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Comparing deliantra/server/server/main.C (file contents):
Revision 1.8 by root, Sun Aug 27 16:15:13 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 1.8 2006/08/27 16:15:13 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
285
286 /* If it is a player login, he has yet to be inserted anyplace.
287 * otherwise, we need to deal with removing the playe here.
288 */
289 if(!QUERY_FLAG(op, FLAG_REMOVED))
290 remove_ob(op);
291
292 if (op->map!=NULL) 286 if (op->map!=NULL)
293 { 287 {
294 INVOKE_PLAYER (LEAVE, op->contr, ARG_MAP (op->map)); 288 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
295 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)); 289 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
296 } 290 }
291
292 /* If it is a player login, he has yet to be inserted anyplace.
293 * otherwise, we need to deal with removing the player here.
294 */
295 if(!QUERY_FLAG(op, FLAG_REMOVED))
296 remove_ob(op);
297 297
298 /* 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 */
299 op->x = x; 299 op->x = x;
300 op->y = y; 300 op->y = y;
301 op->map = newmap; 301 op->map = newmap;
302 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);
303 303
304 INVOKE_PLAYER (ENTER, op->contr, ARG_MAP (op->map));
305 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr)); 304 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
306 305
307 if (!op->contr->hidden) 306 if (!op->contr->hidden)
308 newmap->players++; 307 newmap->players++;
309 308
310 newmap->timeout=0; 309 newmap->timeout=0;
311 op->enemy = NULL; 310 op->enemy = NULL;
312 311
313 if (op->contr) { 312 if (op->contr) {
314 strcpy(op->contr->maplevel, newmap->path); 313 strcpy(op->contr->maplevel, newmap->path);
315 op->contr->count=0; 314 op->contr->count=0;
316 } 315 }
317 316
318 /* Update any golems */ 317 /* Update any golems */
319 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) { 318 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) {
320 int i = find_free_spot(op->contr->ranges[range_golem],newmap, 319 int i = find_free_spot(op->contr->ranges[range_golem],newmap,
321 x, y, 1, SIZEOFFREE); 320 x, y, 1, SIZEOFFREE);
322 remove_ob(op->contr->ranges[range_golem]); 321 remove_ob(op->contr->ranges[range_golem]);
323 if (i==-1) { 322 if (i==-1) {
324 remove_friendly_object(op->contr->ranges[range_golem]); 323 remove_friendly_object(op->contr->ranges[range_golem]);
325 free_object(op->contr->ranges[range_golem]); 324 free_object(op->contr->ranges[range_golem]);
326 op->contr->ranges[range_golem]=NULL; 325 op->contr->ranges[range_golem]=NULL;
327 op->contr->golem_count=0; 326 op->contr->golem_count=0;
328 } 327 }
329 else { 328 else {
330 object *tmp; 329 object *tmp;
331 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) {
332 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);
333 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);
334 tmp->map = newmap; 333 tmp->map = newmap;
335 } 334 }
336 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);
337 op->contr->ranges[range_golem]->direction = 336 op->contr->ranges[range_golem]->direction =
338 find_dir_2(op->x - op->contr->ranges[range_golem]->x, 337 find_dir_2(op->x - op->contr->ranges[range_golem]->x,
339 op->y - op->contr->ranges[range_golem]->y); 338 op->y - op->contr->ranges[range_golem]->y);
340 } 339 }
341 } 340 }
342 op->direction=0; 341 op->direction=0;
343 342
344 /* 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
345 * about pending objects. 344 * about pending objects.
354 if (oldmap) /* adjust old map */ 353 if (oldmap) /* adjust old map */
355 { 354 {
356 oldmap->players--; 355 oldmap->players--;
357 356
358 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 */
359 set_map_timeout(oldmap); 358 set_map_timeout(oldmap);
360 } 359 }
361 } 360 }
362 swap_below_max (newmap->path); 361 swap_below_max (newmap->path);
363} 362}
364 363
369 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is 368 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
370 * lower than the min value. 369 * lower than the min value.
371 */ 370 */
372#if MAP_MINTIMEOUT 371#if MAP_MINTIMEOUT
373 if (oldmap->timeout < MAP_MINTIMEOUT) { 372 if (oldmap->timeout < MAP_MINTIMEOUT) {
374 oldmap->timeout = MAP_MINTIMEOUT; 373 oldmap->timeout = MAP_MINTIMEOUT;
375 } 374 }
376#endif 375#endif
377 if (oldmap->timeout > MAP_MAXTIMEOUT) { 376 if (oldmap->timeout > MAP_MAXTIMEOUT) {
378 oldmap->timeout = MAP_MAXTIMEOUT; 377 oldmap->timeout = MAP_MAXTIMEOUT;
379 } 378 }
380#else 379#else
381 /* save out the map */ 380 /* save out the map */
382 swap_map(oldmap); 381 swap_map(oldmap);
383#endif /* MAP_MAXTIMEOUT */ 382#endif /* MAP_MAXTIMEOUT */
392 static char newpath[MAX_BUF],*cp; 391 static char newpath[MAX_BUF],*cp;
393 392
394 strncpy(newpath, file, MAX_BUF-1); 393 strncpy(newpath, file, MAX_BUF-1);
395 newpath[MAX_BUF-1]='\0'; 394 newpath[MAX_BUF-1]='\0';
396 for (cp=newpath; *cp!='\0'; cp++) { 395 for (cp=newpath; *cp!='\0'; cp++) {
397 if (*cp=='/') *cp='_'; 396 if (*cp=='/') *cp='_';
398 } 397 }
399 return newpath; 398 return newpath;
400} 399}
401 400
402 401
411{ 410{
412 static char newpath[MAX_BUF],*cp; 411 static char newpath[MAX_BUF],*cp;
413 412
414 cp=strrchr(src, '/'); 413 cp=strrchr(src, '/');
415 if (cp) 414 if (cp)
416 strncpy(newpath, cp+1, MAX_BUF-1); 415 strncpy(newpath, cp+1, MAX_BUF-1);
417 else 416 else
418 strncpy(newpath, src, MAX_BUF-1); 417 strncpy(newpath, src, MAX_BUF-1);
419 newpath[MAX_BUF-1]='\0'; 418 newpath[MAX_BUF-1]='\0';
420 419
421 for (cp=newpath; *cp!='\0'; cp++) { 420 for (cp=newpath; *cp!='\0'; cp++) {
422 if (*cp=='_') *cp='/'; 421 if (*cp=='_') *cp='/';
423 } 422 }
424 return newpath; 423 return newpath;
425} 424}
426 425
427 426
449 * as where the player is. Otherwise, use the origin map. 448 * as where the player is. Otherwise, use the origin map.
450 * Take the last component (after the last slash) to give 449 * Take the last component (after the last slash) to give
451 * shorter names without bogus slashes. 450 * shorter names without bogus slashes.
452 */ 451 */
453 if (rp.final_map[0]) { 452 if (rp.final_map[0]) {
454 cp = strrchr(rp.final_map, '/'); 453 cp = strrchr(rp.final_map, '/');
455 if (!cp) cp = rp.final_map; 454 if (!cp) cp = rp.final_map;
456 } else { 455 } else {
457 char buf[HUGE_BUF]; 456 char buf[HUGE_BUF];
458 457
459 cp = strrchr(rp.origin_map, '/'); 458 cp = strrchr(rp.origin_map, '/');
460 if (!cp) cp = rp.origin_map; 459 if (!cp) cp = rp.origin_map;
461 /* Need to strip of any trailing digits, if it has them */ 460 /* Need to strip of any trailing digits, if it has them */
462 strcpy(buf, cp); 461 strcpy(buf, cp);
463 while (isdigit(buf[strlen(buf) - 1])) 462 while (isdigit(buf[strlen(buf) - 1]))
464 buf[strlen(buf) - 1] = 0; 463 buf[strlen(buf) - 1] = 0;
465 cp = buf; 464 cp = buf;
466 } 465 }
467 466
468 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++); 467 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
469 468
470 /* now to generate the actual map. */ 469 /* now to generate the actual map. */
475 * 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.
476 * 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
477 * 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.
478 */ 477 */
479 if(new_map) { 478 if(new_map) {
480 int x, y; 479 int x, y;
481 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); 480 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
482 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); 481 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
483 EXIT_PATH(exit_ob) = add_string(newmap_name); 482 EXIT_PATH(exit_ob) = newmap_name;
484 strcpy(new_map->path, newmap_name); 483 strcpy(new_map->path, newmap_name);
485 enter_map(pl, new_map, x, y); 484 enter_map(pl, new_map, x, y);
486 } 485 }
487} 486}
488 487
489/* 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
490 * case, use a map file for a template 489 * case, use a map file for a template
501 * to generate the map from. 500 * to generate the map from.
502 */ 501 */
503 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2); 502 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
504 sourcemap = strchr(exitpath, '!'); 503 sourcemap = strchr(exitpath, '!');
505 if (!sourcemap) { 504 if (!sourcemap) {
506 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);
507 /* Should only occur when no source map is set. 506 /* Should only occur when no source map is set.
508 */ 507 */
509 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",
510 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);
511 return; 510 return;
512 } 511 }
513 *sourcemap++ = '\0'; 512 *sourcemap++ = '\0';
514 513
515 /* 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
553 if (new_map) { 552 if (new_map) {
554 /* set the path of the map to where it should be 553 /* set the path of the map to where it should be
555 * so we don't just save over the source map. 554 * so we don't just save over the source map.
556 */ 555 */
557 strcpy(new_map->path, new_map_name); 556 strcpy(new_map->path, new_map_name);
558 new_map->templatemap = 1; 557 new_map->templatemap = 1;
559 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));
560 } else { 559 } else {
561 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);
562 /* Should only occur when an invalid source map is set. 561 /* Should only occur when an invalid source map is set.
563 */ 562 */
564 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",
565 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);
566 } 565 }
567} 566}
568 567
569 568
570/* 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
600 new_map_name = create_template_pathname(resultname); 599 new_map_name = create_template_pathname(resultname);
601 } 600 }
602 601
603 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE); 602 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
604 if (!new_map) { 603 if (!new_map) {
605 memset(&rp, 0, sizeof(RMParms)); 604 memset(&rp, 0, sizeof(RMParms));
606 rp.Xsize=-1; 605 rp.Xsize=-1;
607 rp.Ysize=-1; 606 rp.Ysize=-1;
608 rp.region=get_region_by_map(exit_ob->map); 607 rp.region=get_region_by_map(exit_ob->map);
609 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);
610 rp.origin_x = exit_ob->x; 609 rp.origin_x = exit_ob->x;
611 rp.origin_y = exit_ob->y; 610 rp.origin_y = exit_ob->y;
612 strcpy(rp.origin_map, pl->map->path); 611 strcpy(rp.origin_map, pl->map->path);
613 612
614 /* now to generate the actual map. */ 613 /* now to generate the actual map. */
615 new_map=generate_random_map(new_map_name,&rp); 614 new_map=generate_random_map(new_map_name,&rp);
616 } 615 }
617 616
618 617
619 /* 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
620 * 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
621 * 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.
622 * 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
623 * 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.
624 */ 623 */
625 if(new_map) { 624 if(new_map) {
626 int x, y; 625 int x, y;
627 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); 626 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
628 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); 627 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
629 new_map->templatemap = 1; 628 new_map->templatemap = 1;
630 enter_map(pl, new_map, x, y); 629 enter_map(pl, new_map, x, y);
631 } 630 }
632} 631}
633 632
634 633
635/* Code to enter/detect a character entering a unique map. 634/* Code to enter/detect a character entering a unique map.
638{ 637{
639 char apartment[HUGE_BUF]; 638 char apartment[HUGE_BUF];
640 mapstruct *newmap; 639 mapstruct *newmap;
641 640
642 if (EXIT_PATH(exit_ob)[0]=='/') { 641 if (EXIT_PATH(exit_ob)[0]=='/') {
643 sprintf(apartment, "%s/%s/%s/%s", settings.localdir, 642 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
644 settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob))); 643 settings.playerdir, &op->name, clean_path(EXIT_PATH(exit_ob)));
645 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 644 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
646 if (!newmap) { 645 if (!newmap) {
647 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);
648 if (newmap) fix_auto_apply(newmap); 647 if (newmap) fix_auto_apply(newmap);
649 } 648 }
650 } else { /* relative directory */ 649 } else { /* relative directory */
651 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp; 650 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
652 651
653 if (exit_ob->map->unique) { 652 if (exit_ob->map->unique) {
654 653
655 strcpy(reldir, unclean_path(exit_ob->map->path)); 654 strcpy(reldir, unclean_path(exit_ob->map->path));
656 655
657 /* 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 */
658 strcpy(tmpc, clean_path(reldir)); 657 strcpy(tmpc, clean_path(reldir));
659 /* Remove final component, if any */ 658 /* Remove final component, if any */
660 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0; 659 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
661 660
662 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir, 661 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
663 settings.playerdir, op->name, tmpc, 662 settings.playerdir, &op->name, tmpc,
664 clean_path(EXIT_PATH(exit_ob))); 663 clean_path(EXIT_PATH(exit_ob)));
665 664
666 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 665 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
667 if (!newmap) { 666 if (!newmap) {
668 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);
669 if (newmap) fix_auto_apply(newmap); 668 if (newmap) fix_auto_apply(newmap);
670 } 669 }
671 } 670 }
672 else { 671 else {
673 /* 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
674 * 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
675 */ 674 */
676 sprintf(apartment, "%s/%s/%s/%s", settings.localdir, 675 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
677 settings.playerdir, op->name, 676 settings.playerdir, &op->name,
678 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))));
679 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 678 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
680 if (!newmap) { 679 if (!newmap) {
681 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);
682 if (newmap) fix_auto_apply(newmap); 681 if (newmap) fix_auto_apply(newmap);
683 } 682 }
684 } 683 }
685 } 684 }
686 685
687 if (newmap) { 686 if (newmap) {
688 strcpy(newmap->path, apartment); 687 strcpy(newmap->path, apartment);
689 newmap->unique = 1; 688 newmap->unique = 1;
690 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));
691 } else { 690 } else {
692 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);
693 /* Perhaps not critical, but I would think that the unique maps 692 /* Perhaps not critical, but I would think that the unique maps
694 * should be new enough this does not happen. This also creates 693 * should be new enough this does not happen. This also creates
695 * a strange situation where some players could perhaps have visited 694 * a strange situation where some players could perhaps have visited
696 * 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
697 * map, but other players can't get it anymore. 696 * map, but other players can't get it anymore.
698 */ 697 */
699 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",
700 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);
701 } 700 }
702 701
703} 702}
704 703
705 704
706/* 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
707 * 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,
719 * 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,
720 * so thta is an RFE. 719 * so thta is an RFE.
721 */ 720 */
722 if (op->type != PLAYER) return; 721 if (op->type != PLAYER) return;
723 722
724 /* Need to remove player from transport */
725 if (op->contr->transport) apply_transport(op, op->contr->transport, AP_UNAPPLY);
726
727 /* 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 */
728 if (exit_ob){ 724 if (exit_ob){
729 725
730 /* check to see if we make a template map */ 726 /* check to see if we make a template map */
731 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') { 727 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
732 if (EXIT_PATH(exit_ob)[2]=='!') { 728 if (EXIT_PATH(exit_ob)[2]=='!') {
733 /* generate a template map randomly */ 729 /* generate a template map randomly */
734 enter_random_template_map(op, exit_ob); 730 enter_random_template_map(op, exit_ob);
735 } else { 731 } else {
736 /* generate a template map from a fixed template */ 732 /* generate a template map from a fixed template */
737 enter_fixed_template_map(op, exit_ob); 733 enter_fixed_template_map(op, exit_ob);
738 } 734 }
739 } 735 }
740 /* check to see if we make a randomly generated map */ 736 /* check to see if we make a randomly generated map */
741 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') { 737 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
742 enter_random_map(op, exit_ob); 738 enter_random_map(op, exit_ob);
743 } 739 }
744 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) { 740 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
745 enter_unique_map(op, exit_ob); 741 enter_unique_map(op, exit_ob);
746 } else { 742 } else {
747 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob); 743 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
748 /* 'Normal' exits that do not do anything special 744 /* 'Normal' exits that do not do anything special
749 * Simple enough we don't need another routine for it. 745 * Simple enough we don't need another routine for it.
750 */ 746 */
751 mapstruct *newmap; 747 mapstruct *newmap;
752 if (exit_ob->map) { 748 if (exit_ob->map) {
753 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);
754 /* 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
755 * map. 751 * map.
756 */ 752 */
757 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) { 753 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
758 /* 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
759 * 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
760 * 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.
761 */ 757 */
762 if (exit_ob->msg) { 758 if (exit_ob->msg) {
763 enter_random_map(op, exit_ob); 759 enter_random_map(op, exit_ob);
764 } else { 760 } else {
765 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);
766 return; 762 return;
767 } 763 }
768 764
769 /* 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
770 * random maps use this or not. 766 * random maps use this or not.
771 */ 767 */
772 if(exit_ob->stats.dam && op->type==PLAYER) 768 if(exit_ob->stats.dam && op->type==PLAYER)
773 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);
774 return; 770 return;
775 } 771 }
776 } else { 772 } else {
777 /* For word of recall and other force objects 773 /* For word of recall and other force objects
778 * 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,
779 * so we don't need to normalize it. 775 * so we don't need to normalize it.
780 * 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
781 */ 777 */
782 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir))) 778 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
783 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE); 779 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
784 else 780 else
785 newmap = ready_map_name(EXIT_PATH(exit_ob), 0); 781 newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
786 } 782 }
787 if (!newmap) 783 if (!newmap)
788 { 784 {
789 if (exit_ob->name) 785 if (exit_ob->name)
790 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);
791 /* 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
792 * used by the savebed code and character creation */ 788 * used by the savebed code and character creation */
793 return; 789 return;
794 } 790 }
795 791
796 /* 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.
797 * 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
798 * set 0,0 destination coordinates. Really, if we want to support 794 * set 0,0 destination coordinates. Really, if we want to support
799 * using the new maps default coordinates, the exit ob should use 795 * using the new maps default coordinates, the exit ob should use
800 * something like -1, -1 so it is clear to do that. 796 * something like -1, -1 so it is clear to do that.
801 */ 797 */
802 if (x==0 && y==0) { 798 if (x==0 && y==0) {
803 x=MAP_ENTER_X(newmap); 799 x=MAP_ENTER_X(newmap);
804 y=MAP_ENTER_Y(newmap); 800 y=MAP_ENTER_Y(newmap);
805 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",
806 exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y, 802 &exit_ob->name, exit_ob->x, exit_ob->y,
807 exit_ob->map?exit_ob->map->path:"(none)"); 803 exit_ob->map ? exit_ob->map->path : "<nil>");
808 } 804 }
809 805
810 /* 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 */
811 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) { 807 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
812 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */ 808 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
813 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) { 809 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
824 /* 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",
825 * 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,
826 * 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))); */
827 } 823 }
828 824
829 enter_map(op, newmap, x, y); 825 enter_map(op, newmap, x, y);
830 } 826 }
831 /* For exits that cause damages (like pits) */ 827 /* For exits that cause damages (like pits) */
832 if(exit_ob->stats.dam && op->type==PLAYER) 828 if(exit_ob->stats.dam && op->type==PLAYER)
833 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);
834 } else { 830 } else {
835 int flags = 0; 831 int flags = 0;
836 mapstruct *newmap; 832 mapstruct *newmap;
837 833
838 834
839 /* Hypothetically, I guess its possible that a standard map matches 835 /* Hypothetically, I guess its possible that a standard map matches
840 * the localdir, but that seems pretty unlikely - unlikely enough that 836 * the localdir, but that seems pretty unlikely - unlikely enough that
841 * 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.
842 * 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
843 * 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
844 * unique or not. 840 * unique or not.
845 */ 841 */
846 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir))) 842 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
847 flags = MAP_PLAYER_UNIQUE; 843 flags = MAP_PLAYER_UNIQUE;
848 844
849 /* newmap returns the map (if already loaded), or loads it for 845 /* newmap returns the map (if already loaded), or loads it for
850 * us. 846 * us.
851 */ 847 */
852 newmap = ready_map_name(op->contr->maplevel, flags); 848 newmap = ready_map_name(op->contr->maplevel, flags);
853 if (!newmap) 849 if (!newmap)
854 { 850 {
855 LOG(llevError, 851 LOG(llevError,
856 "enter_exit: Pathname to map does not exist! (%s)\n", 852 "enter_exit: Pathname to map does not exist! (%s)\n",
857 op->contr->maplevel); 853 op->contr->maplevel);
858 newmap = ready_map_name(settings.emergency_mapname, 0); 854 newmap = ready_map_name(settings.emergency_mapname, 0);
859 op->x = settings.emergency_x; 855 op->x = settings.emergency_x;
860 op->y = settings.emergency_y; 856 op->y = settings.emergency_y;
861 /* 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
862 * screwed up, so bail out now. 858 * screwed up, so bail out now.
863 */ 859 */
864 if (!newmap) { 860 if (!newmap) {
865 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");
866 abort(); 862 abort();
867 } 863 }
868 } 864 }
869 enter_map(op, newmap, op->x, op->y); 865 enter_map(op, newmap, op->x, op->y);
870 } 866 }
871} 867}
872 868
873/* 869/*
874 * process_active_maps(): Works like process_events(), but it only 870 * process_active_maps(): Works like process_events(), but it only
899 int flag; 895 int flag;
900 player *pl,*plnext; 896 player *pl,*plnext;
901 897
902 /* 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. */
903 for(flag=1;flag!=0;) { 899 for(flag=1;flag!=0;) {
904 flag=0; 900 flag=0;
905 for(pl=first_player;pl!=NULL;pl=plnext) { 901 for(pl=first_player;pl!=NULL;pl=plnext) {
906 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() */
907 903
908 if (pl->ob == NULL) continue; 904 if (pl->ob == NULL) continue;
909 905
910 if (map!=NULL && pl->ob->map!=map) continue; 906 if (map!=NULL && pl->ob->map!=map) continue;
911 907
912 if(pl->ob->speed_left>0) { 908 if(pl->ob->speed_left>0) {
913 if (handle_newcs_player(pl->ob)) 909 if (handle_newcs_player(pl->ob))
914 flag=1; 910 flag=1;
915 } /* end if player has speed left */ 911 } /* end if player has speed left */
916 912
917 /* If the player is not actively playing, don't make a 913 /* If the player is not actively playing, don't make a
918 * backup save - nothing to save anyway. Plus, the 914 * backup save - nothing to save anyway. Plus, the
919 * map may not longer be valid. This can happen when the 915 * map may not longer be valid. This can happen when the
920 * player quits - they exist for purposes of tracking on the map, 916 * player quits - they exist for purposes of tracking on the map,
921 * but don't actually reside on any actual map. 917 * but don't actually reside on any actual map.
922 */ 918 */
923 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue; 919 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue;
924 920
925#ifdef AUTOSAVE 921#ifdef AUTOSAVE
926 /* 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
927 * the player is logging in. 923 * the player is logging in.
928 */ 924 */
929 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) { 925 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) {
930 /* Don't save the player on unholy ground. Instead, increase the 926 /* Don't save the player on unholy ground. Instead, increase the
931 * 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
932 * again. 928 * again.
933 */ 929 */
934// 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) {
935// pl->last_save_tick += 100; 931// pl->last_save_tick += 100;
936// } else { 932// } else {
937 save_player(pl->ob,1); 933 save_player(pl->ob,1);
938 pl->last_save_tick = pticks; 934 pl->last_save_tick = pticks;
939// } 935// }
940 } 936 }
941#endif 937#endif
942 } /* end of for loop for all the players */ 938 } /* end of for loop for all the players */
943 } /* for flag */ 939 } /* for flag */
944 for(pl=first_player;pl!=NULL;pl=pl->next) { 940 for(pl=first_player;pl!=NULL;pl=pl->next) {
945 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) 941 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map))
946 continue; 942 continue;
947 if (settings.casting_time == TRUE) { 943 if (settings.casting_time == TRUE) {
948 if (pl->ob->casting_time > 0){ 944 if (pl->ob->casting_time > 0){
949 pl->ob->casting_time--; 945 pl->ob->casting_time--;
950 pl->ob->start_holding = 1; 946 pl->ob->start_holding = 1;
951 } 947 }
952 /* 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 */
953 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){ 949 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
954 pl->ob->start_holding = 0; 950 pl->ob->start_holding = 0;
955 } 951 }
956 } 952 }
957 do_some_living(pl->ob); 953 do_some_living(pl->ob);
958/* draw(pl->ob);*/ /* updated in socket code */ 954/* draw(pl->ob);*/ /* updated in socket code */
959 } 955 }
960} 956}
961 957
962void process_players2(mapstruct *map) 958void process_players2(mapstruct *map)
963{ 959{
964 player *pl; 960 player *pl;
965 961
966 /* 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 */
967 for(pl=first_player;pl!=NULL;pl=pl->next) { 963 for(pl=first_player;pl!=NULL;pl=pl->next) {
968 if (map!=NULL) { 964 if (map!=NULL) {
969 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED)) 965 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
970 continue; 966 continue;
971 else if(pl->loading != NULL) /* Player is blocked */ 967 else if(pl->loading != NULL) /* Player is blocked */
972 pl->ob->speed_left -= pl->ob->speed; 968 pl->ob->speed_left -= pl->ob->speed;
973 if (pl->ob->map!=map) continue; 969 if (pl->ob->map!=map) continue;
974 } 970 }
975 971
976 /* 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 -
977 * this isn't called until after the player has finished there 973 * this isn't called until after the player has finished there
978 * 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
979 * checking. 975 * checking.
980 */ 976 */
981 if (pl->has_hit) { 977 if (pl->has_hit) {
982 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;
983 979
984 /* 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
985 * clear this each tick, but new commands are not being received 981 * clear this each tick, but new commands are not being received
986 * so execute_newserver_command() is never called 982 * so execute_newserver_command() is never called
987 */ 983 */
988 pl->has_hit=0; 984 pl->has_hit=0;
989 985
990 } else if (pl->ob->speed_left>pl->ob->speed) 986 } else if (pl->ob->speed_left>pl->ob->speed)
991 pl->ob->speed_left = pl->ob->speed; 987 pl->ob->speed_left = pl->ob->speed;
992 } 988 }
993} 989}
994 990
995#define SPEED_DEBUG 991#define SPEED_DEBUG
996 992
1006 memset(&marker, 0, sizeof(object)); 1002 memset(&marker, 0, sizeof(object));
1007 /* Put marker object at beginning of active list */ 1003 /* Put marker object at beginning of active list */
1008 marker.active_next = active_objects; 1004 marker.active_next = active_objects;
1009 1005
1010 if (marker.active_next) 1006 if (marker.active_next)
1011 marker.active_next->active_prev = &marker; 1007 marker.active_next->active_prev = &marker;
1012 marker.active_prev = NULL; 1008 marker.active_prev = NULL;
1013 active_objects = &marker; 1009 active_objects = &marker;
1014 1010
1015 while (marker.active_next) { 1011 while (marker.active_next) {
1016 op = marker.active_next; 1012 op = marker.active_next;
1017 tag = op->count; 1013 tag = op->count;
1018 1014
1019 /* Move marker forward - swap op and marker */ 1015 /* Move marker forward - swap op and marker */
1020 op->active_prev = marker.active_prev; 1016 op->active_prev = marker.active_prev;
1021 1017
1022 if (op->active_prev) 1018 if (op->active_prev)
1023 op->active_prev->active_next = op; 1019 op->active_prev->active_next = op;
1024 else 1020 else
1025 active_objects = op; 1021 active_objects = op;
1026 1022
1027 marker.active_next = op->active_next; 1023 marker.active_next = op->active_next;
1028 1024
1029 if (marker.active_next) 1025 if (marker.active_next)
1030 marker.active_next->active_prev = &marker; 1026 marker.active_next->active_prev = &marker;
1031 marker.active_prev = op; 1027 marker.active_prev = op;
1032 op->active_next = &marker; 1028 op->active_next = &marker;
1033 1029
1034 /* Now process op */ 1030 /* Now process op */
1035 if (QUERY_FLAG (op, FLAG_FREED)) { 1031 if (QUERY_FLAG (op, FLAG_FREED)) {
1036 LOG (llevError, "BUG: process_events(): Free object on list\n"); 1032 LOG (llevError, "BUG: process_events(): Free object on list\n");
1037 op->speed = 0; 1033 op->speed = 0;
1038 update_ob_speed (op); 1034 update_ob_speed (op);
1039 continue; 1035 continue;
1040 } 1036 }
1041 1037
1042 /* 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,
1043 * 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
1044 * 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
1045 * is probably calling remove_ob without either an insert_ob or 1041 * is probably calling remove_ob without either an insert_ob or
1046 * free_object afterwards, leaving an object dangling. But I'd 1042 * free_object afterwards, leaving an object dangling. But I'd
1047 * rather log this and continue on instead of crashing. 1043 * rather log this and continue on instead of crashing.
1048 * 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
1049 * 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
1050 * around. 1046 * around.
1051 */ 1047 */
1052 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && 1048 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER &&
1053 op->map && op->map->in_memory != MAP_IN_MEMORY) { 1049 op->map && op->map->in_memory != MAP_IN_MEMORY) {
1054 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 1050 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1055 dump_object(op); 1051 dump_object(op);
1056 LOG(llevError, errmsg); 1052 LOG(llevError, errmsg);
1057 free_object(op); 1053 free_object(op);
1058 continue; 1054 continue;
1059 } 1055 }
1060 1056
1061 if ( ! op->speed) { 1057 if ( ! op->speed) {
1062 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 1058 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1063 "but is on active list\n", op->arch->name); 1059 "but is on active list\n", &op->arch->name);
1064 update_ob_speed (op); 1060 update_ob_speed (op);
1065 continue; 1061 continue;
1066 } 1062 }
1067 1063
1068 if (op->map == NULL && op->env == NULL && op->name && 1064 if (op->map == NULL && op->env == NULL && op->name &&
1069 op->type != MAP && map == NULL) { 1065 op->type != MAP && map == NULL) {
1070 LOG (llevError, "BUG: process_events(): Object without map or " 1066 LOG (llevError, "BUG: process_events(): Object without map or "
1071 "inventory is on active list: %s (%d)\n", 1067 "inventory is on active list: %s (%d)\n",
1072 op->name, op->count); 1068 &op->name, op->count);
1073 op->speed = 0; 1069 op->speed = 0;
1074 update_ob_speed (op); 1070 update_ob_speed (op);
1075 continue; 1071 continue;
1076 } 1072 }
1077 1073
1078 if (map != NULL && op->map != map) 1074 if (map != NULL && op->map != map)
1079 continue; 1075 continue;
1080 1076
1081 /* Animate the object. Bug of feature that andim_speed 1077 /* Animate the object. Bug of feature that andim_speed
1082 * is based on ticks, and not the creatures speed? 1078 * is based on ticks, and not the creatures speed?
1083 */ 1079 */
1084 if (op->anim_speed && op->last_anim >= op->anim_speed) 1080 if (op->anim_speed && op->last_anim >= op->anim_speed)
1085 { 1081 {
1086 if ((op->type==PLAYER)||(op->type==MONSTER)) 1082 if ((op->type==PLAYER)||(op->type==MONSTER))
1087 animate_object(op, op->facing); 1083 animate_object(op, op->facing);
1088 else 1084 else
1091 op->last_anim = 1; 1087 op->last_anim = 1;
1092 } 1088 }
1093 else 1089 else
1094 op->last_anim++; 1090 op->last_anim++;
1095 1091
1096 if (op->speed_left > 0) { 1092 if (op->speed_left > 0) {
1097#if 0 1093#if 0
1098 /* I've seen occasional crashes in move_symptom() with it 1094 /* I've seen occasional crashes in move_symptom() with it
1099 * crashing because op is removed - add some debugging to 1095 * crashing because op is removed - add some debugging to
1100 * track if it is removed at this point. 1096 * track if it is removed at this point.
1101 * This unfortunately is a bit too verbose it seems - not sure 1097 * This unfortunately is a bit too verbose it seems - not sure
1102 * 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
1103 * some objects get 'lost' - removed never to be reclaimed. 1099 * some objects get 'lost' - removed never to be reclaimed.
1104 * removed objects generally shouldn't exist. 1100 * removed objects generally shouldn't exist.
1105 */ 1101 */
1106 if (QUERY_FLAG(op, FLAG_REMOVED)) { 1102 if (QUERY_FLAG(op, FLAG_REMOVED)) {
1107 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",
1108 op->name?op->name:"null"); 1104 op->name?op->name:"null");
1109 } 1105 }
1110#endif 1106#endif
1111 --op->speed_left; 1107 --op->speed_left;
1112 process_object (op); 1108 process_object (op);
1113 if (was_destroyed (op, tag)) 1109 if (was_destroyed (op, tag))
1114 continue; 1110 continue;
1115 } 1111 }
1116 if (settings.casting_time == TRUE && op->casting_time > 0) 1112 if (settings.casting_time == TRUE && op->casting_time > 0)
1117 op->casting_time--; 1113 op->casting_time--;
1118 if (op->speed_left <= 0) 1114 if (op->speed_left <= 0)
1119 op->speed_left += FABS (op->speed); 1115 op->speed_left += FABS (op->speed);
1120 } 1116 }
1121 1117
1122 /* Remove marker object from active list */ 1118 /* Remove marker object from active list */
1123 if (marker.active_prev != NULL) 1119 if (marker.active_prev != NULL)
1124 marker.active_prev->active_next = NULL; 1120 marker.active_prev->active_next = NULL;
1125 else 1121 else
1126 active_objects = NULL; 1122 active_objects = NULL;
1127 1123
1128 process_players2 (map); 1124 process_players2 (map);
1129} 1125}
1130 1126
1131void clean_tmp_files(void) { 1127void clean_tmp_files(void) {
1138 * just make a special function that only saves the unique items. 1134 * just make a special function that only saves the unique items.
1139 */ 1135 */
1140 for(m=first_map;m!=NULL;m=next) { 1136 for(m=first_map;m!=NULL;m=next) {
1141 next=m->next; 1137 next=m->next;
1142 if (m->in_memory == MAP_IN_MEMORY) { 1138 if (m->in_memory == MAP_IN_MEMORY) {
1143 /* 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
1144 * 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
1145 * 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
1146 * 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,
1147 * we certainly don't want the temp maps removed. 1143 * we certainly don't want the temp maps removed.
1148 */ 1144 */
1149 1145
1150 /* XXX The above comment is dead wrong */ 1146 /* XXX The above comment is dead wrong */
1151 if (settings.recycle_tmp_maps == TRUE) 1147 if (settings.recycle_tmp_maps == TRUE)
1152 swap_map(m); 1148 swap_map(m);
1153 else { 1149 else {
1154 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 */
1155 clean_tmp_map(m); 1151 clean_tmp_map(m);
1156 } 1152 }
1157 } 1153 }
1158 } 1154 }
1159 write_todclock(); /* lets just write the clock here */ 1155 write_todclock(); /* lets just write the clock here */
1160} 1156}
1161 1157
1183 exit(0); 1179 exit(0);
1184} 1180}
1185 1181
1186void leave(player *pl, int draw_exit) { 1182void leave(player *pl, int draw_exit) {
1187 if (pl != NULL) { 1183 if (pl != NULL) {
1188 /* 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
1189 * cleanup. We also leave that loop to actually handle the freeing 1185 * cleanup. We also leave that loop to actually handle the freeing
1190 * of the data. 1186 * of the data.
1191 */ 1187 */
1192 if (pl->ob->type != DEAD_OBJECT) 1188 if (pl->ob->type != DEAD_OBJECT)
1193 { 1189 {
1194 pl->socket.status = Ns_Dead; 1190 pl->socket.status = Ns_Dead;
1195 1191
1196 /* If a hidden dm dropped connection do not create 1192 /* If a hidden dm dropped connection do not create
1201 && (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))
1202 { 1198 {
1203 if (pl->ob->map) 1199 if (pl->ob->map)
1204 { 1200 {
1205 INVOKE_PLAYER (LOGOUT, pl); 1201 INVOKE_PLAYER (LOGOUT, pl);
1206 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);
1207 } 1203 }
1208 1204
1209 char buf[MAX_BUF]; 1205 char buf[MAX_BUF];
1210 sprintf (buf, "%s left the game.", pl->ob->name); 1206 sprintf (buf, "%s left the game.", &pl->ob->name);
1211 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);
1212 } 1208 }
1213 1209
1214 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 1210 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1215 leave_map (pl->ob); 1211 leave_map (pl->ob);
1231 clock = time (NULL); 1227 clock = time (NULL);
1232 tm = (struct tm *) localtime (&clock); 1228 tm = (struct tm *) localtime (&clock);
1233 1229
1234 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); 1230 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1235 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL) 1231 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL)
1236 return 0; 1232 return 0;
1237 1233
1238 while (fgets (buf, MAX_BUF, fp)) { 1234 while (fgets (buf, MAX_BUF, fp)) {
1239 if (buf[0]=='#') continue; 1235 if (buf[0]=='#') continue;
1240 if (!strncmp (buf, "msg", 3)) { 1236 if (!strncmp (buf, "msg", 3)) {
1241 if (forbit) 1237 if (forbit)
1242 while (fgets (buf, MAX_BUF, fp)) /* print message */ 1238 while (fgets (buf, MAX_BUF, fp)) /* print message */
1243 fputs (buf, logfile); 1239 fputs (buf, logfile);
1244 break; 1240 break;
1245 1241
1246 } 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) {
1247 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n"); 1243 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1248 continue; 1244 continue;
1249 } 1245 }
1250 1246
1251 for (i=0; i< 7; i++) { 1247 for (i=0; i< 7; i++) {
1252 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && 1248 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1253 (tm->tm_hour >= start) && (tm->tm_hour < stop)) 1249 (tm->tm_hour >= start) && (tm->tm_hour < stop))
1254 forbit = 1; 1250 forbit = 1;
1255 } 1251 }
1256 } 1252 }
1257 1253
1258 close_and_delete(fp, comp); 1254 close_and_delete(fp, comp);
1259 1255
1260 return forbit; 1256 return forbit;
1281 1277
1282void do_specials(void) { 1278void do_specials(void) {
1283 1279
1284#ifdef WATCHDOG 1280#ifdef WATCHDOG
1285 if (!(pticks % 503)) 1281 if (!(pticks % 503))
1286 watchdog(); 1282 watchdog();
1287#endif 1283#endif
1288 1284
1289 if (!(pticks % PTICKS_PER_CLOCK)) 1285 if (!(pticks % PTICKS_PER_CLOCK))
1290 tick_the_clock(); 1286 tick_the_clock();
1291 1287
1288 if (!(pticks % 7))
1289 shstr::gc ();
1290
1292 if (!(pticks % 509)) 1291 if (!(pticks % 79))
1293 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 */
1294 1293
1295 if (!(pticks % 2503)) 1294 if (!(pticks % 2503))
1296 fix_weight(); /* Hack to fix weightproblems caused by bugs */ 1295 fix_weight(); /* Hack to fix weightproblems caused by bugs */
1297 1296
1298 if (!(pticks % 2521)) 1297 if (!(pticks % 2521))
1299 metaserver_update(); /* 2500 ticks is about 5 minutes */ 1298 metaserver_update(); /* 2500 ticks is about 5 minutes */
1300 1299
1301 if (!(pticks % 5003)) 1300 if (!(pticks % 5003))
1302 write_book_archive(); 1301 write_book_archive();
1303 1302
1304 if (!(pticks % 5009)) 1303 if (!(pticks % 5009))
1305 clean_friendly_list(); 1304 clean_friendly_list();
1306 1305
1307 if (!(pticks % 5011)) 1306 if (!(pticks % 5011))
1308 obsolete_parties(); 1307 obsolete_parties();
1309 1308
1310 if (!(pticks % 12503)) 1309 if (!(pticks % 12503))
1311 fix_luck(); 1310 fix_luck();
1312} 1311}
1313 1312
1314void server_tick () 1313void server_tick ()
1315{ 1314{
1316 nroferrors = 0; 1315 nroferrors = 0;
1317 1316
1318 doeric_server(); 1317 doeric_server();
1318 INVOKE_GLOBAL (CLOCK);
1319 process_events(NULL); /* "do" something with objects with speed */ 1319 process_events(NULL); /* "do" something with objects with speed */
1320 cftimer_process_timers();/* Process the crossfire Timers */
1321 /* Lauwenmark : Here we handle the CLOCK global event */
1322 execute_global_event(EVENT_CLOCK);
1323 flush_sockets(); 1320 flush_sockets();
1324 check_active_maps(); /* Removes unused maps after a certain timeout */ 1321 check_active_maps(); /* Removes unused maps after a certain timeout */
1325 do_specials(); /* Routines called from time to time. */ 1322 do_specials(); /* Routines called from time to time. */
1326 1323
1327 ++pticks; 1324 ++pticks;
1328} 1325}
1329 1326
1330int main(int argc, char **argv) 1327int main(int argc, char **argv)
1331{ 1328{
1329 undead_name = "undead"; // what weird misoptimisation is this again?
1330
1332 settings.argc = argc; 1331 settings.argc = argc;
1333 settings.argv = argv; 1332 settings.argv = argv;
1334 1333
1334 cfperl_init ();
1335
1335 init (argc, argv); 1336 init (argc, argv);
1336 1337
1337 initPlugins (); /* GROS - Init the Plugins */
1338 cfperl_init (); 1338 cfperl_boot ();
1339 initPlugins ();
1339 1340
1340 for (;;) 1341 for (;;)
1341 cfperl_main (); 1342 cfperl_main ();
1342 1343
1343 // unreached 1344 // unreached

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