp.Xsize=-1; 423 rp.Xsize = -1;
440 rp.Ysize=-1; 424 rp.Ysize = -1;
441 rp.region=get_region_by_map(exit_ob->map); 425 rp.region = get_region_by_map (exit_ob->map);
426 if (exit_ob->msg)
442 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg); 427 set_random_map_variable (&rp, exit_ob->msg);
443 rp.origin_x = exit_ob->x; 428 rp.origin_x = exit_ob->x;
444 rp.origin_y = exit_ob->y; 429 rp.origin_y = exit_ob->y;
445 strcpy(rp.origin_map, pl->map->path); 430 strcpy (rp.origin_map, pl->map->path);
446 431
447 /* If we have a final_map, use it as a base name to give some clue 432 /* 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. 433 * 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 */ 434 */
452 if (rp.final_map[0]) { 435 sprintf (newmap_name, "/random%s+%04d",
453 cp = strrchr(rp.final_map, '/'); 436 *rp.final_map ? rp.final_map : rp.origin_map,
454 if (!cp) cp = rp.final_map; 437 reference_number++);
455 } else {
456 char buf[HUGE_BUF];
457 438
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. */ 439 /* now to generate the actual map. */
470 new_map=generate_random_map(newmap_name,&rp); 440 new_map = generate_random_map (newmap_name, &rp);
471 441
472 /* Update the exit_ob so it now points directly at the newly created 442 /* 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 443 * 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. 444 * 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 445 * 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. 446 * the exit leading to it, that the exit will no longer work.
477 */ 447 */
478 if(new_map) { 448 if (new_map)
449 {
479 int x, y; 450 int x, y;
480 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); 451
481 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); 452 x = EXIT_X (exit_ob) = new_map->enter_x;
453 y = EXIT_Y (exit_ob) = new_map->enter_y;
482 EXIT_PATH(exit_ob) = newmap_name; 454 EXIT_PATH (exit_ob) = newmap_name;
483 strcpy(new_map->path, newmap_name); 455 strcpy (new_map->path, newmap_name);
484 enter_map(pl, new_map, x, y); 456 enter_map (pl, new_map, x, y);
485 } 457 }
486} 458}
487 459
488/* The player is trying to enter a non-randomly generated template map. In this 460/* The player is trying to enter a non-randomly generated template map. In this
489 * case, use a map file for a template 461 * case, use a map file for a template
490 */ 462 */
491 463
464static void
492static void enter_fixed_template_map(object *pl, object *exit_ob) 465enter_fixed_template_map (object *pl, object *exit_ob)
493{ 466{
494 mapstruct *new_map; 467 maptile *new_map;
495 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap; 468 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
496 const char *new_map_name; 469 const char *new_map_name;
497 470
498 /* Split the exit path string into two parts, one 471 /* Split the exit path string into two parts, one
499 * for where to store the map, and one for were 472 * for where to store the map, and one for were
500 * to generate the map from. 473 * to generate the map from.
501 */ 474 */
502 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2); 475 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
503 sourcemap = strchr(exitpath, '!'); 476 sourcemap = strchr (exitpath, '!');
504 if (!sourcemap) { 477 if (!sourcemap)
478 {
505 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name); 479 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. 480 /* Should only occur when no source map is set.
507 */ 481 */
508 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n", 482 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); 483 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
510 return; 484 return;
511 } 485 }
486
512 *sourcemap++ = '\0'; 487 *sourcemap++ = '\0';
513 488
514 /* If we are not coming from a template map, we can use relative directories 489 /* If we are not coming from a template map, we can use relative directories
515 * for the map to generate from. 490 * for the map to generate from.
516 */ 491 */
517 if (!exit_ob->map->templatemap) { 492 if (!exit_ob->map->templatemap)
518 sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap); 493 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
519 } 494
520
521 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord 495 /* 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. 496 * of the exit, and the name of the map the exit is on, respectively.
523 */ 497 */
524 sprintf(tmpnum ,"%d", exit_ob->x); 498 sprintf (tmpnum, "%d", exit_ob->x);
525 replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname)); 499 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
526 500
527 sprintf(tmpnum ,"%d", exit_ob->y); 501 sprintf (tmpnum, "%d", exit_ob->y);
528 sprintf(tmpstring, "%s", resultname); 502 sprintf (tmpstring, "%s", resultname);
529 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname)); 503 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
530 504
531 sprintf(tmpstring, "%s", resultname); 505 sprintf (tmpstring, "%s", resultname);
532 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname)); 506 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
533 507
534 /* If we are coming from another template map, use reletive paths unless 508 /* If we are coming from another template map, use reletive paths unless
535 * indicated otherwise. 509 * indicated otherwise.
536 */ 510 */
537 if (exit_ob->map->templatemap && (resultname[0] != '/')) { 511 if (exit_ob->map->templatemap && (resultname[0] != '/'))
538 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname); 512 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
539 } else { 513 else
540 new_map_name = create_template_pathname(resultname); 514 new_map_name = create_template_pathname (resultname);
541 } 515
542
543 /* Attempt to load the map, if unable to, then 516 /* Attempt to load the map, if unable to, then
544 * create the map from the template. 517 * create the map from the template.
545 */ 518 */
546 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE); 519 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
547 if (!new_map) { 520 if (!new_map)
521 {
548 new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE); 522 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) { 523 if (new_map)
524 fix_auto_apply (new_map);
525 }
526
527 if (new_map)
528 {
553 /* set the path of the map to where it should be 529 /* set the path of the map to where it should be
554 * so we don't just save over the source map. 530 * so we don't just save over the source map.
555 */ 531 */
556 strcpy(new_map->path, new_map_name); 532 strcpy (new_map->path, new_map_name);
557 new_map->templatemap = 1; 533 new_map->templatemap = 1;
558 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob)); 534 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
559 } else { 535 }
536 else
537 {
560 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name); 538 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. 539 /* Should only occur when an invalid source map is set.
562 */ 540 */
563 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n", 541 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); 542 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
565 } 543 }
566} 544}
567
568 545
569/* The player is trying to enter a randomly generated template map. In this 546/* The player is trying to enter a randomly generated template map. In this
570 * case, generate the map as needed. 547 * case, generate the map as needed.
571 */ 548 */
572 549
550static void
573static void enter_random_template_map(object *pl, object *exit_ob) 551enter_random_template_map (object *pl, object *exit_ob)
574{ 552{
575 mapstruct *new_map; 553 maptile *new_map;
576 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF]; 554 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
577 const char *new_map_name; 555 const char *new_map_name;
578 RMParms rp; 556 RMParms rp;
579 557
580 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord 558 /* 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. 559 * of the exit, and the name of the map the exit is on, respectively.
582 */ 560 */
583 sprintf(tmpnum ,"%d", exit_ob->x); 561 sprintf (tmpnum, "%d", exit_ob->x);
584 replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname)); 562 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
585 563
586 sprintf(tmpnum ,"%d", exit_ob->y); 564 sprintf (tmpnum, "%d", exit_ob->y);
587 sprintf(tmpstring, "%s", resultname); 565 sprintf (tmpstring, "%s", resultname);
588 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname)); 566 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
589 567
590 sprintf(tmpstring, "%s", resultname); 568 sprintf (tmpstring, "%s", resultname);
591 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname)); 569 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
592 570
593 /* If we are coming from another template map, use reletive paths unless 571 /* If we are coming from another template map, use reletive paths unless
594 * indicated otherwise. 572 * indicated otherwise.
595 */ 573 */
596 if (exit_ob->map->templatemap && (resultname[0] != '/')) { 574 if (exit_ob->map->templatemap && (resultname[0] != '/'))
597 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname); 575 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
598 } else { 576 else
599 new_map_name = create_template_pathname(resultname); 577 new_map_name = create_template_pathname (resultname);
600 }
601 578
602 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE); 579 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
603 if (!new_map) { 580 if (!new_map)
581 {
604 memset(&rp, 0, sizeof(RMParms)); 582 memset (&rp, 0, sizeof (RMParms));
605 rp.Xsize=-1; 583 rp.Xsize = -1;
606 rp.Ysize=-1; 584 rp.Ysize = -1;
607 rp.region=get_region_by_map(exit_ob->map); 585 rp.region = get_region_by_map (exit_ob->map);
586 if (exit_ob->msg)
608 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg); 587 set_random_map_variable (&rp, exit_ob->msg);
609 rp.origin_x = exit_ob->x; 588 rp.origin_x = exit_ob->x;
610 rp.origin_y = exit_ob->y; 589 rp.origin_y = exit_ob->y;
611 strcpy(rp.origin_map, pl->map->path); 590 strcpy (rp.origin_map, pl->map->path);
612 591
613 /* now to generate the actual map. */ 592 /* now to generate the actual map. */
614 new_map=generate_random_map(new_map_name,&rp); 593 new_map = generate_random_map (new_map_name, &rp);
615 } 594 }
616 595
617 596
618 /* Update the exit_ob so it now points directly at the newly created 597 /* 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 598 * 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. 599 * 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 600 * 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. 601 * the exit leading to it, that the exit will no longer work.
623 */ 602 */
624 if(new_map) { 603 if (new_map)
604 {
625 int x, y; 605 int x, y;
626 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); 606
627 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); 607 x = EXIT_X (exit_ob) = new_map->enter_x;
608 y = EXIT_Y (exit_ob) = new_map->enter_y;
628 new_map->templatemap = 1; 609 new_map->templatemap = 1;
629 enter_map(pl, new_map, x, y); 610 enter_map (pl, new_map, x, y);
630 } 611 }
631} 612}
632 613
633 614
634/* Code to enter/detect a character entering a unique map. 615/* Code to enter/detect a character entering a unique map.
635 */ 616 */
617static void
636static void enter_unique_map(object *op, object *exit_ob) 618enter_unique_map (object *op, object *exit_ob)
637{ 619{
638 char apartment[HUGE_BUF]; 620 char apartment[HUGE_BUF];
639 mapstruct *newmap; 621 maptile *newmap;
640 622
641 if (EXIT_PATH(exit_ob)[0]=='/') { 623 if (EXIT_PATH (exit_ob)[0] == '/')
642 sprintf(apartment, "%s/%s/%s/%s", settings.localdir, 624 {
643 settings.playerdir, &op->name, clean_path(EXIT_PATH(exit_ob))); 625 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); 626 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
645 if (!newmap) { 627 if (!newmap)
628 {
646 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE); 629 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
630 if (newmap)
647 if (newmap) fix_auto_apply(newmap); 631 fix_auto_apply (newmap);
648 } 632 }
649 } else { /* relative directory */ 633 }
634 else
635 { /* relative directory */
650 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp; 636 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
651 637
652 if (exit_ob->map->unique) { 638 if (exit_ob->map->unique)
639 {
653 640
654 strcpy(reldir, unclean_path(exit_ob->map->path)); 641 strcpy (reldir, unclean_path (exit_ob->map->path));
655 642
656 /* Need to copy this over, as clean_path only has one static return buffer */ 643 /* Need to copy this over, as clean_path only has one static return buffer */
657 strcpy(tmpc, clean_path(reldir)); 644 strcpy (tmpc, clean_path (reldir));
658 /* Remove final component, if any */ 645 /* Remove final component, if any */
659 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0; 646 if ((cp = strrchr (tmpc, '_')) != NULL)
647 *cp = 0;
660 648
661 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir, 649 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)));
664 650
665 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 651 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
666 if (!newmap) { 652 if (!newmap)
653 {
667 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE); 654 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
655 if (newmap)
668 if (newmap) fix_auto_apply(newmap); 656 fix_auto_apply (newmap);
657 }
669 } 658 }
659 else
670 } 660 {
671 else {
672 /* The exit is unique, but the map we are coming from is not unique. So 661 /* 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 662 * use the basic logic - don't need to demangle the path name
674 */ 663 */
675 sprintf(apartment, "%s/%s/%s/%s", settings.localdir, 664 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)))); 665 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); 666 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
679 if (!newmap) { 667 if (!newmap)
668 {
680 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0); 669 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
670 if (newmap)
681 if (newmap) fix_auto_apply(newmap); 671 fix_auto_apply (newmap);
682 }
683 } 672 }
673 }
684 } 674 }
685 675
686 if (newmap) { 676 if (newmap)
677 {
687 strcpy(newmap->path, apartment); 678 strcpy (newmap->path, apartment);
688 newmap->unique = 1; 679 newmap->unique = 1;
689 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob)); 680 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
690 } else { 681 }
682 else
683 {
691 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name); 684 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 685 /* Perhaps not critical, but I would think that the unique maps
693 * should be new enough this does not happen. This also creates 686 * should be new enough this does not happen. This also creates
694 * a strange situation where some players could perhaps have visited 687 * a strange situation where some players could perhaps have visited
695 * such a map before it was removed, so they have the private 688 * such a map before it was removed, so they have the private
696 * map, but other players can't get it anymore. 689 * map, but other players can't get it anymore.
697 */ 690 */
698 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n", 691 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); 692 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
700 } 693 }
701 694
702} 695}
703 696
704 697
705/* Tries to move 'op' to exit_ob. op is the character or monster that is 698/* 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, 699 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
709 * 702 *
710 * Largely redone by MSW 2001-01-21 - this function was overly complex 703 * Largely redone by MSW 2001-01-21 - this function was overly complex
711 * and had some obscure bugs. 704 * and had some obscure bugs.
712 */ 705 */
713 706
707void
714void enter_exit(object *op, object *exit_ob) { 708enter_exit (object *op, object *exit_ob)
709{
715 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */ 710#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
716 object *tmp; 711 object *tmp;
712
717 /* It may be nice to support other creatures moving across 713 /* It may be nice to support other creatures moving across
718 * exits, but right now a lot of the code looks at op->contr, 714 * exits, but right now a lot of the code looks at op->contr,
719 * so thta is an RFE. 715 * so that is an RFE.
720 */ 716 */
721 if (op->type != PLAYER) return; 717 if (op->type != PLAYER)
718 return;
722 719
723 /* First, lets figure out what map the player is going to go to */ 720 /* First, lets figure out what map the player is going to go to */
724 if (exit_ob){ 721 if (exit_ob)
725 722 {
726 /* check to see if we make a template map */ 723 /* check to see if we make a template map */
727 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') { 724 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
725 {
728 if (EXIT_PATH(exit_ob)[2]=='!') { 726 if (EXIT_PATH (exit_ob)[2] == '!')
727 {
729 /* generate a template map randomly */ 728 /* generate a template map randomly */
730 enter_random_template_map(op, exit_ob); 729 enter_random_template_map (op, exit_ob);
730 }
731 } else { 731 else
732 {
732 /* generate a template map from a fixed template */ 733 /* generate a template map from a fixed template */
733 enter_fixed_template_map(op, exit_ob); 734 enter_fixed_template_map (op, exit_ob);
734 }
735 } 735 }
736 }
736 /* check to see if we make a randomly generated map */ 737 /* check to see if we make a randomly generated map */
737 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') { 738 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
739 {
738 enter_random_map(op, exit_ob); 740 enter_random_map (op, exit_ob);
739 } 741 }
740 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) { 742 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
743 {
741 enter_unique_map(op, exit_ob); 744 enter_unique_map (op, exit_ob);
745 }
742 } else { 746 else
747 {
743 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob); 748 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
749
744 /* 'Normal' exits that do not do anything special 750 /* 'Normal' exits that do not do anything special
745 * Simple enough we don't need another routine for it. 751 * Simple enough we don't need another routine for it.
746 */ 752 */
747 mapstruct *newmap; 753 maptile *newmap;
754
748 if (exit_ob->map) { 755 if (exit_ob->map)
756 {
749 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0); 757 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 758 /* Random map was previously generated, but is no longer about. Lets generate a new
751 * map. 759 * map.
752 */ 760 */
753 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) { 761 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
762 {
754 /* Maps that go down have a message set. However, maps that go 763 /* 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 764 * 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. 765 * point generating a random map, because it won't match the maps.
757 */ 766 */
758 if (exit_ob->msg) { 767 if (exit_ob->msg)
768 {
759 enter_random_map(op, exit_ob); 769 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 } 770 }
771 else
772 {
773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
774 return;
775 }
764 776
765 /* For exits that cause damages (like pits). Don't know if any 777 /* For exits that cause damages (like pits). Don't know if any
766 * random maps use this or not. 778 * random maps use this or not.
767 */ 779 */
768 if(exit_ob->stats.dam && op->type==PLAYER) 780 if (exit_ob->stats.dam && op->type == PLAYER)
769 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1); 781 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
770 return; 782 return;
771 } 783 }
784 }
772 } else { 785 else
786 {
773 /* For word of recall and other force objects 787 /* For word of recall and other force objects
774 * They contain the full pathname of the map to go back to, 788 * They contain the full pathname of the map to go back to,
775 * so we don't need to normalize it. 789 * so we don't need to normalize it.
776 * But we do need to see if it is unique or not 790 * But we do need to see if it is unique or not
777 */ 791 */
778 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir))) 792 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
779 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE); 793 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
780 else 794 else
781 newmap = ready_map_name(EXIT_PATH(exit_ob), 0); 795 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
782 } 796 }
783 if (!newmap) 797 if (!newmap)
784 { 798 {
785 if (exit_ob->name) 799 if (exit_ob->name)
786 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name); 800 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 801 /* don't cry to momma if name is not set - as in tmp objects
788 * used by the savebed code and character creation */ 802 * used by the savebed code and character creation */
789 return; 803 return;
790 } 804 }
791 805
792 /* This supports the old behaviour, but it really should not be used. 806 /* 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 807 * 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 808 * set 0,0 destination coordinates. Really, if we want to support
795 * using the new maps default coordinates, the exit ob should use 809 * using the new maps default coordinates, the exit ob should use
796 * something like -1, -1 so it is clear to do that. 810 * something like -1, -1 so it is clear to do that.
797 */ 811 */
798 if (x==0 && y==0) { 812 if (x == 0 && y == 0)
799 x=MAP_ENTER_X(newmap); 813 {
800 y=MAP_ENTER_Y(newmap); 814 x = newmap->enter_x;
815 y = newmap->enter_y;
801 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n", 816 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>"); 817 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
804 } 818 }
805 819
806 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */ 820 /* 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)) { 821 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
822 {
808 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */ 823 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
809 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) { 824 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
825 {
810 if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break; 826 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
827 break;
811 } 828 }
812 if(tmp) { 829 if (tmp)
830 {
813 remove_ob(tmp); 831 tmp->remove ();
814 free_object(tmp); 832 tmp->destroy ();
815 } 833 }
816 834
817 strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); 835 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); 836 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
819 save_player(op, 1); 837 op->contr->save ();
820 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n", 838 /* 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, 839 * 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))); */ 840 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
823 } 841 }
824 842
825 enter_map(op, newmap, x, y); 843 enter_map (op, newmap, x, y);
826 } 844 }
827 /* For exits that cause damages (like pits) */ 845 /* For exits that cause damages (like pits) */
828 if(exit_ob->stats.dam && op->type==PLAYER) 846 if (exit_ob->stats.dam && op->type == PLAYER)
829 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1); 847 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
830 } else { 848 }
849 else
850 {
831 int flags = 0; 851 int flags = 0;
832 mapstruct *newmap; 852 maptile *newmap;
833 853
834
835 /* Hypothetically, I guess its possible that a standard map matches 854 /* Hypothetically, I guess its possible that a standard map matches
836 * the localdir, but that seems pretty unlikely - unlikely enough that 855 * the localdir, but that seems pretty unlikely - unlikely enough that
837 * I'm not going to attempt to try to deal with that possibility. 856 * 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 857 * 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 858 * the localdir to that name. So its an easy way to see of the map is
840 * unique or not. 859 * unique or not.
841 */ 860 */
842 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir))) 861 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
843 flags = MAP_PLAYER_UNIQUE; 862 flags = MAP_PLAYER_UNIQUE;
844 863
845 /* newmap returns the map (if already loaded), or loads it for 864 /* newmap returns the map (if already loaded), or loads it for
846 * us. 865 * us.
847 */ 866 */
848 newmap = ready_map_name(op->contr->maplevel, flags); 867 newmap = ready_map_name (op->contr->maplevel, flags);
849 if (!newmap) 868 if (!newmap)
850 { 869 {
851 LOG(llevError,
852 "enter_exit: Pathname to map does not exist! (%s)\n", 870 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); 871 newmap = ready_map_name (settings.emergency_mapname, 0);
855 op->x = settings.emergency_x; 872 op->x = settings.emergency_x;
856 op->y = settings.emergency_y; 873 op->y = settings.emergency_y;
857 /* If we can't load the emergency map, something is probably really 874 /* If we can't load the emergency map, something is probably really
858 * screwed up, so bail out now. 875 * screwed up, so bail out now.
859 */ 876 */
860 if (!newmap) { 877 if (!newmap)
878 {
861 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n"); 879 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
862 abort(); 880 abort ();
863 }
864 } 881 }
882 }
883
865 enter_map(op, newmap, op->x, op->y); 884 enter_map (op, newmap, op->x, op->y);
866 } 885 }
867} 886}
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
884 887
885/* process_players1 and process_players2 do all the player related stuff. 888/* 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 889 * 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 890 * 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 891 * by the various functions. process_players1() does the processing before
889 * objects have been updated, process_players2() does the processing that 892 * objects have been updated, process_players2() does the processing that
890 * is needed after the players have been updated. 893 * is needed after the players have been updated.
891 */ 894 */
892 895static void
893void process_players1(mapstruct *map) 896process_players1 ()
894{ 897{
895 int flag; 898 int flag;
896 player *pl,*plnext;
897 899
898 /* Basically, we keep looping until all the players have done their actions. */ 900 /* Basically, we keep looping until all the players have done their actions. */
899 for(flag=1;flag!=0;) { 901 for (flag = 1; flag != 0;)
902 {
900 flag=0; 903 flag = 0;
901 for(pl=first_player;pl!=NULL;pl=plnext) { 904 for_all_players (pl)
902 plnext=pl->next; /* In case a player exits the game in handle_player() */ 905 {
906 pl->refcnt_chk ();
903 907
904 if (pl->ob == NULL) continue; 908 if (!pl->ob || !pl->ns)
909 continue;
905 910
906 if (map!=NULL && pl->ob->map!=map) continue;
907
908 if(pl->ob->speed_left>0) { 911 if (pl->ob->speed_left > 0)
909 if (handle_newcs_player(pl->ob)) 912 if (handle_newcs_player (pl->ob))
910 flag=1; 913 flag = 1;
911 } /* end if player has speed left */
912 914
913 /* If the player is not actively playing, don't make a 915 /* If the player is not actively playing, don't make a
914 * backup save - nothing to save anyway. Plus, the 916 * backup save - nothing to save anyway. Plus, the
915 * map may not longer be valid. This can happen when the 917 * map may not longer be valid. This can happen when the
916 * player quits - they exist for purposes of tracking on the map, 918 * player quits - they exist for purposes of tracking on the map,
917 * but don't actually reside on any actual map. 919 * but don't actually reside on any actual map.
918 */ 920 */
919 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue; 921 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
922 continue;
920 923
921#ifdef AUTOSAVE 924#ifdef AUTOSAVE
922 /* check for ST_PLAYING state so that we don't try to save off when 925 /* check for ST_PLAYING state so that we don't try to save off when
923 * the player is logging in. 926 * the player is logging in.
924 */ 927 */
925 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) { 928 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 */ 929 {
930// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { 930 pl->ob->contr->save ();
931// pl->last_save_tick += 100;
932// } else {
933 save_player(pl->ob,1);
934 pl->last_save_tick = pticks; 931 pl->last_save_tick = pticks;
935// }
936 } 932 }
937#endif 933#endif
938 } /* end of for loop for all the players */ 934 } /* end of for loop for all the players */
939 } /* for flag */ 935 } /* for flag */
940 for(pl=first_player;pl!=NULL;pl=pl->next) { 936
941 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) 937 for_all_players (pl)
938 {
939 if (!pl->ob || !pl->ns)
940 continue;
941
942 if (settings.casting_time)
943 {
944 if (pl->ob->casting_time > 0)
945 {
946 pl->ob->casting_time--;
947 pl->ob->start_holding = 1;
948 }
949
950 /* set spell_state so we can update the range in stats field */
951 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
952 pl->ob->start_holding = 0;
953 }
954
955 do_some_living (pl->ob);
956 }
957}
958
959static void
960process_players2 ()
961{
962 /* Then check if any players should use weapon-speed instead of speed */
963 for_all_players (pl)
964 {
965 /* The code that did weapon_sp handling here was out of place -
966 * this isn't called until after the player has finished there
967 * actions, and is thus out of place. All we do here is bounds
968 * checking.
969 */
970 if (pl->has_hit)
971 {
972 if (pl->ob->speed_left > pl->weapon_sp)
973 pl->ob->speed_left = pl->weapon_sp;
974
975 /* This needs to be here - if the player is running, we need to
976 * clear this each tick, but new commands are not being received
977 * so execute_newserver_command() is never called
978 */
979 pl->has_hit = 0;
980 }
981 else if (pl->ob->speed_left > pl->ob->speed)
982 pl->ob->speed_left = pl->ob->speed;
983 }
984}
985
986void
987process_events ()
988{
989 object *op;
990
991 static object_ptr marker_;
992
993 if (!marker_)
994 marker_ = object::create ();
995
996 object *marker = marker_;
997
998 process_players1 ();
999
1000 marker->active_next = active_objects;
1001
1002 if (marker->active_next)
1003 marker->active_next->active_prev = marker;
1004
1005 marker->active_prev = 0;
1006 active_objects = marker;
1007
1008 while (marker->active_next)
1009 {
1010 op = marker->active_next;
1011
1012 /* Move marker forward - swap op and marker */
1013 op->active_prev = marker->active_prev;
1014
1015 if (op->active_prev)
1016 op->active_prev->active_next = op;
1017 else
1018 active_objects = op;
1019
1020 marker->active_next = op->active_next;
1021
1022 if (marker->active_next)
1023 marker->active_next->active_prev = marker;
1024
1025 marker->active_prev = op;
1026 op->active_next = marker;
1027
1028 /* Now process op */
1029 if (QUERY_FLAG (op, FLAG_FREED))
1030 {
1031 LOG (llevError, "BUG: process_events(): Free object on list\n");
1032 op->set_speed (0);
1033 continue;
1034 }
1035
1036 /* I've seen occasional crashes due to this - the object is removed,
1037 * and thus the map it points to (last map it was on) may be bogus
1038 * The real bug is to try to find out the cause of this - someone
1039 * is probably calling remove_ob without either an insert_ob or
1040 * free_object afterwards, leaving an object dangling. But I'd
1041 * rather log this and continue on instead of crashing.
1042 * Don't remove players - when a player quits, the object is in
1043 * sort of a limbo, of removed, but something we want to keep
1044 * around.
1045 */
1046 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1047 {
1048 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1049 char *dump = dump_object (op);
1050 LOG (llevError, dump);
1051 free (dump);
1052 op->destroy ();
1053 continue;
1054 }
1055
1056 if (!op->speed)
1057 {
1058 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1059 "but is on active list\n", &op->arch->name);
1060 op->set_speed (0);
1061 continue;
1062 }
1063
1064 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1065 {
1066 LOG (llevError, "BUG: process_events(): Object without map or "
1067 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1068 op->set_speed (0);
1069 continue;
1070 }
1071
1072 /* Animate the object. Bug or feature that anim_speed
1073 * is based on ticks, and not the creatures speed?
1074 */
1075 if (op->anim_speed && op->last_anim >= op->anim_speed)
1076 {
1077 if ((op->type == PLAYER))
1078 animate_object (op, op->facing);
1079 else
1080 animate_object (op, op->direction);
1081
1082 op->last_anim = 1;
1083 }
1084 else
1085 op->last_anim++;
1086
1087 if (op->speed_left > 0)
1088 {
1089#if 0
1090 /* I've seen occasional crashes in move_symptom() with it
1091 * crashing because op is removed - add some debugging to
1092 * track if it is removed at this point.
1093 * This unfortunately is a bit too verbose it seems - not sure
1094 * why - I think what happens is a map is freed or something and
1095 * some objects get 'lost' - removed never to be reclaimed.
1096 * removed objects generally shouldn't exist.
1097 */
1098 if (QUERY_FLAG (op, FLAG_REMOVED))
1099 {
1100 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1101 }
1102#endif
1103 --op->speed_left;
1104 process_object (op);
1105
1106 if (op->destroyed ())
942 continue; 1107 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 } 1108 }
1089 else
1090 op->last_anim++;
1091 1109
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) 1110 if (settings.casting_time == TRUE && op->casting_time > 0)
1113 op->casting_time--; 1111 op->casting_time--;
1112
1114 if (op->speed_left <= 0) 1113 if (op->speed_left <= 0)
1115 op->speed_left += FABS (op->speed); 1114 op->speed_left += FABS (op->speed);
1116 } 1115 }
1117 1116
1118 /* Remove marker object from active list */ 1117 /* Remove marker object from active list */
1119 if (marker.active_prev != NULL) 1118 if (marker->active_prev != NULL)
1120 marker.active_prev->active_next = NULL; 1119 marker->active_prev->active_next = NULL;
1121 else 1120 else
1122 active_objects = NULL; 1121 active_objects = NULL;
1123 1122
1124 process_players2 (map); 1123 process_players2 ();
1125} 1124}
1126 1125
1126void
1127void clean_tmp_files(void) { 1127clean_tmp_files (void)
1128{
1128 mapstruct *m, *next; 1129 maptile *m, *next;
1129 1130
1130 LOG(llevInfo,"Cleaning up...\n"); 1131 LOG (llevInfo, "Cleaning up...\n");
1131 1132
1132 /* We save the maps - it may not be intuitive why, but if there are unique 1133 /* 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 1134 * 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. 1135 * just make a special function that only saves the unique items.
1135 */ 1136 */
1136 for(m=first_map;m!=NULL;m=next) { 1137 for_all_maps (m)
1137 next=m->next;
1138 if (m->in_memory == MAP_IN_MEMORY) { 1138 if (m->in_memory == MAP_IN_MEMORY)
1139 /* 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
1140 * update the log file. Otherwise, save the map (mostly for unique item 1140 * 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 */ 1141 */
1145
1146 /* XXX The above comment is dead wrong */
1147 if (settings.recycle_tmp_maps == TRUE)
1148 swap_map(m); 1142 swap_map (m);
1149 else { 1143
1150 new_save_map(m, 0); /* note we save here into a overlay map */
1151 clean_tmp_map(m);
1152 }
1153 }
1154 }
1155 write_todclock(); /* lets just write the clock here */ 1144 write_todclock (); /* lets just write the clock here */
1156} 1145}
1157 1146
1158/* clean up everything before exiting */ 1147/* clean up everything before exiting */
1159void cleanup(void) 1148void
1149cleanup (bool make_core)
1160{ 1150{
1161 LOG(llevDebug,"Cleanup called. freeing data.\n"); 1151 LOG (llevDebug, "Cleanup called.\n");
1152
1153 if (init_done)
1154 {
1155 for_all_players (pl)
1156 pl->save (1);
1157
1158 for_all_players (pl)
1159 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1160 leave_map (pl->ob);
1161
1162 clean_tmp_files(); 1162 clean_tmp_files ();
1163 write_book_archive(); 1163 write_book_archive ();
1164#ifdef MEMORY_DEBUG 1164
1165 free_all_maps(); 1165 INVOKE_GLOBAL (CLEANUP);
1166 free_style_maps(); 1166 }
1167 free_all_object_data(); 1167
1168 free_all_archs(); 1168 if (make_core)
1169 free_all_treasures(); 1169 abort ();
1170 free_all_images(); 1170 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); 1171 _exit (0);
1180} 1172}
1181 1173
1174void
1182void leave(player *pl, int draw_exit) { 1175leave (player *pl, int draw_exit)
1183 if (pl != NULL) { 1176{
1184 /* We do this so that the socket handling routine can do the final 1177 if (pl)
1185 * cleanup. We also leave that loop to actually handle the freeing 1178 {
1186 * of the data.
1187 */
1188 if (pl->ob->type != DEAD_OBJECT) 1179 if (pl->ob->type != DEAD_OBJECT)
1189 { 1180 {
1190 pl->socket.status = Ns_Dead;
1191
1192 /* If a hidden dm dropped connection do not create 1181 /* If a hidden dm dropped connection do not create
1193 * inconsistencies by showing that they have left the game 1182 * inconsistencies by showing that they have left the game
1194 */ 1183 */
1195 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden) 1184 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1196 && draw_exit 1185 && draw_exit)
1197 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1198 { 1186 {
1199 if (pl->ob->map) 1187 if (pl->ob->map)
1200 { 1188 {
1201 INVOKE_PLAYER (LOGOUT, pl); 1189 INVOKE_PLAYER (LOGOUT, pl);
1202 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host); 1190 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
1203 } 1191 }
1204 1192
1205 char buf[MAX_BUF]; 1193 char buf[MAX_BUF];
1194
1206 sprintf (buf, "%s left the game.", &pl->ob->name); 1195 sprintf (buf, "%s left the game.", &pl->ob->name);
1207 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf); 1196 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1208 } 1197 }
1209 1198
1210 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 1199 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1211 leave_map (pl->ob); 1200 leave_map (pl->ob);
1212 1201
1213 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ 1202 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1214 } 1203 }
1215 }
1216}
1217 1204
1205 /* We do this so that the socket handling routine can do the final
1206 * cleanup. We also leave that loop to actually handle the freeing
1207 * of the data.
1208 */
1209 if (pl->ns)
1210 pl->ns->destroy ();
1211
1212 }
1213}
1214
1215int
1218int forbid_play(void) 1216forbid_play (void)
1219{ 1217{
1220#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE) 1218#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1221 char buf[MAX_BUF], day[MAX_BUF]; 1219 char buf[MAX_BUF], day[MAX_BUF];
1222 FILE *fp; 1220 FILE *fp;
1223 time_t clock; 1221 time_t clock;
1224 struct tm *tm; 1222 struct tm *tm;
1225 int i, start, stop, forbit=0, comp; 1223 int i, start, stop, forbit = 0, comp;
1226 1224
1227 clock = time (NULL); 1225 clock = time (NULL);
1228 tm = (struct tm *) localtime (&clock); 1226 tm = (struct tm *) localtime (&clock);
1229 1227
1230 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); 1228 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1231 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL) 1229 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1232 return 0; 1230 return 0;
1233 1231
1234 while (fgets (buf, MAX_BUF, fp)) { 1232 while (fgets (buf, MAX_BUF, fp))
1233 {
1235 if (buf[0]=='#') continue; 1234 if (buf[0] == '#')
1235 continue;
1236 if (!strncmp (buf, "msg", 3)) { 1236 if (!strncmp (buf, "msg", 3))
1237 {
1237 if (forbit) 1238 if (forbit)
1238 while (fgets (buf, MAX_BUF, fp)) /* print message */ 1239 while (fgets (buf, MAX_BUF, fp)) /* print message */
1239 fputs (buf, logfile); 1240 fputs (buf, logfile);
1240 break; 1241 break;
1241 1242
1243 }
1242 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) { 1244 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1245 {
1243 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n"); 1246 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1244 continue; 1247 continue;
1248 }
1249
1250 for (i = 0; i < 7; i++)
1245 } 1251 {
1246 1252 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; 1253 forbit = 1;
1251 } 1254 }
1252 } 1255 }
1253 1256
1254 close_and_delete(fp, comp); 1257 close_and_delete (fp, comp);
1255 1258
1256 return forbit; 1259 return forbit;
1257#else 1260#else
1258 return 0; 1261 return 0;
1259#endif 1262#endif
1260} 1263}
1261 1264
1262/* 1265/*
1263 * do_specials() is a collection of functions to call from time to time. 1266 * do_specials() is a collection of functions to call from time to time.
1273 * doing the various things. 1276 * doing the various things.
1274 */ 1277 */
1275 1278
1276extern unsigned long todtick; 1279extern unsigned long todtick;
1277 1280
1281void
1278void do_specials(void) { 1282do_specials (void)
1279 1283{
1280#ifdef WATCHDOG
1281 if (!(pticks % 503))
1282 watchdog();
1283#endif
1284
1285 if (!(pticks % PTICKS_PER_CLOCK)) 1284 if (!(pticks % PTICKS_PER_CLOCK))
1286 tick_the_clock(); 1285 tick_the_clock ();
1287 1286
1288 if (!(pticks % 7)) 1287 if (!(pticks % 7))
1289 shstr::gc (); 1288 shstr::gc ();
1290 1289
1291 if (!(pticks % 79)) 1290 if (!(pticks % 79))
1292 flush_old_maps(); /* Clears the tmp-files of maps which have reset */ 1291 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1293 1292
1294 if (!(pticks % 2503)) 1293 if (!(pticks % 2503))
1295 fix_weight(); /* Hack to fix weightproblems caused by bugs */ 1294 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1296 1295
1297 if (!(pticks % 2521))
1298 metaserver_update(); /* 2500 ticks is about 5 minutes */
1299
1300 if (!(pticks % 5003)) 1296 if (!(pticks % 5003))
1301 write_book_archive(); 1297 write_book_archive ();
1302 1298
1303 if (!(pticks % 5009)) 1299 if (!(pticks % 5009))
1304 clean_friendly_list(); 1300 clean_friendly_list ();
1305 1301
1306 if (!(pticks % 5011)) 1302 if (!(pticks % 5011))
1307 obsolete_parties(); 1303 obsolete_parties ();
1308 1304
1309 if (!(pticks % 12503)) 1305 if (!(pticks % 12503))
1310 fix_luck(); 1306 fix_luck ();
1311} 1307}
1312 1308
1309void
1313void server_tick () 1310server_tick ()
1314{ 1311{
1315 nroferrors = 0; 1312 nroferrors = 0;
1316 1313
1314 // first do the user visible stuff
1317 doeric_server(); 1315 doeric_server ();
1318 INVOKE_GLOBAL (CLOCK); 1316 INVOKE_GLOBAL (CLOCK);
1319 process_events(NULL); /* "do" something with objects with speed */ 1317 process_events (); /* "do" something with objects with speed */
1320 flush_sockets(); 1318 flush_sockets ();
1319
1320 // then do some bookkeeping, should not really be here
1321 check_active_maps(); /* Removes unused maps after a certain timeout */ 1321 check_active_maps (); /* Removes unused maps after a certain timeout */
1322 do_specials(); /* Routines called from time to time. */ 1322 do_specials (); /* Routines called from time to time. */
1323 attachable::check_mortals ();
1323 1324
1324 ++pticks; 1325 ++pticks;
1325} 1326}
1326 1327
1328int
1327int main(int argc, char **argv) 1329main (int argc, char **argv)
1328{ 1330{
1329 undead_name = "undead"; // what weird misoptimisation is this again?
1330
1331 settings.argc = argc; 1331 settings.argc = argc;
1332 settings.argv = argv; 1332 settings.argv = argv;
1333 1333
1334 cfperl_init ();
1335
1336 init (argc, argv); 1334 init (argc, argv);
1337 1335
1338 cfperl_boot ();
1339 initPlugins (); 1336 initPlugins ();
1340 1337
1341 for (;;) 1338 for (;;)
1342 cfperl_main (); 1339 cfperl_main ();
1343 1340

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