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Comparing deliantra/server/server/main.C (file contents):
Revision 1.7 by root, Sat Aug 26 08:44:06 2006 UTC vs.
Revision 1.18 by root, Sun Sep 3 09:00:09 2006 UTC

1/* 1/*
2 * static char *rcsid_main_c = 2 * static char *rcsid_main_c =
3 * "$Id: main.C,v 1.7 2006/08/26 08:44:06 root Exp $"; 3 * "$Id: main.C,v 1.18 2006/09/03 09:00:09 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
47#endif 47#endif
48 48
49#include <../random_maps/random_map.h> 49#include <../random_maps/random_map.h>
50#include <../random_maps/rproto.h> 50#include <../random_maps/rproto.h>
51#include "path.h" 51#include "path.h"
52
53shstr undead_name;
52 54
53static char days[7][4] = { 55static char days[7][4] = {
54 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"}; 56 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"};
55 57
56void version(object *op) { 58void version(object *op) {
140 sprintf(buf,"Welcome to Crossfire, v%s!",VERSION); 142 sprintf(buf,"Welcome to Crossfire, v%s!",VERSION);
141 new_draw_info(NDI_UNIQUE, 0,op,buf); 143 new_draw_info(NDI_UNIQUE, 0,op,buf);
142 new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help"); 144 new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help");
143 new_draw_info(NDI_UNIQUE, 0,op," "); 145 new_draw_info(NDI_UNIQUE, 0,op," ");
144 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, 146 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op,
145 "%s entered the game.",op->name); 147 "%s entered the game.",&op->name);
146 if(!op->contr->name_changed) { 148 if(!op->contr->name_changed) {
147 new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name"); 149 new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name");
148 new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list."); 150 new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list.");
149 new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)"); 151 new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)");
150 } 152 }
157char *crypt_string(char *str, char *salt) { 159char *crypt_string(char *str, char *salt) {
158#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES)) 160#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
159 return(str); 161 return(str);
160#else 162#else
161 static char *c= 163 static char *c=
162 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./"; 164 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
163 char s[2]; 165 char s[2];
164 166
165 if(salt==NULL) 167 if(salt==NULL)
166 s[0]= c[RANDOM() % (int)strlen(c)], 168 s[0]= c[RANDOM() % (int)strlen(c)],
167 s[1]= c[RANDOM() % (int)strlen(c)]; 169 s[1]= c[RANDOM() % (int)strlen(c)];
168 else 170 else
169 s[0]= salt[0], 171 s[0]= salt[0],
170 s[1]= salt[1]; 172 s[1]= salt[1];
171 173
172# ifdef HAVE_LIBDES 174# ifdef HAVE_LIBDES
173 return (char*)des_crypt(str,s); 175 return (char*)des_crypt(str,s);
174# endif 176# endif
175 /* Default case - just use crypt */ 177 /* Default case - just use crypt */
191 mapstruct *oldmap = op->map; 193 mapstruct *oldmap = op->map;
192 object *tmp; 194 object *tmp;
193 195
194 tmp=get_object(); 196 tmp=get_object();
195 197
196 EXIT_PATH(tmp) = add_string(op->contr->savebed_map); 198 EXIT_PATH(tmp) = op->contr->savebed_map;
197 EXIT_X(tmp) = op->contr->bed_x; 199 EXIT_X(tmp) = op->contr->bed_x;
198 EXIT_Y(tmp) = op->contr->bed_y; 200 EXIT_Y(tmp) = op->contr->bed_y;
199 enter_exit(op,tmp); 201 enter_exit(op,tmp);
200 /* If the player has not changed maps and the name does not match 202 /* If the player has not changed maps and the name does not match
201 * that of the savebed, his savebed map is gone. Lets go back 203 * that of the savebed, his savebed map is gone. Lets go back
202 * to the emergency path. Update what the players savebed is 204 * to the emergency path. Update what the players savebed is
203 * while we're at it. 205 * while we're at it.
204 */ 206 */
205 if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) { 207 if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) {
206 LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n", 208 LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n",
207 settings.emergency_mapname, op->name, op->contr->savebed_map); 209 settings.emergency_mapname, &op->name, op->contr->savebed_map);
208 strcpy(op->contr->savebed_map, settings.emergency_mapname); 210 strcpy(op->contr->savebed_map, settings.emergency_mapname);
209 op->contr->bed_x = settings.emergency_x; 211 op->contr->bed_x = settings.emergency_x;
210 op->contr->bed_y = settings.emergency_y; 212 op->contr->bed_y = settings.emergency_y;
211 free_string(op->contr->savebed_map);
212 EXIT_PATH(tmp) = add_string(op->contr->savebed_map); 213 EXIT_PATH(tmp) = op->contr->savebed_map;
213 EXIT_X(tmp) = op->contr->bed_x; 214 EXIT_X(tmp) = op->contr->bed_x;
214 EXIT_Y(tmp) = op->contr->bed_y; 215 EXIT_Y(tmp) = op->contr->bed_y;
215 enter_exit(op,tmp); 216 enter_exit(op,tmp);
216 } 217 }
217 free_object(tmp); 218 free_object(tmp);
218} 219}
219 220
220/* All this really is is a glorified remove_object that also updates 221/* All this really is is a glorified remove_object that also updates
225 mapstruct *oldmap = op->map; 226 mapstruct *oldmap = op->map;
226 227
227 remove_ob(op); 228 remove_ob(op);
228 229
229 if (oldmap) { 230 if (oldmap) {
230 if (!op->contr->hidden) 231 if (!op->contr->hidden)
231 oldmap->players--; 232 oldmap->players--;
232 if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */ 233 if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */
233 set_map_timeout(oldmap); 234 set_map_timeout(oldmap);
234 } 235 }
235 } 236 }
236} 237}
237 238
238/* 239/*
239 * enter_map(): Moves the player and pets from current map (if any) to 240 * enter_map(): Moves the player and pets from current map (if any) to
244 */ 245 */
245static void enter_map(object *op, mapstruct *newmap, int x, int y) { 246static void enter_map(object *op, mapstruct *newmap, int x, int y) {
246 mapstruct *oldmap = op->map; 247 mapstruct *oldmap = op->map;
247 248
248 if (out_of_map(newmap, x, y)) { 249 if (out_of_map(newmap, x, y)) {
249 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", 250 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n",
250 newmap->path, x, y); 251 newmap->path, x, y);
251 x=MAP_ENTER_X(newmap); 252 x=MAP_ENTER_X(newmap);
252 y=MAP_ENTER_Y(newmap); 253 y=MAP_ENTER_Y(newmap);
253 if (out_of_map(newmap, x, y)) { 254 if (out_of_map(newmap, x, y)) {
254 LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 255 LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
255 newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap)); 256 newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap));
256 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed"); 257 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed");
257 return; 258 return;
258 } 259 }
259 } 260 }
260 /* try to find a spot for the player */ 261 /* try to find a spot for the player */
261 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */ 262 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */
262 /* We try to find a spot for the player, starting closest in. 263 /* We try to find a spot for the player, starting closest in.
263 * We could use find_first_free_spot, but that doesn't randomize it at all, 264 * We could use find_first_free_spot, but that doesn't randomize it at all,
264 * So for example, if the north space is free, you would always end up there even 265 * So for example, if the north space is free, you would always end up there even
265 * if other spaces around are available. 266 * if other spaces around are available.
266 * Note that for the second and third calls, we could start at a position other 267 * Note that for the second and third calls, we could start at a position other
267 * than one, but then we could end up on the other side of walls and so forth. 268 * than one, but then we could end up on the other side of walls and so forth.
268 */ 269 */
269 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1); 270 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1);
270 if (i==-1) { 271 if (i==-1) {
271 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1); 272 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1);
272 if (i==-1) 273 if (i==-1)
273 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE); 274 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
274 } 275 }
275 if (i != -1 ) { 276 if (i != -1 ) {
276 x += freearr_x[i]; 277 x += freearr_x[i];
277 y += freearr_y[i]; 278 y += freearr_y[i];
278 } else { 279 } else {
279 /* not much we can do in this case. */ 280 /* not much we can do in this case. */
280 LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", 281 LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n",
281 newmap->path, x , y); 282 newmap->path, x , y);
282 } 283 }
283 } /* end if looking for free spot */ 284 } /* end if looking for free spot */
284 285
286 if (op->map!=NULL)
287 {
288 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
289 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
290 }
285 291
286 /* If it is a player login, he has yet to be inserted anyplace. 292 /* If it is a player login, he has yet to be inserted anyplace.
287 * otherwise, we need to deal with removing the playe here. 293 * otherwise, we need to deal with removing the player here.
288 */ 294 */
289 if(!QUERY_FLAG(op, FLAG_REMOVED)) 295 if(!QUERY_FLAG(op, FLAG_REMOVED))
290 remove_ob(op); 296 remove_ob(op);
291
292 if (op->map!=NULL)
293 INVOKE_PLAYER (LEAVE, op->contr);
294 297
295 /* remove_ob clears these so they must be reset after the remove_ob call */ 298 /* remove_ob clears these so they must be reset after the remove_ob call */
296 op->x = x; 299 op->x = x;
297 op->y = y; 300 op->y = y;
298 op->map = newmap; 301 op->map = newmap;
299 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON); 302 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON);
300 303
301 INVOKE_PLAYER (ENTER, op->contr); 304 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
302 305
303 if (!op->contr->hidden) 306 if (!op->contr->hidden)
304 newmap->players++; 307 newmap->players++;
305 308
306 newmap->timeout=0; 309 newmap->timeout=0;
307 op->enemy = NULL; 310 op->enemy = NULL;
308 311
309 if (op->contr) { 312 if (op->contr) {
310 strcpy(op->contr->maplevel, newmap->path); 313 strcpy(op->contr->maplevel, newmap->path);
311 op->contr->count=0; 314 op->contr->count=0;
312 } 315 }
313 316
314 /* Update any golems */ 317 /* Update any golems */
315 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) { 318 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
316 int i = find_free_spot(op->contr->ranges[range_golem],newmap, 319 int i = find_free_spot(op->contr->ranges[range_golem],newmap,
317 x, y, 1, SIZEOFFREE); 320 x, y, 1, SIZEOFFREE);
318 remove_ob(op->contr->ranges[range_golem]); 321 remove_ob(op->contr->ranges[range_golem]);
319 if (i==-1) { 322 if (i==-1) {
320 remove_friendly_object(op->contr->ranges[range_golem]); 323 remove_friendly_object(op->contr->ranges[range_golem]);
321 free_object(op->contr->ranges[range_golem]); 324 free_object(op->contr->ranges[range_golem]);
322 op->contr->ranges[range_golem]=NULL; 325 op->contr->ranges[range_golem]=NULL;
323 op->contr->golem_count=0; 326 op->contr->golem_count=0;
324 } 327 }
325 else { 328 else {
326 object *tmp; 329 object *tmp;
327 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) { 330 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) {
328 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x); 331 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x);
329 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y); 332 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y);
330 tmp->map = newmap; 333 tmp->map = newmap;
331 } 334 }
332 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0); 335 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0);
333 op->contr->ranges[range_golem]->direction = 336 op->contr->ranges[range_golem]->direction =
334 find_dir_2(op->x - op->contr->ranges[range_golem]->x, 337 find_dir_2(op->x - op->contr->ranges[range_golem]->x,
335 op->y - op->contr->ranges[range_golem]->y); 338 op->y - op->contr->ranges[range_golem]->y);
336 } 339 }
337 } 340 }
338 op->direction=0; 341 op->direction=0;
339 342
340 /* since the players map is already loaded, we don't need to worry 343 /* since the players map is already loaded, we don't need to worry
341 * about pending objects. 344 * about pending objects.
350 if (oldmap) /* adjust old map */ 353 if (oldmap) /* adjust old map */
351 { 354 {
352 oldmap->players--; 355 oldmap->players--;
353 356
354 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */ 357 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
355 set_map_timeout(oldmap); 358 set_map_timeout(oldmap);
356 } 359 }
357 } 360 }
358 swap_below_max (newmap->path); 361 swap_below_max (newmap->path);
359} 362}
360 363
365 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is 368 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
366 * lower than the min value. 369 * lower than the min value.
367 */ 370 */
368#if MAP_MINTIMEOUT 371#if MAP_MINTIMEOUT
369 if (oldmap->timeout < MAP_MINTIMEOUT) { 372 if (oldmap->timeout < MAP_MINTIMEOUT) {
370 oldmap->timeout = MAP_MINTIMEOUT; 373 oldmap->timeout = MAP_MINTIMEOUT;
371 } 374 }
372#endif 375#endif
373 if (oldmap->timeout > MAP_MAXTIMEOUT) { 376 if (oldmap->timeout > MAP_MAXTIMEOUT) {
374 oldmap->timeout = MAP_MAXTIMEOUT; 377 oldmap->timeout = MAP_MAXTIMEOUT;
375 } 378 }
376#else 379#else
377 /* save out the map */ 380 /* save out the map */
378 swap_map(oldmap); 381 swap_map(oldmap);
379#endif /* MAP_MAXTIMEOUT */ 382#endif /* MAP_MAXTIMEOUT */
388 static char newpath[MAX_BUF],*cp; 391 static char newpath[MAX_BUF],*cp;
389 392
390 strncpy(newpath, file, MAX_BUF-1); 393 strncpy(newpath, file, MAX_BUF-1);
391 newpath[MAX_BUF-1]='\0'; 394 newpath[MAX_BUF-1]='\0';
392 for (cp=newpath; *cp!='\0'; cp++) { 395 for (cp=newpath; *cp!='\0'; cp++) {
393 if (*cp=='/') *cp='_'; 396 if (*cp=='/') *cp='_';
394 } 397 }
395 return newpath; 398 return newpath;
396} 399}
397 400
398 401
407{ 410{
408 static char newpath[MAX_BUF],*cp; 411 static char newpath[MAX_BUF],*cp;
409 412
410 cp=strrchr(src, '/'); 413 cp=strrchr(src, '/');
411 if (cp) 414 if (cp)
412 strncpy(newpath, cp+1, MAX_BUF-1); 415 strncpy(newpath, cp+1, MAX_BUF-1);
413 else 416 else
414 strncpy(newpath, src, MAX_BUF-1); 417 strncpy(newpath, src, MAX_BUF-1);
415 newpath[MAX_BUF-1]='\0'; 418 newpath[MAX_BUF-1]='\0';
416 419
417 for (cp=newpath; *cp!='\0'; cp++) { 420 for (cp=newpath; *cp!='\0'; cp++) {
418 if (*cp=='_') *cp='/'; 421 if (*cp=='_') *cp='/';
419 } 422 }
420 return newpath; 423 return newpath;
421} 424}
422 425
423 426
445 * as where the player is. Otherwise, use the origin map. 448 * as where the player is. Otherwise, use the origin map.
446 * Take the last component (after the last slash) to give 449 * Take the last component (after the last slash) to give
447 * shorter names without bogus slashes. 450 * shorter names without bogus slashes.
448 */ 451 */
449 if (rp.final_map[0]) { 452 if (rp.final_map[0]) {
450 cp = strrchr(rp.final_map, '/'); 453 cp = strrchr(rp.final_map, '/');
451 if (!cp) cp = rp.final_map; 454 if (!cp) cp = rp.final_map;
452 } else { 455 } else {
453 char buf[HUGE_BUF]; 456 char buf[HUGE_BUF];
454 457
455 cp = strrchr(rp.origin_map, '/'); 458 cp = strrchr(rp.origin_map, '/');
456 if (!cp) cp = rp.origin_map; 459 if (!cp) cp = rp.origin_map;
457 /* Need to strip of any trailing digits, if it has them */ 460 /* Need to strip of any trailing digits, if it has them */
458 strcpy(buf, cp); 461 strcpy(buf, cp);
459 while (isdigit(buf[strlen(buf) - 1])) 462 while (isdigit(buf[strlen(buf) - 1]))
460 buf[strlen(buf) - 1] = 0; 463 buf[strlen(buf) - 1] = 0;
461 cp = buf; 464 cp = buf;
462 } 465 }
463 466
464 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++); 467 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
465 468
466 /* now to generate the actual map. */ 469 /* now to generate the actual map. */
471 * exit in a unique map leading to a random map will not work properly. 474 * exit in a unique map leading to a random map will not work properly.
472 * It also means that if the created random map gets reset before 475 * It also means that if the created random map gets reset before
473 * the exit leading to it, that the exit will no longer work. 476 * the exit leading to it, that the exit will no longer work.
474 */ 477 */
475 if(new_map) { 478 if(new_map) {
476 int x, y; 479 int x, y;
477 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); 480 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
478 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); 481 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
479 EXIT_PATH(exit_ob) = add_string(newmap_name); 482 EXIT_PATH(exit_ob) = newmap_name;
480 strcpy(new_map->path, newmap_name); 483 strcpy(new_map->path, newmap_name);
481 enter_map(pl, new_map, x, y); 484 enter_map(pl, new_map, x, y);
482 } 485 }
483} 486}
484 487
485/* The player is trying to enter a non-randomly generated template map. In this 488/* The player is trying to enter a non-randomly generated template map. In this
486 * case, use a map file for a template 489 * case, use a map file for a template
497 * to generate the map from. 500 * to generate the map from.
498 */ 501 */
499 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2); 502 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
500 sourcemap = strchr(exitpath, '!'); 503 sourcemap = strchr(exitpath, '!');
501 if (!sourcemap) { 504 if (!sourcemap) {
502 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name); 505 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
503 /* Should only occur when no source map is set. 506 /* Should only occur when no source map is set.
504 */ 507 */
505 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n", 508 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
506 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 509 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
507 return; 510 return;
508 } 511 }
509 *sourcemap++ = '\0'; 512 *sourcemap++ = '\0';
510 513
511 /* If we are not coming from a template map, we can use relative directories 514 /* If we are not coming from a template map, we can use relative directories
549 if (new_map) { 552 if (new_map) {
550 /* set the path of the map to where it should be 553 /* set the path of the map to where it should be
551 * so we don't just save over the source map. 554 * so we don't just save over the source map.
552 */ 555 */
553 strcpy(new_map->path, new_map_name); 556 strcpy(new_map->path, new_map_name);
554 new_map->templatemap = 1; 557 new_map->templatemap = 1;
555 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob)); 558 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
556 } else { 559 } else {
557 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name); 560 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
558 /* Should only occur when an invalid source map is set. 561 /* Should only occur when an invalid source map is set.
559 */ 562 */
560 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n", 563 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
561 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 564 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
562 } 565 }
563} 566}
564 567
565 568
566/* The player is trying to enter a randomly generated template map. In this 569/* The player is trying to enter a randomly generated template map. In this
596 new_map_name = create_template_pathname(resultname); 599 new_map_name = create_template_pathname(resultname);
597 } 600 }
598 601
599 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE); 602 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
600 if (!new_map) { 603 if (!new_map) {
601 memset(&rp, 0, sizeof(RMParms)); 604 memset(&rp, 0, sizeof(RMParms));
602 rp.Xsize=-1; 605 rp.Xsize=-1;
603 rp.Ysize=-1; 606 rp.Ysize=-1;
604 rp.region=get_region_by_map(exit_ob->map); 607 rp.region=get_region_by_map(exit_ob->map);
605 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg); 608 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
606 rp.origin_x = exit_ob->x; 609 rp.origin_x = exit_ob->x;
607 rp.origin_y = exit_ob->y; 610 rp.origin_y = exit_ob->y;
608 strcpy(rp.origin_map, pl->map->path); 611 strcpy(rp.origin_map, pl->map->path);
609 612
610 /* now to generate the actual map. */ 613 /* now to generate the actual map. */
611 new_map=generate_random_map(new_map_name,&rp); 614 new_map=generate_random_map(new_map_name,&rp);
612 } 615 }
613 616
614 617
615 /* Update the exit_ob so it now points directly at the newly created 618 /* Update the exit_ob so it now points directly at the newly created
616 * random maps. Not that it is likely to happen, but it does mean that a 619 * random maps. Not that it is likely to happen, but it does mean that a
617 * exit in a unique map leading to a random map will not work properly. 620 * exit in a unique map leading to a random map will not work properly.
618 * It also means that if the created random map gets reset before 621 * It also means that if the created random map gets reset before
619 * the exit leading to it, that the exit will no longer work. 622 * the exit leading to it, that the exit will no longer work.
620 */ 623 */
621 if(new_map) { 624 if(new_map) {
622 int x, y; 625 int x, y;
623 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); 626 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
624 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); 627 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
625 new_map->templatemap = 1; 628 new_map->templatemap = 1;
626 enter_map(pl, new_map, x, y); 629 enter_map(pl, new_map, x, y);
627 } 630 }
628} 631}
629 632
630 633
631/* Code to enter/detect a character entering a unique map. 634/* Code to enter/detect a character entering a unique map.
634{ 637{
635 char apartment[HUGE_BUF]; 638 char apartment[HUGE_BUF];
636 mapstruct *newmap; 639 mapstruct *newmap;
637 640
638 if (EXIT_PATH(exit_ob)[0]=='/') { 641 if (EXIT_PATH(exit_ob)[0]=='/') {
639 sprintf(apartment, "%s/%s/%s/%s", settings.localdir, 642 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
640 settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob))); 643 settings.playerdir, &op->name, clean_path(EXIT_PATH(exit_ob)));
641 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 644 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
642 if (!newmap) { 645 if (!newmap) {
643 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE); 646 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
644 if (newmap) fix_auto_apply(newmap); 647 if (newmap) fix_auto_apply(newmap);
645 } 648 }
646 } else { /* relative directory */ 649 } else { /* relative directory */
647 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp; 650 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
648 651
649 if (exit_ob->map->unique) { 652 if (exit_ob->map->unique) {
650 653
651 strcpy(reldir, unclean_path(exit_ob->map->path)); 654 strcpy(reldir, unclean_path(exit_ob->map->path));
652 655
653 /* Need to copy this over, as clean_path only has one static return buffer */ 656 /* Need to copy this over, as clean_path only has one static return buffer */
654 strcpy(tmpc, clean_path(reldir)); 657 strcpy(tmpc, clean_path(reldir));
655 /* Remove final component, if any */ 658 /* Remove final component, if any */
656 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0; 659 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
657 660
658 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir, 661 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
659 settings.playerdir, op->name, tmpc, 662 settings.playerdir, &op->name, tmpc,
660 clean_path(EXIT_PATH(exit_ob))); 663 clean_path(EXIT_PATH(exit_ob)));
661 664
662 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 665 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
663 if (!newmap) { 666 if (!newmap) {
664 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE); 667 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
665 if (newmap) fix_auto_apply(newmap); 668 if (newmap) fix_auto_apply(newmap);
666 } 669 }
667 } 670 }
668 else { 671 else {
669 /* The exit is unique, but the map we are coming from is not unique. So 672 /* The exit is unique, but the map we are coming from is not unique. So
670 * use the basic logic - don't need to demangle the path name 673 * use the basic logic - don't need to demangle the path name
671 */ 674 */
672 sprintf(apartment, "%s/%s/%s/%s", settings.localdir, 675 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
673 settings.playerdir, op->name, 676 settings.playerdir, &op->name,
674 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)))); 677 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
675 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 678 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
676 if (!newmap) { 679 if (!newmap) {
677 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0); 680 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
678 if (newmap) fix_auto_apply(newmap); 681 if (newmap) fix_auto_apply(newmap);
679 } 682 }
680 } 683 }
681 } 684 }
682 685
683 if (newmap) { 686 if (newmap) {
684 strcpy(newmap->path, apartment); 687 strcpy(newmap->path, apartment);
685 newmap->unique = 1; 688 newmap->unique = 1;
686 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob)); 689 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
687 } else { 690 } else {
688 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); 691 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
689 /* Perhaps not critical, but I would think that the unique maps 692 /* Perhaps not critical, but I would think that the unique maps
690 * should be new enough this does not happen. This also creates 693 * should be new enough this does not happen. This also creates
691 * a strange situation where some players could perhaps have visited 694 * a strange situation where some players could perhaps have visited
692 * such a map before it was removed, so they have the private 695 * such a map before it was removed, so they have the private
693 * map, but other players can't get it anymore. 696 * map, but other players can't get it anymore.
694 */ 697 */
695 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n", 698 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
696 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 699 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
697 } 700 }
698 701
699} 702}
700 703
701 704
702/* Tries to move 'op' to exit_ob. op is the character or monster that is 705/* Tries to move 'op' to exit_ob. op is the character or monster that is
703 * using the exit, where exit_ob is the exit object (boat, door, teleporter, 706 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
715 * exits, but right now a lot of the code looks at op->contr, 718 * exits, but right now a lot of the code looks at op->contr,
716 * so thta is an RFE. 719 * so thta is an RFE.
717 */ 720 */
718 if (op->type != PLAYER) return; 721 if (op->type != PLAYER) return;
719 722
720 /* Need to remove player from transport */
721 if (op->contr->transport) apply_transport(op, op->contr->transport, AP_UNAPPLY);
722
723 /* First, lets figure out what map the player is going to go to */ 723 /* First, lets figure out what map the player is going to go to */
724 if (exit_ob){ 724 if (exit_ob){
725 725
726 /* check to see if we make a template map */ 726 /* check to see if we make a template map */
727 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') { 727 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
728 if (EXIT_PATH(exit_ob)[2]=='!') { 728 if (EXIT_PATH(exit_ob)[2]=='!') {
729 /* generate a template map randomly */ 729 /* generate a template map randomly */
730 enter_random_template_map(op, exit_ob); 730 enter_random_template_map(op, exit_ob);
731 } else { 731 } else {
732 /* generate a template map from a fixed template */ 732 /* generate a template map from a fixed template */
733 enter_fixed_template_map(op, exit_ob); 733 enter_fixed_template_map(op, exit_ob);
734 } 734 }
735 } 735 }
736 /* check to see if we make a randomly generated map */ 736 /* check to see if we make a randomly generated map */
737 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') { 737 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
738 enter_random_map(op, exit_ob); 738 enter_random_map(op, exit_ob);
739 } 739 }
740 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) { 740 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
741 enter_unique_map(op, exit_ob); 741 enter_unique_map(op, exit_ob);
742 } else { 742 } else {
743 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob); 743 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
744 /* 'Normal' exits that do not do anything special 744 /* 'Normal' exits that do not do anything special
745 * Simple enough we don't need another routine for it. 745 * Simple enough we don't need another routine for it.
746 */ 746 */
747 mapstruct *newmap; 747 mapstruct *newmap;
748 if (exit_ob->map) { 748 if (exit_ob->map) {
749 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0); 749 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
750 /* Random map was previously generated, but is no longer about. Lets generate a new 750 /* Random map was previously generated, but is no longer about. Lets generate a new
751 * map. 751 * map.
752 */ 752 */
753 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) { 753 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
754 /* Maps that go down have a message set. However, maps that go 754 /* Maps that go down have a message set. However, maps that go
755 * up, don't. If the going home has reset, there isn't much 755 * up, don't. If the going home has reset, there isn't much
756 * point generating a random map, because it won't match the maps. 756 * point generating a random map, because it won't match the maps.
757 */ 757 */
758 if (exit_ob->msg) { 758 if (exit_ob->msg) {
759 enter_random_map(op, exit_ob); 759 enter_random_map(op, exit_ob);
760 } else { 760 } else {
761 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); 761 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
762 return; 762 return;
763 } 763 }
764 764
765 /* For exits that cause damages (like pits). Don't know if any 765 /* For exits that cause damages (like pits). Don't know if any
766 * random maps use this or not. 766 * random maps use this or not.
767 */ 767 */
768 if(exit_ob->stats.dam && op->type==PLAYER) 768 if(exit_ob->stats.dam && op->type==PLAYER)
769 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1); 769 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
770 return; 770 return;
771 } 771 }
772 } else { 772 } else {
773 /* For word of recall and other force objects 773 /* For word of recall and other force objects
774 * They contain the full pathname of the map to go back to, 774 * They contain the full pathname of the map to go back to,
775 * so we don't need to normalize it. 775 * so we don't need to normalize it.
776 * But we do need to see if it is unique or not 776 * But we do need to see if it is unique or not
777 */ 777 */
778 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir))) 778 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
779 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE); 779 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
780 else 780 else
781 newmap = ready_map_name(EXIT_PATH(exit_ob), 0); 781 newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
782 } 782 }
783 if (!newmap) 783 if (!newmap)
784 { 784 {
785 if (exit_ob->name) 785 if (exit_ob->name)
786 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name); 786 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
787 /* don't cry to momma if name is not set - as in tmp objects 787 /* don't cry to momma if name is not set - as in tmp objects
788 * used by the savebed code and character creation */ 788 * used by the savebed code and character creation */
789 return; 789 return;
790 } 790 }
791 791
792 /* This supports the old behaviour, but it really should not be used. 792 /* This supports the old behaviour, but it really should not be used.
793 * I will note for example that with this method, it is impossible to 793 * I will note for example that with this method, it is impossible to
794 * set 0,0 destination coordinates. Really, if we want to support 794 * set 0,0 destination coordinates. Really, if we want to support
795 * using the new maps default coordinates, the exit ob should use 795 * using the new maps default coordinates, the exit ob should use
796 * something like -1, -1 so it is clear to do that. 796 * something like -1, -1 so it is clear to do that.
797 */ 797 */
798 if (x==0 && y==0) { 798 if (x==0 && y==0) {
799 x=MAP_ENTER_X(newmap); 799 x=MAP_ENTER_X(newmap);
800 y=MAP_ENTER_Y(newmap); 800 y=MAP_ENTER_Y(newmap);
801 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n", 801 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
802 exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y, 802 &exit_ob->name, exit_ob->x, exit_ob->y,
803 exit_ob->map?exit_ob->map->path:"(none)"); 803 exit_ob->map ? exit_ob->map->path : "<nil>");
804 } 804 }
805 805
806 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */ 806 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
807 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) { 807 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
808 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */ 808 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
809 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) { 809 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
820 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n", 820 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
821 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y, 821 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
822 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */ 822 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
823 } 823 }
824 824
825 enter_map(op, newmap, x, y); 825 enter_map(op, newmap, x, y);
826 } 826 }
827 /* For exits that cause damages (like pits) */ 827 /* For exits that cause damages (like pits) */
828 if(exit_ob->stats.dam && op->type==PLAYER) 828 if(exit_ob->stats.dam && op->type==PLAYER)
829 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1); 829 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
830 } else { 830 } else {
831 int flags = 0; 831 int flags = 0;
832 mapstruct *newmap; 832 mapstruct *newmap;
833 833
834 834
835 /* Hypothetically, I guess its possible that a standard map matches 835 /* Hypothetically, I guess its possible that a standard map matches
836 * the localdir, but that seems pretty unlikely - unlikely enough that 836 * the localdir, but that seems pretty unlikely - unlikely enough that
837 * I'm not going to attempt to try to deal with that possibility. 837 * I'm not going to attempt to try to deal with that possibility.
838 * We use the fact that when a player saves on a unique map, it prepends 838 * We use the fact that when a player saves on a unique map, it prepends
839 * the localdir to that name. So its an easy way to see of the map is 839 * the localdir to that name. So its an easy way to see of the map is
840 * unique or not. 840 * unique or not.
841 */ 841 */
842 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir))) 842 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
843 flags = MAP_PLAYER_UNIQUE; 843 flags = MAP_PLAYER_UNIQUE;
844 844
845 /* newmap returns the map (if already loaded), or loads it for 845 /* newmap returns the map (if already loaded), or loads it for
846 * us. 846 * us.
847 */ 847 */
848 newmap = ready_map_name(op->contr->maplevel, flags); 848 newmap = ready_map_name(op->contr->maplevel, flags);
849 if (!newmap) 849 if (!newmap)
850 { 850 {
851 LOG(llevError, 851 LOG(llevError,
852 "enter_exit: Pathname to map does not exist! (%s)\n", 852 "enter_exit: Pathname to map does not exist! (%s)\n",
853 op->contr->maplevel); 853 op->contr->maplevel);
854 newmap = ready_map_name(settings.emergency_mapname, 0); 854 newmap = ready_map_name(settings.emergency_mapname, 0);
855 op->x = settings.emergency_x; 855 op->x = settings.emergency_x;
856 op->y = settings.emergency_y; 856 op->y = settings.emergency_y;
857 /* If we can't load the emergency map, something is probably really 857 /* If we can't load the emergency map, something is probably really
858 * screwed up, so bail out now. 858 * screwed up, so bail out now.
859 */ 859 */
860 if (!newmap) { 860 if (!newmap) {
861 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n"); 861 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
862 abort(); 862 abort();
863 } 863 }
864 } 864 }
865 enter_map(op, newmap, op->x, op->y); 865 enter_map(op, newmap, op->x, op->y);
866 } 866 }
867} 867}
868 868
869/* 869/*
870 * process_active_maps(): Works like process_events(), but it only 870 * process_active_maps(): Works like process_events(), but it only
895 int flag; 895 int flag;
896 player *pl,*plnext; 896 player *pl,*plnext;
897 897
898 /* Basically, we keep looping until all the players have done their actions. */ 898 /* Basically, we keep looping until all the players have done their actions. */
899 for(flag=1;flag!=0;) { 899 for(flag=1;flag!=0;) {
900 flag=0; 900 flag=0;
901 for(pl=first_player;pl!=NULL;pl=plnext) { 901 for(pl=first_player;pl!=NULL;pl=plnext) {
902 plnext=pl->next; /* In case a player exits the game in handle_player() */ 902 plnext=pl->next; /* In case a player exits the game in handle_player() */
903 903
904 if (pl->ob == NULL) continue; 904 if (pl->ob == NULL) continue;
905 905
906 if (map!=NULL && pl->ob->map!=map) continue; 906 if (map!=NULL && pl->ob->map!=map) continue;
907 907
908 if(pl->ob->speed_left>0) { 908 if(pl->ob->speed_left>0) {
909 if (handle_newcs_player(pl->ob)) 909 if (handle_newcs_player(pl->ob))
910 flag=1; 910 flag=1;
911 } /* end if player has speed left */ 911 } /* end if player has speed left */
912 912
913 /* If the player is not actively playing, don't make a 913 /* If the player is not actively playing, don't make a
914 * backup save - nothing to save anyway. Plus, the 914 * backup save - nothing to save anyway. Plus, the
915 * map may not longer be valid. This can happen when the 915 * map may not longer be valid. This can happen when the
916 * player quits - they exist for purposes of tracking on the map, 916 * player quits - they exist for purposes of tracking on the map,
917 * but don't actually reside on any actual map. 917 * but don't actually reside on any actual map.
918 */ 918 */
919 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue; 919 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
920 920
921#ifdef AUTOSAVE 921#ifdef AUTOSAVE
922 /* check for ST_PLAYING state so that we don't try to save off when 922 /* check for ST_PLAYING state so that we don't try to save off when
923 * the player is logging in. 923 * the player is logging in.
924 */ 924 */
925 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) { 925 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
926 /* Don't save the player on unholy ground. Instead, increase the 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 927 * tick time so it will be about 10 seconds before we try and save
928 * again. 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// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
931// pl->last_save_tick += 100; 931// pl->last_save_tick += 100;
932// } else { 932// } else {
933 save_player(pl->ob,1); 933 save_player(pl->ob,1);
934 pl->last_save_tick = pticks; 934 pl->last_save_tick = pticks;
935// } 935// }
936 } 936 }
937#endif 937#endif
938 } /* end of for loop for all the players */ 938 } /* end of for loop for all the players */
939 } /* for flag */ 939 } /* for flag */
940 for(pl=first_player;pl!=NULL;pl=pl->next) { 940 for(pl=first_player;pl!=NULL;pl=pl->next) {
941 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) 941 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map))
942 continue; 942 continue;
943 if (settings.casting_time == TRUE) { 943 if (settings.casting_time == TRUE) {
944 if (pl->ob->casting_time > 0){ 944 if (pl->ob->casting_time > 0){
945 pl->ob->casting_time--; 945 pl->ob->casting_time--;
946 pl->ob->start_holding = 1; 946 pl->ob->start_holding = 1;
947 } 947 }
948 /* set spell_state so we can update the range in stats field */ 948 /* set spell_state so we can update the range in stats field */
949 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){ 949 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
950 pl->ob->start_holding = 0; 950 pl->ob->start_holding = 0;
951 } 951 }
952 } 952 }
953 do_some_living(pl->ob); 953 do_some_living(pl->ob);
954/* draw(pl->ob);*/ /* updated in socket code */ 954/* draw(pl->ob);*/ /* updated in socket code */
955 } 955 }
956} 956}
957 957
958void process_players2(mapstruct *map) 958void process_players2(mapstruct *map)
959{ 959{
960 player *pl; 960 player *pl;
961 961
962 /* Then check if any players should use weapon-speed instead of speed */ 962 /* Then check if any players should use weapon-speed instead of speed */
963 for(pl=first_player;pl!=NULL;pl=pl->next) { 963 for(pl=first_player;pl!=NULL;pl=pl->next) {
964 if (map!=NULL) { 964 if (map!=NULL) {
965 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED)) 965 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
966 continue; 966 continue;
967 else if(pl->loading != NULL) /* Player is blocked */ 967 else if(pl->loading != NULL) /* Player is blocked */
968 pl->ob->speed_left -= pl->ob->speed; 968 pl->ob->speed_left -= pl->ob->speed;
969 if (pl->ob->map!=map) continue; 969 if (pl->ob->map!=map) continue;
970 } 970 }
971 971
972 /* The code that did weapon_sp handling here was out of place - 972 /* The code that did weapon_sp handling here was out of place -
973 * this isn't called until after the player has finished there 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 974 * actions, and is thus out of place. All we do here is bounds
975 * checking. 975 * checking.
976 */ 976 */
977 if (pl->has_hit) { 977 if (pl->has_hit) {
978 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp; 978 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
979 979
980 /* This needs to be here - if the player is running, we need to 980 /* This needs to be here - if the player is running, we need to
981 * clear this each tick, but new commands are not being received 981 * clear this each tick, but new commands are not being received
982 * so execute_newserver_command() is never called 982 * so execute_newserver_command() is never called
983 */ 983 */
984 pl->has_hit=0; 984 pl->has_hit=0;
985 985
986 } else if (pl->ob->speed_left>pl->ob->speed) 986 } else if (pl->ob->speed_left>pl->ob->speed)
987 pl->ob->speed_left = pl->ob->speed; 987 pl->ob->speed_left = pl->ob->speed;
988 } 988 }
989} 989}
990 990
991#define SPEED_DEBUG 991#define SPEED_DEBUG
992 992
1002 memset(&marker, 0, sizeof(object)); 1002 memset(&marker, 0, sizeof(object));
1003 /* Put marker object at beginning of active list */ 1003 /* Put marker object at beginning of active list */
1004 marker.active_next = active_objects; 1004 marker.active_next = active_objects;
1005 1005
1006 if (marker.active_next) 1006 if (marker.active_next)
1007 marker.active_next->active_prev = &marker; 1007 marker.active_next->active_prev = &marker;
1008 marker.active_prev = NULL; 1008 marker.active_prev = NULL;
1009 active_objects = &marker; 1009 active_objects = &marker;
1010 1010
1011 while (marker.active_next) { 1011 while (marker.active_next) {
1012 op = marker.active_next; 1012 op = marker.active_next;
1013 tag = op->count; 1013 tag = op->count;
1014 1014
1015 /* Move marker forward - swap op and marker */ 1015 /* Move marker forward - swap op and marker */
1016 op->active_prev = marker.active_prev; 1016 op->active_prev = marker.active_prev;
1017 1017
1018 if (op->active_prev) 1018 if (op->active_prev)
1019 op->active_prev->active_next = op; 1019 op->active_prev->active_next = op;
1020 else 1020 else
1021 active_objects = op; 1021 active_objects = op;
1022 1022
1023 marker.active_next = op->active_next; 1023 marker.active_next = op->active_next;
1024 1024
1025 if (marker.active_next) 1025 if (marker.active_next)
1026 marker.active_next->active_prev = &marker; 1026 marker.active_next->active_prev = &marker;
1027 marker.active_prev = op; 1027 marker.active_prev = op;
1028 op->active_next = &marker; 1028 op->active_next = &marker;
1029 1029
1030 /* Now process op */ 1030 /* Now process op */
1031 if (QUERY_FLAG (op, FLAG_FREED)) { 1031 if (QUERY_FLAG (op, FLAG_FREED)) {
1032 LOG (llevError, "BUG: process_events(): Free object on list\n"); 1032 LOG (llevError, "BUG: process_events(): Free object on list\n");
1033 op->speed = 0; 1033 op->speed = 0;
1034 update_ob_speed (op); 1034 update_ob_speed (op);
1035 continue; 1035 continue;
1036 } 1036 }
1037 1037
1038 /* I've seen occasional crashes due to this - the object is removed, 1038 /* I've seen occasional crashes due to this - the object is removed,
1039 * and thus the map it points to (last map it was on) may be bogus 1039 * and thus the map it points to (last map it was on) may be bogus
1040 * The real bug is to try to find out the cause of this - someone 1040 * The real bug is to try to find out the cause of this - someone
1041 * is probably calling remove_ob without either an insert_ob or 1041 * is probably calling remove_ob without either an insert_ob or
1042 * free_object afterwards, leaving an object dangling. But I'd 1042 * free_object afterwards, leaving an object dangling. But I'd
1043 * rather log this and continue on instead of crashing. 1043 * rather log this and continue on instead of crashing.
1044 * Don't remove players - when a player quits, the object is in 1044 * Don't remove players - when a player quits, the object is in
1045 * sort of a limbo, of removed, but something we want to keep 1045 * sort of a limbo, of removed, but something we want to keep
1046 * around. 1046 * around.
1047 */ 1047 */
1048 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && 1048 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1049 op->map && op->map->in_memory != MAP_IN_MEMORY) { 1049 op->map && op->map->in_memory != MAP_IN_MEMORY) {
1050 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 1050 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1051 dump_object(op); 1051 dump_object(op);
1052 LOG(llevError, errmsg); 1052 LOG(llevError, errmsg);
1053 free_object(op); 1053 free_object(op);
1054 continue; 1054 continue;
1055 } 1055 }
1056 1056
1057 if ( ! op->speed) { 1057 if ( ! op->speed) {
1058 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 1058 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1059 "but is on active list\n", op->arch->name); 1059 "but is on active list\n", &op->arch->name);
1060 update_ob_speed (op); 1060 update_ob_speed (op);
1061 continue; 1061 continue;
1062 } 1062 }
1063 1063
1064 if (op->map == NULL && op->env == NULL && op->name && 1064 if (op->map == NULL && op->env == NULL && op->name &&
1065 op->type != MAP && map == NULL) { 1065 op->type != MAP && map == NULL) {
1066 LOG (llevError, "BUG: process_events(): Object without map or " 1066 LOG (llevError, "BUG: process_events(): Object without map or "
1067 "inventory is on active list: %s (%d)\n", 1067 "inventory is on active list: %s (%d)\n",
1068 op->name, op->count); 1068 &op->name, op->count);
1069 op->speed = 0; 1069 op->speed = 0;
1070 update_ob_speed (op); 1070 update_ob_speed (op);
1071 continue; 1071 continue;
1072 } 1072 }
1073 1073
1074 if (map != NULL && op->map != map) 1074 if (map != NULL && op->map != map)
1075 continue; 1075 continue;
1076 1076
1077 /* Animate the object. Bug of feature that andim_speed 1077 /* Animate the object. Bug of feature that andim_speed
1078 * is based on ticks, and not the creatures speed? 1078 * is based on ticks, and not the creatures speed?
1079 */ 1079 */
1080 if (op->anim_speed && op->last_anim >= op->anim_speed) 1080 if (op->anim_speed && op->last_anim >= op->anim_speed)
1081 { 1081 {
1082 if ((op->type==PLAYER)||(op->type==MONSTER)) 1082 if ((op->type==PLAYER)||(op->type==MONSTER))
1083 animate_object(op, op->facing); 1083 animate_object(op, op->facing);
1084 else 1084 else
1087 op->last_anim = 1; 1087 op->last_anim = 1;
1088 } 1088 }
1089 else 1089 else
1090 op->last_anim++; 1090 op->last_anim++;
1091 1091
1092 if (op->speed_left > 0) { 1092 if (op->speed_left > 0) {
1093#if 0 1093#if 0
1094 /* I've seen occasional crashes in move_symptom() with it 1094 /* I've seen occasional crashes in move_symptom() with it
1095 * crashing because op is removed - add some debugging to 1095 * crashing because op is removed - add some debugging to
1096 * track if it is removed at this point. 1096 * track if it is removed at this point.
1097 * This unfortunately is a bit too verbose it seems - not sure 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 1098 * why - I think what happens is a map is freed or something and
1099 * some objects get 'lost' - removed never to be reclaimed. 1099 * some objects get 'lost' - removed never to be reclaimed.
1100 * removed objects generally shouldn't exist. 1100 * removed objects generally shouldn't exist.
1101 */ 1101 */
1102 if (QUERY_FLAG(op, FLAG_REMOVED)) { 1102 if (QUERY_FLAG(op, FLAG_REMOVED)) {
1103 LOG(llevDebug,"process_events: calling process_object with removed object %s\n", 1103 LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1104 op->name?op->name:"null"); 1104 op->name?op->name:"null");
1105 } 1105 }
1106#endif 1106#endif
1107 --op->speed_left; 1107 --op->speed_left;
1108 process_object (op); 1108 process_object (op);
1109 if (was_destroyed (op, tag)) 1109 if (was_destroyed (op, tag))
1110 continue; 1110 continue;
1111 } 1111 }
1112 if (settings.casting_time == TRUE && op->casting_time > 0) 1112 if (settings.casting_time == TRUE && op->casting_time > 0)
1113 op->casting_time--; 1113 op->casting_time--;
1114 if (op->speed_left <= 0) 1114 if (op->speed_left <= 0)
1115 op->speed_left += FABS (op->speed); 1115 op->speed_left += FABS (op->speed);
1116 } 1116 }
1117 1117
1118 /* Remove marker object from active list */ 1118 /* Remove marker object from active list */
1119 if (marker.active_prev != NULL) 1119 if (marker.active_prev != NULL)
1120 marker.active_prev->active_next = NULL; 1120 marker.active_prev->active_next = NULL;
1121 else 1121 else
1122 active_objects = NULL; 1122 active_objects = NULL;
1123 1123
1124 process_players2 (map); 1124 process_players2 (map);
1125} 1125}
1126 1126
1127void clean_tmp_files(void) { 1127void clean_tmp_files(void) {
1134 * just make a special function that only saves the unique items. 1134 * just make a special function that only saves the unique items.
1135 */ 1135 */
1136 for(m=first_map;m!=NULL;m=next) { 1136 for(m=first_map;m!=NULL;m=next) {
1137 next=m->next; 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. Otherwise, save the map (mostly for unique item
1141 * stuff). Note that the clean_tmp_map is called after the end of 1141 * stuff). Note that the clean_tmp_map is called after the end of
1142 * the for loop but is in the #else bracket. IF we are recycling the maps, 1142 * the for loop but is in the #else bracket. IF we are recycling the maps,
1143 * we certainly don't want the temp maps removed. 1143 * we certainly don't want the temp maps removed.
1144 */ 1144 */
1145 1145
1146 /* XXX The above comment is dead wrong */ 1146 /* XXX The above comment is dead wrong */
1147 if (settings.recycle_tmp_maps == TRUE) 1147 if (settings.recycle_tmp_maps == TRUE)
1148 swap_map(m); 1148 swap_map(m);
1149 else { 1149 else {
1150 new_save_map(m, 0); /* note we save here into a overlay map */ 1150 new_save_map(m, 0); /* note we save here into a overlay map */
1151 clean_tmp_map(m); 1151 clean_tmp_map(m);
1152 } 1152 }
1153 } 1153 }
1154 } 1154 }
1155 write_todclock(); /* lets just write the clock here */ 1155 write_todclock(); /* lets just write the clock here */
1156} 1156}
1157 1157
1179 exit(0); 1179 exit(0);
1180} 1180}
1181 1181
1182void leave(player *pl, int draw_exit) { 1182void leave(player *pl, int draw_exit) {
1183 if (pl != NULL) { 1183 if (pl != NULL) {
1184 /* We do this so that the socket handling routine can do the final 1184 /* We do this so that the socket handling routine can do the final
1185 * cleanup. We also leave that loop to actually handle the freeing 1185 * cleanup. We also leave that loop to actually handle the freeing
1186 * of the data. 1186 * of the data.
1187 */ 1187 */
1188 if (pl->ob->type != DEAD_OBJECT) 1188 if (pl->ob->type != DEAD_OBJECT)
1189 { 1189 {
1190 pl->socket.status = Ns_Dead; 1190 pl->socket.status = Ns_Dead;
1191 1191
1192 /* If a hidden dm dropped connection do not create 1192 /* If a hidden dm dropped connection do not create
1197 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD)) 1197 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1198 { 1198 {
1199 if (pl->ob->map) 1199 if (pl->ob->map)
1200 { 1200 {
1201 INVOKE_PLAYER (LOGOUT, pl); 1201 INVOKE_PLAYER (LOGOUT, pl);
1202 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host); 1202 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1203 } 1203 }
1204 1204
1205 char buf[MAX_BUF]; 1205 char buf[MAX_BUF];
1206 sprintf (buf, "%s left the game.", pl->ob->name); 1206 sprintf (buf, "%s left the game.", &pl->ob->name);
1207 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf); 1207 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1208 } 1208 }
1209 1209
1210 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 1210 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1211 leave_map (pl->ob); 1211 leave_map (pl->ob);
1227 clock = time (NULL); 1227 clock = time (NULL);
1228 tm = (struct tm *) localtime (&clock); 1228 tm = (struct tm *) localtime (&clock);
1229 1229
1230 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); 1230 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1231 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL) 1231 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1232 return 0; 1232 return 0;
1233 1233
1234 while (fgets (buf, MAX_BUF, fp)) { 1234 while (fgets (buf, MAX_BUF, fp)) {
1235 if (buf[0]=='#') continue; 1235 if (buf[0]=='#') continue;
1236 if (!strncmp (buf, "msg", 3)) { 1236 if (!strncmp (buf, "msg", 3)) {
1237 if (forbit) 1237 if (forbit)
1238 while (fgets (buf, MAX_BUF, fp)) /* print message */ 1238 while (fgets (buf, MAX_BUF, fp)) /* print message */
1239 fputs (buf, logfile); 1239 fputs (buf, logfile);
1240 break; 1240 break;
1241 1241
1242 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) { 1242 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) {
1243 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n"); 1243 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1244 continue; 1244 continue;
1245 } 1245 }
1246 1246
1247 for (i=0; i< 7; i++) { 1247 for (i=0; i< 7; i++) {
1248 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && 1248 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1249 (tm->tm_hour >= start) && (tm->tm_hour < stop)) 1249 (tm->tm_hour >= start) && (tm->tm_hour < stop))
1250 forbit = 1; 1250 forbit = 1;
1251 } 1251 }
1252 } 1252 }
1253 1253
1254 close_and_delete(fp, comp); 1254 close_and_delete(fp, comp);
1255 1255
1256 return forbit; 1256 return forbit;
1277 1277
1278void do_specials(void) { 1278void do_specials(void) {
1279 1279
1280#ifdef WATCHDOG 1280#ifdef WATCHDOG
1281 if (!(pticks % 503)) 1281 if (!(pticks % 503))
1282 watchdog(); 1282 watchdog();
1283#endif 1283#endif
1284 1284
1285 if (!(pticks % PTICKS_PER_CLOCK)) 1285 if (!(pticks % PTICKS_PER_CLOCK))
1286 tick_the_clock(); 1286 tick_the_clock();
1287 1287
1288 if (!(pticks % 7))
1289 shstr::gc ();
1290
1288 if (!(pticks % 509)) 1291 if (!(pticks % 79))
1289 flush_old_maps(); /* Clears the tmp-files of maps which have reset */ 1292 flush_old_maps(); /* Clears the tmp-files of maps which have reset */
1290 1293
1291 if (!(pticks % 2503)) 1294 if (!(pticks % 2503))
1292 fix_weight(); /* Hack to fix weightproblems caused by bugs */ 1295 fix_weight(); /* Hack to fix weightproblems caused by bugs */
1293 1296
1294 if (!(pticks % 2521)) 1297 if (!(pticks % 2521))
1295 metaserver_update(); /* 2500 ticks is about 5 minutes */ 1298 metaserver_update(); /* 2500 ticks is about 5 minutes */
1296 1299
1297 if (!(pticks % 5003)) 1300 if (!(pticks % 5003))
1298 write_book_archive(); 1301 write_book_archive();
1299 1302
1300 if (!(pticks % 5009)) 1303 if (!(pticks % 5009))
1301 clean_friendly_list(); 1304 clean_friendly_list();
1302 1305
1303 if (!(pticks % 5011)) 1306 if (!(pticks % 5011))
1304 obsolete_parties(); 1307 obsolete_parties();
1305 1308
1306 if (!(pticks % 12503)) 1309 if (!(pticks % 12503))
1307 fix_luck(); 1310 fix_luck();
1308} 1311}
1309 1312
1310void server_tick () 1313void server_tick ()
1311{ 1314{
1312 nroferrors = 0; 1315 nroferrors = 0;
1313 1316
1314 doeric_server(); 1317 doeric_server();
1318 INVOKE_GLOBAL (CLOCK);
1315 process_events(NULL); /* "do" something with objects with speed */ 1319 process_events(NULL); /* "do" something with objects with speed */
1316 cftimer_process_timers();/* Process the crossfire Timers */
1317 /* Lauwenmark : Here we handle the CLOCK global event */
1318 execute_global_event(EVENT_CLOCK);
1319 flush_sockets(); 1320 flush_sockets();
1320 check_active_maps(); /* Removes unused maps after a certain timeout */ 1321 check_active_maps(); /* Removes unused maps after a certain timeout */
1321 do_specials(); /* Routines called from time to time. */ 1322 do_specials(); /* Routines called from time to time. */
1322 1323
1323 ++pticks; 1324 ++pticks;
1324} 1325}
1325 1326
1326int main(int argc, char **argv) 1327int main(int argc, char **argv)
1327{ 1328{
1329 undead_name = "undead"; // what weird misoptimisation is this again?
1330
1328 settings.argc = argc; 1331 settings.argc = argc;
1329 settings.argv = argv; 1332 settings.argv = argv;
1330 1333
1334 cfperl_init ();
1335
1331 init (argc, argv); 1336 init (argc, argv);
1332 1337
1333 initPlugins (); /* GROS - Init the Plugins */
1334 cfperl_init (); 1338 cfperl_boot ();
1339 initPlugins ();
1335 1340
1336 for (;;) 1341 for (;;)
1337 cfperl_main (); 1342 cfperl_main ();
1338 1343
1339 // unreached 1344 // unreached

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