ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/main.C
(Generate patch)

Comparing deliantra/server/server/main.C (file contents):
Revision 1.17 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.22 by root, Sat Sep 9 21:48:29 2006 UTC

1/* 1/*
2 * static char *rcsid_main_c = 2 * static char *rcsid_main_c =
3 * "$Id: main.C,v 1.17 2006/09/03 00:18:42 root Exp $"; 3 * "$Id: main.C,v 1.22 2006/09/09 21:48:29 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
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 52
53shstr undead_name;
54
55static char days[7][4] = { 53static char days[7][4] = {
56 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"}; 54 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
55};
57 56
57void
58void version(object *op) { 58version (object * op)
59{
59 if(op!=NULL) 60 if (op != NULL)
60 clear_win_info(op); 61 clear_win_info (op);
61 62
62 new_draw_info_format(NDI_UNIQUE, 0, op, "This is Crossfire v%s",VERSION); 63 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION);
63 64
64/* If in a socket, don't print out the list of authors. It confuses the 65/* If in a socket, don't print out the list of authors. It confuses the
65 * crossclient program. 66 * crossclient program.
66 */ 67 */
67 if (op==NULL) return; 68 if (op == NULL)
69 return;
68 new_draw_info(NDI_UNIQUE, 0,op,"Authors and contributors to this program:"); 70 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
69 new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)"); 71 new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)");
70 new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)"); 72 new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)");
71 new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)"); 73 new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
72 new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)"); 74 new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
73 new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)"); 75 new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)");
74 new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)"); 76 new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
75 new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)"); 77 new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)");
76 new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)"); 78 new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)");
77 new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)"); 79 new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
78 new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)"); 80 new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
79 new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)"); 81 new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)");
80 new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)"); 82 new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)");
81 new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)"); 83 new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)");
82 new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)"); 84 new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
83 new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)"); 85 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
84 new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)"); 86 new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)");
85 new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)"); 87 new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)");
86 new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)"); 88 new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)");
87 new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)"); 89 new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)");
88 new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)"); 90 new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)");
89 new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)"); 91 new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)");
90 new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)"); 92 new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)");
91 new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)"); 93 new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)");
92 new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)"); 94 new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)");
93 new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)"); 95 new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)");
94 new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)"); 96 new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)");
95 new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)"); 97 new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
96 new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)"); 98 new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)");
97 new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)"); 99 new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)");
98 new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)"); 100 new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)");
99 new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)"); 101 new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)");
100 new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)"); 102 new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)");
101 new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)"); 103 new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)");
102 new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)"); 104 new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)");
103 new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)"); 105 new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)");
104 new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)"); 106 new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
105 new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)"); 107 new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)");
106 new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)"); 108 new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)");
107 new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David [david.delbecq@mailandnews.com]"); 109 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]");
108 new_draw_info(NDI_UNIQUE, 0,op,"Chachkoff Yann [yann.chachkoff@mailandnews.com]\n"); 110 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
109 new_draw_info(NDI_UNIQUE, 0,op,"Images and art:"); 111 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
110 new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner"); 112 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
111 new_draw_info(NDI_UNIQUE, 0,op,"David Gervais [david_eg@mail.com]"); 113 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]");
112 new_draw_info(NDI_UNIQUE, 0,op,"Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]"); 114 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
113 new_draw_info(NDI_UNIQUE, 0,op,"Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]"); 115 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
114 new_draw_info(NDI_UNIQUE, 0,op,"Mårten Woxberg [maxmc@telia.com]"); 116 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]");
115 new_draw_info(NDI_UNIQUE, 0,op,"And many more!"); 117 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
116} 118}
117 119
120void
118void info_keys(object *op) { 121info_keys (object * op)
122{
119 clear_win_info(op); 123 clear_win_info (op);
120 new_draw_info(NDI_UNIQUE, 0,op,"Push `hjklynub' to walk in a direction."); 124 new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
121 new_draw_info(NDI_UNIQUE, 0,op,"Shift + dir = fire, Ctrl + dir = run"); 125 new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
122 new_draw_info(NDI_UNIQUE, 0,op,"(To fire at yourself, hit `.'"); 126 new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
123 new_draw_info(NDI_UNIQUE, 0,op,"To attack, walk into the monsters."); 127 new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
124 new_draw_info(NDI_UNIQUE, 0,op,"\" = speak ' = extended command"); 128 new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
125 new_draw_info(NDI_UNIQUE, 0,op,"i = inventory , = get : = look"); 129 new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
126 new_draw_info(NDI_UNIQUE, 0,op,"<> = rotate d = drop ? = help"); 130 new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
127 new_draw_info(NDI_UNIQUE, 0,op,"a = apply A = apply below t = throw"); 131 new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
128 new_draw_info(NDI_UNIQUE, 0,op,"e = examine E = exa below @ = autopick"); 132 new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
129 new_draw_info(NDI_UNIQUE, 0,op,"C = configure s = brace v = version"); 133 new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
130 new_draw_info(NDI_UNIQUE, 0,op,"+- = change range <tab> = browse spells"); 134 new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
131 new_draw_info(NDI_UNIQUE, 0,op,"x = change inventory type"); 135 new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
132 new_draw_info(NDI_UNIQUE, 0,op,"Mouse: L = examine, M = apply, R = drop/get"); 136 new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
133 new_draw_info(NDI_UNIQUE, 0,op,"'help = info about extended commands."); 137 new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
134 new_draw_info(NDI_UNIQUE, 0,op,"Ctrl-R = refresh Ctrl-C = clear"); 138 new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
135 new_draw_info(NDI_UNIQUE, 0,op,"You can type a number before most commands."); 139 new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
136 new_draw_info(NDI_UNIQUE, 0,op,"(For instance 3d drops 3 items.)"); 140 new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
137} 141}
138 142
143void
139void start_info(object *op) { 144start_info (object * op)
145{
140 char buf[MAX_BUF]; 146 char buf[MAX_BUF];
141 147
142 sprintf(buf,"Welcome to Crossfire, v%s!",VERSION); 148 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
143 new_draw_info(NDI_UNIQUE, 0,op,buf); 149 new_draw_info (NDI_UNIQUE, 0, op, buf);
144 new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help"); 150 new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
145 new_draw_info(NDI_UNIQUE, 0,op," "); 151 new_draw_info (NDI_UNIQUE, 0, op, " ");
146 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, 152 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
147 "%s entered the game.",&op->name);
148 if(!op->contr->name_changed) { 153 if (!op->contr->name_changed)
154 {
149 new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name"); 155 new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
150 new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list."); 156 new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
151 new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)"); 157 new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
152 } 158 }
153} 159}
154 160
155/* Really, there is no reason to crypt the passwords any system. But easier 161/* Really, there is no reason to crypt the passwords any system. But easier
156 * to just leave this enabled for backward compatibility. Put the 162 * to just leave this enabled for backward compatibility. Put the
157 * simple case at top - no encryption - makes it easier to read. 163 * simple case at top - no encryption - makes it easier to read.
158 */ 164 */
165char *
159char *crypt_string(char *str, char *salt) { 166crypt_string (char *str, char *salt)
167{
160#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES)) 168#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
161 return(str); 169 return (str);
162#else 170#else
163 static char *c=
164 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./"; 171 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
165 char s[2]; 172 char s[2];
166 173
167 if(salt==NULL) 174 if (salt == NULL)
168 s[0]= c[RANDOM() % (int)strlen(c)], 175 s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
169 s[1]= c[RANDOM() % (int)strlen(c)];
170 else 176 else
171 s[0]= salt[0], 177 s[0] = salt[0], s[1] = salt[1];
172 s[1]= salt[1];
173 178
174# ifdef HAVE_LIBDES 179# ifdef HAVE_LIBDES
175 return (char*)des_crypt(str,s); 180 return (char *) des_crypt (str, s);
176# endif 181# endif
177 /* Default case - just use crypt */ 182 /* Default case - just use crypt */
178 return (char*)crypt(str,s); 183 return (char *) crypt (str, s);
179#endif 184#endif
180} 185}
181 186
187int
182int check_password(char *typed,char *crypted) { 188check_password (char *typed, char *crypted)
189{
183 return !strcmp(crypt_string(typed,crypted),crypted); 190 return !strcmp (crypt_string (typed, crypted), crypted);
184} 191}
185 192
186/* This is a basic little function to put the player back to his 193/* This is a basic little function to put the player back to his
187 * savebed. We do some error checking - its possible that the 194 * savebed. We do some error checking - its possible that the
188 * savebed map may no longer exist, so we make sure the player 195 * savebed map may no longer exist, so we make sure the player
189 * goes someplace. 196 * goes someplace.
190 */ 197 */
198void
191void enter_player_savebed(object *op) 199enter_player_savebed (object * op)
192{ 200{
193 mapstruct *oldmap = op->map; 201 mapstruct *oldmap = op->map;
194 object *tmp; 202 object *tmp;
195 203
196 tmp=get_object(); 204 tmp = get_object ();
197 205
198 EXIT_PATH(tmp) = op->contr->savebed_map; 206 EXIT_PATH (tmp) = op->contr->savebed_map;
199 EXIT_X(tmp) = op->contr->bed_x; 207 EXIT_X (tmp) = op->contr->bed_x;
200 EXIT_Y(tmp) = op->contr->bed_y; 208 EXIT_Y (tmp) = op->contr->bed_y;
201 enter_exit(op,tmp); 209 enter_exit (op, tmp);
202 /* If the player has not changed maps and the name does not match 210 /* If the player has not changed maps and the name does not match
203 * that of the savebed, his savebed map is gone. Lets go back 211 * that of the savebed, his savebed map is gone. Lets go back
204 * to the emergency path. Update what the players savebed is 212 * to the emergency path. Update what the players savebed is
205 * while we're at it. 213 * while we're at it.
206 */ 214 */
207 if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) { 215 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
216 {
208 LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n", 217 LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
209 settings.emergency_mapname, &op->name, op->contr->savebed_map); 218 settings.emergency_mapname, &op->name, op->contr->savebed_map);
210 strcpy(op->contr->savebed_map, settings.emergency_mapname); 219 strcpy (op->contr->savebed_map, settings.emergency_mapname);
211 op->contr->bed_x = settings.emergency_x; 220 op->contr->bed_x = settings.emergency_x;
212 op->contr->bed_y = settings.emergency_y; 221 op->contr->bed_y = settings.emergency_y;
213 EXIT_PATH(tmp) = op->contr->savebed_map; 222 EXIT_PATH (tmp) = op->contr->savebed_map;
214 EXIT_X(tmp) = op->contr->bed_x; 223 EXIT_X (tmp) = op->contr->bed_x;
215 EXIT_Y(tmp) = op->contr->bed_y; 224 EXIT_Y (tmp) = op->contr->bed_y;
216 enter_exit(op,tmp); 225 enter_exit (op, tmp);
217 } 226 }
218 free_object(tmp); 227 free_object (tmp);
219} 228}
220 229
221/* All this really is is a glorified remove_object that also updates 230/* All this really is is a glorified remove_object that also updates
222 * the counts on the map if needed. 231 * the counts on the map if needed.
223 */ 232 */
233void
224void leave_map(object *op) 234leave_map (object * op)
225{ 235{
226 mapstruct *oldmap = op->map; 236 mapstruct *oldmap = op->map;
227 237
228 remove_ob(op); 238 remove_ob (op);
229 239
230 if (oldmap) { 240 if (oldmap)
241 {
231 if (!op->contr->hidden) 242 if (!op->contr->hidden)
232 oldmap->players--; 243 oldmap->players--;
233 if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */ 244 if (oldmap->players <= 0)
245 { /* can be less than zero due to errors in tracking this */
234 set_map_timeout(oldmap); 246 set_map_timeout (oldmap);
235 } 247 }
236 } 248 }
237} 249}
238 250
239/* 251/*
241 * new map. map, x, y must be set. map is the map we are moving the 253 * new map. map, x, y must be set. map is the map we are moving the
242 * player to - it could be the map he just came from if the load failed for 254 * player to - it could be the map he just came from if the load failed for
243 * whatever reason. If default map coordinates are to be used, then 255 * whatever reason. If default map coordinates are to be used, then
244 * the function that calls this should figure them out. 256 * the function that calls this should figure them out.
245 */ 257 */
258static void
246static void enter_map(object *op, mapstruct *newmap, int x, int y) { 259enter_map (object * op, mapstruct * newmap, int x, int y)
260{
247 mapstruct *oldmap = op->map; 261 mapstruct *oldmap = op->map;
248 262
249 if (out_of_map(newmap, x, y)) { 263 if (out_of_map (newmap, x, y))
264 {
250 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", 265 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
251 newmap->path, x, y);
252 x=MAP_ENTER_X(newmap); 266 x = MAP_ENTER_X (newmap);
253 y=MAP_ENTER_Y(newmap); 267 y = MAP_ENTER_Y (newmap);
254 if (out_of_map(newmap, x, y)) { 268 if (out_of_map (newmap, x, y))
269 {
255 LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 270 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
256 newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap)); 271 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap));
257 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed"); 272 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
258 return; 273 return;
259 } 274 }
260 } 275 }
261 /* try to find a spot for the player */ 276 /* try to find a spot for the player */
262 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */ 277 if (ob_blocked (op, newmap, x, y))
278 { /* First choice blocked */
263 /* We try to find a spot for the player, starting closest in. 279 /* We try to find a spot for the player, starting closest in.
264 * We could use find_first_free_spot, but that doesn't randomize it at all, 280 * We could use find_first_free_spot, but that doesn't randomize it at all,
265 * So for example, if the north space is free, you would always end up there even 281 * So for example, if the north space is free, you would always end up there even
266 * if other spaces around are available. 282 * if other spaces around are available.
267 * Note that for the second and third calls, we could start at a position other 283 * Note that for the second and third calls, we could start at a position other
268 * than one, but then we could end up on the other side of walls and so forth. 284 * than one, but then we could end up on the other side of walls and so forth.
269 */ 285 */
270 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1); 286 int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1);
287 if (i == -1)
288 {
289 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
271 if (i==-1) { 290 if (i == -1)
272 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1); 291 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
292 }
273 if (i==-1) 293 if (i != -1)
274 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE);
275 } 294 {
276 if (i != -1 ) {
277 x += freearr_x[i]; 295 x += freearr_x[i];
278 y += freearr_y[i]; 296 y += freearr_y[i];
297 }
279 } else { 298 else
299 {
280 /* not much we can do in this case. */ 300 /* not much we can do in this case. */
281 LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", 301 LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", newmap->path, x, y);
282 newmap->path, x , y);
283 }
284 } /* end if looking for free spot */
285 302 }
303 } /* end if looking for free spot */
304
286 if (op->map!=NULL) 305 if (op->map != NULL)
287 { 306 {
288 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap)); 307 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
289 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)); 308 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr));
290 } 309 }
291 310
292 /* If it is a player login, he has yet to be inserted anyplace. 311 /* If it is a player login, he has yet to be inserted anyplace.
293 * otherwise, we need to deal with removing the player here. 312 * otherwise, we need to deal with removing the player here.
294 */ 313 */
295 if(!QUERY_FLAG(op, FLAG_REMOVED)) 314 if (!QUERY_FLAG (op, FLAG_REMOVED))
296 remove_ob(op); 315 remove_ob (op);
297 316
298 /* remove_ob clears these so they must be reset after the remove_ob call */ 317 /* remove_ob clears these so they must be reset after the remove_ob call */
299 op->x = x; 318 op->x = x;
300 op->y = y; 319 op->y = y;
301 op->map = newmap; 320 op->map = newmap;
302 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON); 321 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
303 322
304 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr)); 323 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
305 324
306 if (!op->contr->hidden) 325 if (!op->contr->hidden)
307 newmap->players++; 326 newmap->players++;
308 327
309 newmap->timeout=0; 328 newmap->timeout = 0;
310 op->enemy = NULL; 329 op->enemy = NULL;
311 330
312 if (op->contr) { 331 if (op->contr)
332 {
313 strcpy(op->contr->maplevel, newmap->path); 333 strcpy (op->contr->maplevel, newmap->path);
314 op->contr->count=0; 334 op->contr->count = 0;
315 } 335 }
316 336
317 /* Update any golems */ 337 /* Update any golems */
318 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) { 338 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
339 {
319 int i = find_free_spot(op->contr->ranges[range_golem],newmap, 340 int i = find_free_spot (op->contr->ranges[range_golem], newmap,
320 x, y, 1, SIZEOFFREE); 341 x, y, 1, SIZEOFFREE);
321 remove_ob(op->contr->ranges[range_golem]); 342 remove_ob (op->contr->ranges[range_golem]);
322 if (i==-1) { 343 if (i == -1)
344 {
323 remove_friendly_object(op->contr->ranges[range_golem]); 345 remove_friendly_object (op->contr->ranges[range_golem]);
324 free_object(op->contr->ranges[range_golem]); 346 free_object (op->contr->ranges[range_golem]);
325 op->contr->ranges[range_golem]=NULL; 347 op->contr->ranges[range_golem] = NULL;
326 op->contr->golem_count=0; 348 op->contr->golem_count = 0;
349 }
350 else
327 } 351 {
328 else {
329 object *tmp; 352 object *tmp;
330 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) { 353 for (tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
354 {
331 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x); 355 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
332 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y); 356 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
333 tmp->map = newmap; 357 tmp->map = newmap;
334 } 358 }
335 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0); 359 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
336 op->contr->ranges[range_golem]->direction = 360 op->contr->ranges[range_golem]->direction =
337 find_dir_2(op->x - op->contr->ranges[range_golem]->x, 361 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
338 op->y - op->contr->ranges[range_golem]->y);
339 } 362 }
340 } 363 }
341 op->direction=0; 364 op->direction = 0;
342 365
343 /* since the players map is already loaded, we don't need to worry 366 /* since the players map is already loaded, we don't need to worry
344 * about pending objects. 367 * about pending objects.
345 */ 368 */
346 remove_all_pets(newmap); 369 remove_all_pets (newmap);
347 370
348 /* If the player is changing maps, we need to do some special things 371 /* If the player is changing maps, we need to do some special things
349 * Do this after the player is on the new map - otherwise the force swap of the 372 * Do this after the player is on the new map - otherwise the force swap of the
350 * old map does not work. 373 * old map does not work.
351 */ 374 */
352 if (oldmap != newmap) { 375 if (oldmap != newmap)
376 {
353 if (oldmap) /* adjust old map */ 377 if (oldmap) /* adjust old map */
354 { 378 {
355 oldmap->players--; 379 oldmap->players--;
356 380
357 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */ 381 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
358 set_map_timeout(oldmap); 382 set_map_timeout (oldmap);
359 } 383 }
360 } 384 }
361 swap_below_max (newmap->path);
362} 385}
363 386
387void
364void set_map_timeout(mapstruct *oldmap) 388set_map_timeout (mapstruct * oldmap)
365{ 389{
366#if MAP_MAXTIMEOUT 390#if MAP_MAXTIMEOUT
367 oldmap->timeout = MAP_TIMEOUT(oldmap); 391 oldmap->timeout = MAP_TIMEOUT (oldmap);
368 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is 392 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
369 * lower than the min value. 393 * lower than the min value.
370 */ 394 */
371#if MAP_MINTIMEOUT 395#if MAP_MINTIMEOUT
372 if (oldmap->timeout < MAP_MINTIMEOUT) { 396 if (oldmap->timeout < MAP_MINTIMEOUT)
397 {
373 oldmap->timeout = MAP_MINTIMEOUT; 398 oldmap->timeout = MAP_MINTIMEOUT;
374 } 399 }
375#endif 400#endif
376 if (oldmap->timeout > MAP_MAXTIMEOUT) { 401 if (oldmap->timeout > MAP_MAXTIMEOUT)
402 {
377 oldmap->timeout = MAP_MAXTIMEOUT; 403 oldmap->timeout = MAP_MAXTIMEOUT;
378 } 404 }
379#else 405#else
380 /* save out the map */ 406 /* save out the map */
381 swap_map(oldmap); 407 swap_map (oldmap);
382#endif /* MAP_MAXTIMEOUT */ 408#endif /* MAP_MAXTIMEOUT */
383} 409}
384 410
385 411
386/* clean_path takes a path and replaces all / with _ 412/* clean_path takes a path and replaces all / with _
387 * We do a strcpy so that we do not change the original string. 413 * We do a strcpy so that we do not change the original string.
388 */ 414 */
415char *
389char *clean_path(const char *file) 416clean_path (const char *file)
390{ 417{
391 static char newpath[MAX_BUF],*cp; 418 static char newpath[MAX_BUF], *cp;
392 419
393 strncpy(newpath, file, MAX_BUF-1); 420 strncpy (newpath, file, MAX_BUF - 1);
394 newpath[MAX_BUF-1]='\0'; 421 newpath[MAX_BUF - 1] = '\0';
395 for (cp=newpath; *cp!='\0'; cp++) { 422 for (cp = newpath; *cp != '\0'; cp++)
396 if (*cp=='/') *cp='_';
397 } 423 {
424 if (*cp == '/')
425 *cp = '_';
426 }
398 return newpath; 427 return newpath;
399} 428}
400 429
401 430
402/* unclean_path takes a path and replaces all _ with / 431/* unclean_path takes a path and replaces all _ with /
403 * This basically undoes clean path. 432 * This basically undoes clean path.
404 * We do a strcpy so that we do not change the original string. 433 * We do a strcpy so that we do not change the original string.
405 * We are smart enough to start after the last / in case we 434 * We are smart enough to start after the last / in case we
406 * are getting passed a string that points to a unique map 435 * are getting passed a string that points to a unique map
407 * path. 436 * path.
408 */ 437 */
438char *
409char *unclean_path(const char *src) 439unclean_path (const char *src)
410{ 440{
411 static char newpath[MAX_BUF],*cp; 441 static char newpath[MAX_BUF], *cp;
412 442
413 cp=strrchr(src, '/'); 443 cp = strrchr (src, '/');
414 if (cp) 444 if (cp)
415 strncpy(newpath, cp+1, MAX_BUF-1); 445 strncpy (newpath, cp + 1, MAX_BUF - 1);
416 else 446 else
417 strncpy(newpath, src, MAX_BUF-1); 447 strncpy (newpath, src, MAX_BUF - 1);
418 newpath[MAX_BUF-1]='\0'; 448 newpath[MAX_BUF - 1] = '\0';
419 449
420 for (cp=newpath; *cp!='\0'; cp++) { 450 for (cp = newpath; *cp != '\0'; cp++)
421 if (*cp=='_') *cp='/';
422 } 451 {
452 if (*cp == '_')
453 *cp = '/';
454 }
423 return newpath; 455 return newpath;
424} 456}
425 457
426 458
427/* The player is trying to enter a randomly generated map. In this case, generate the 459/* The player is trying to enter a randomly generated map. In this case, generate the
428 * random map as needed. 460 * random map as needed.
429 */ 461 */
430 462
463static void
431static void enter_random_map(object *pl, object *exit_ob) 464enter_random_map (object * pl, object * exit_ob)
432{ 465{
433 mapstruct *new_map; 466 mapstruct *new_map;
434 char newmap_name[HUGE_BUF], *cp; 467 char newmap_name[HUGE_BUF], *cp;
435 static int reference_number = 0; 468 static int reference_number = 0;
436 RMParms rp; 469 RMParms rp;
437 470
438 memset(&rp, 0, sizeof(RMParms)); 471 memset (&rp, 0, sizeof (RMParms));
439 rp.Xsize=-1; 472 rp.Xsize = -1;
440 rp.Ysize=-1; 473 rp.Ysize = -1;
441 rp.region=get_region_by_map(exit_ob->map); 474 rp.region = get_region_by_map (exit_ob->map);
475 if (exit_ob->msg)
442 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg); 476 set_random_map_variable (&rp, exit_ob->msg);
443 rp.origin_x = exit_ob->x; 477 rp.origin_x = exit_ob->x;
444 rp.origin_y = exit_ob->y; 478 rp.origin_y = exit_ob->y;
445 strcpy(rp.origin_map, pl->map->path); 479 strcpy (rp.origin_map, pl->map->path);
446 480
447 /* If we have a final_map, use it as a base name to give some clue 481 /* If we have a final_map, use it as a base name to give some clue
448 * as where the player is. Otherwise, use the origin map. 482 * as where the player is. Otherwise, use the origin map.
449 * Take the last component (after the last slash) to give 483 * Take the last component (after the last slash) to give
450 * shorter names without bogus slashes. 484 * shorter names without bogus slashes.
451 */ 485 */
452 if (rp.final_map[0]) { 486 if (rp.final_map[0])
487 {
453 cp = strrchr(rp.final_map, '/'); 488 cp = strrchr (rp.final_map, '/');
489 if (!cp)
454 if (!cp) cp = rp.final_map; 490 cp = rp.final_map;
455 } else { 491 }
492 else
493 {
456 char buf[HUGE_BUF]; 494 char buf[HUGE_BUF];
457 495
458 cp = strrchr(rp.origin_map, '/'); 496 cp = strrchr (rp.origin_map, '/');
497 if (!cp)
459 if (!cp) cp = rp.origin_map; 498 cp = rp.origin_map;
460 /* Need to strip of any trailing digits, if it has them */ 499 /* Need to strip of any trailing digits, if it has them */
461 strcpy(buf, cp); 500 strcpy (buf, cp);
462 while (isdigit(buf[strlen(buf) - 1])) 501 while (isdigit (buf[strlen (buf) - 1]))
463 buf[strlen(buf) - 1] = 0; 502 buf[strlen (buf) - 1] = 0;
464 cp = buf; 503 cp = buf;
465 } 504 }
466 505
467 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++); 506 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
468 507
469 /* now to generate the actual map. */ 508 /* now to generate the actual map. */
470 new_map=generate_random_map(newmap_name,&rp); 509 new_map = generate_random_map (newmap_name, &rp);
471 510
472 /* Update the exit_ob so it now points directly at the newly created 511 /* Update the exit_ob so it now points directly at the newly created
473 * random maps. Not that it is likely to happen, but it does mean that a 512 * random maps. Not that it is likely to happen, but it does mean that a
474 * exit in a unique map leading to a random map will not work properly. 513 * exit in a unique map leading to a random map will not work properly.
475 * It also means that if the created random map gets reset before 514 * It also means that if the created random map gets reset before
476 * the exit leading to it, that the exit will no longer work. 515 * the exit leading to it, that the exit will no longer work.
477 */ 516 */
478 if(new_map) { 517 if (new_map)
518 {
479 int x, y; 519 int x, y;
480 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); 520 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
481 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); 521 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
482 EXIT_PATH(exit_ob) = newmap_name; 522 EXIT_PATH (exit_ob) = newmap_name;
483 strcpy(new_map->path, newmap_name); 523 strcpy (new_map->path, newmap_name);
484 enter_map(pl, new_map, x, y); 524 enter_map (pl, new_map, x, y);
485 } 525 }
486} 526}
487 527
488/* The player is trying to enter a non-randomly generated template map. In this 528/* The player is trying to enter a non-randomly generated template map. In this
489 * case, use a map file for a template 529 * case, use a map file for a template
490 */ 530 */
491 531
532static void
492static void enter_fixed_template_map(object *pl, object *exit_ob) 533enter_fixed_template_map (object * pl, object * exit_ob)
493{ 534{
494 mapstruct *new_map; 535 mapstruct *new_map;
495 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap; 536 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
496 const char *new_map_name; 537 const char *new_map_name;
497 538
498 /* Split the exit path string into two parts, one 539 /* Split the exit path string into two parts, one
499 * for where to store the map, and one for were 540 * for where to store the map, and one for were
500 * to generate the map from. 541 * to generate the map from.
501 */ 542 */
502 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2); 543 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
503 sourcemap = strchr(exitpath, '!'); 544 sourcemap = strchr (exitpath, '!');
504 if (!sourcemap) { 545 if (!sourcemap)
546 {
505 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name); 547 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
506 /* Should only occur when no source map is set. 548 /* Should only occur when no source map is set.
507 */ 549 */
508 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n", 550 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
509 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 551 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
510 return; 552 return;
511 } 553 }
512 *sourcemap++ = '\0'; 554 *sourcemap++ = '\0';
513 555
514 /* If we are not coming from a template map, we can use relative directories 556 /* If we are not coming from a template map, we can use relative directories
515 * for the map to generate from. 557 * for the map to generate from.
516 */ 558 */
517 if (!exit_ob->map->templatemap) { 559 if (!exit_ob->map->templatemap)
560 {
518 sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap); 561 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
519 }
520 562 }
563
521 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord 564 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
522 * of the exit, and the name of the map the exit is on, respectively. 565 * of the exit, and the name of the map the exit is on, respectively.
523 */ 566 */
524 sprintf(tmpnum ,"%d", exit_ob->x); 567 sprintf (tmpnum, "%d", exit_ob->x);
525 replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname)); 568 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
526 569
527 sprintf(tmpnum ,"%d", exit_ob->y); 570 sprintf (tmpnum, "%d", exit_ob->y);
528 sprintf(tmpstring, "%s", resultname); 571 sprintf (tmpstring, "%s", resultname);
529 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname)); 572 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
530 573
531 sprintf(tmpstring, "%s", resultname); 574 sprintf (tmpstring, "%s", resultname);
532 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname)); 575 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
533 576
534 /* If we are coming from another template map, use reletive paths unless 577 /* If we are coming from another template map, use reletive paths unless
535 * indicated otherwise. 578 * indicated otherwise.
536 */ 579 */
537 if (exit_ob->map->templatemap && (resultname[0] != '/')) { 580 if (exit_ob->map->templatemap && (resultname[0] != '/'))
581 {
538 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname); 582 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
539 } else { 583 }
584 else
585 {
540 new_map_name = create_template_pathname(resultname); 586 new_map_name = create_template_pathname (resultname);
541 }
542 587 }
588
543 /* Attempt to load the map, if unable to, then 589 /* Attempt to load the map, if unable to, then
544 * create the map from the template. 590 * create the map from the template.
545 */ 591 */
546 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE); 592 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
547 if (!new_map) { 593 if (!new_map)
594 {
548 new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE); 595 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
549 if (new_map) fix_auto_apply(new_map);
550 }
551
552 if (new_map) { 596 if (new_map)
597 fix_auto_apply (new_map);
598 }
599
600 if (new_map)
601 {
553 /* set the path of the map to where it should be 602 /* set the path of the map to where it should be
554 * so we don't just save over the source map. 603 * so we don't just save over the source map.
555 */ 604 */
556 strcpy(new_map->path, new_map_name); 605 strcpy (new_map->path, new_map_name);
557 new_map->templatemap = 1; 606 new_map->templatemap = 1;
558 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob)); 607 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
559 } else { 608 }
609 else
610 {
560 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name); 611 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
561 /* Should only occur when an invalid source map is set. 612 /* Should only occur when an invalid source map is set.
562 */ 613 */
563 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n", 614 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
564 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 615 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
565 } 616 }
566} 617}
567 618
568 619
569/* The player is trying to enter a randomly generated template map. In this 620/* The player is trying to enter a randomly generated template map. In this
570 * case, generate the map as needed. 621 * case, generate the map as needed.
571 */ 622 */
572 623
624static void
573static void enter_random_template_map(object *pl, object *exit_ob) 625enter_random_template_map (object * pl, object * exit_ob)
574{ 626{
575 mapstruct *new_map; 627 mapstruct *new_map;
576 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF]; 628 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
577 const char *new_map_name; 629 const char *new_map_name;
578 RMParms rp; 630 RMParms rp;
579 631
580 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord 632 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
581 * of the exit, and the name of the map the exit is on, respectively. 633 * of the exit, and the name of the map the exit is on, respectively.
582 */ 634 */
583 sprintf(tmpnum ,"%d", exit_ob->x); 635 sprintf (tmpnum, "%d", exit_ob->x);
584 replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname)); 636 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
585 637
586 sprintf(tmpnum ,"%d", exit_ob->y); 638 sprintf (tmpnum, "%d", exit_ob->y);
587 sprintf(tmpstring, "%s", resultname); 639 sprintf (tmpstring, "%s", resultname);
588 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname)); 640 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
589 641
590 sprintf(tmpstring, "%s", resultname); 642 sprintf (tmpstring, "%s", resultname);
591 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname)); 643 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
592 644
593 /* If we are coming from another template map, use reletive paths unless 645 /* If we are coming from another template map, use reletive paths unless
594 * indicated otherwise. 646 * indicated otherwise.
595 */ 647 */
596 if (exit_ob->map->templatemap && (resultname[0] != '/')) { 648 if (exit_ob->map->templatemap && (resultname[0] != '/'))
649 {
597 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname); 650 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
598 } else { 651 }
652 else
653 {
599 new_map_name = create_template_pathname(resultname); 654 new_map_name = create_template_pathname (resultname);
600 } 655 }
601 656
602 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE); 657 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
603 if (!new_map) { 658 if (!new_map)
659 {
604 memset(&rp, 0, sizeof(RMParms)); 660 memset (&rp, 0, sizeof (RMParms));
605 rp.Xsize=-1; 661 rp.Xsize = -1;
606 rp.Ysize=-1; 662 rp.Ysize = -1;
607 rp.region=get_region_by_map(exit_ob->map); 663 rp.region = get_region_by_map (exit_ob->map);
664 if (exit_ob->msg)
608 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg); 665 set_random_map_variable (&rp, exit_ob->msg);
609 rp.origin_x = exit_ob->x; 666 rp.origin_x = exit_ob->x;
610 rp.origin_y = exit_ob->y; 667 rp.origin_y = exit_ob->y;
611 strcpy(rp.origin_map, pl->map->path); 668 strcpy (rp.origin_map, pl->map->path);
612 669
613 /* now to generate the actual map. */ 670 /* now to generate the actual map. */
614 new_map=generate_random_map(new_map_name,&rp); 671 new_map = generate_random_map (new_map_name, &rp);
615 } 672 }
616 673
617 674
618 /* Update the exit_ob so it now points directly at the newly created 675 /* Update the exit_ob so it now points directly at the newly created
619 * random maps. Not that it is likely to happen, but it does mean that a 676 * random maps. Not that it is likely to happen, but it does mean that a
620 * exit in a unique map leading to a random map will not work properly. 677 * exit in a unique map leading to a random map will not work properly.
621 * It also means that if the created random map gets reset before 678 * It also means that if the created random map gets reset before
622 * the exit leading to it, that the exit will no longer work. 679 * the exit leading to it, that the exit will no longer work.
623 */ 680 */
624 if(new_map) { 681 if (new_map)
682 {
625 int x, y; 683 int x, y;
626 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map); 684 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
627 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map); 685 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
628 new_map->templatemap = 1; 686 new_map->templatemap = 1;
629 enter_map(pl, new_map, x, y); 687 enter_map (pl, new_map, x, y);
630 } 688 }
631} 689}
632 690
633 691
634/* Code to enter/detect a character entering a unique map. 692/* Code to enter/detect a character entering a unique map.
635 */ 693 */
694static void
636static void enter_unique_map(object *op, object *exit_ob) 695enter_unique_map (object * op, object * exit_ob)
637{ 696{
638 char apartment[HUGE_BUF]; 697 char apartment[HUGE_BUF];
639 mapstruct *newmap; 698 mapstruct *newmap;
640 699
641 if (EXIT_PATH(exit_ob)[0]=='/') { 700 if (EXIT_PATH (exit_ob)[0] == '/')
642 sprintf(apartment, "%s/%s/%s/%s", settings.localdir, 701 {
643 settings.playerdir, &op->name, clean_path(EXIT_PATH(exit_ob))); 702 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
644 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 703 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
645 if (!newmap) { 704 if (!newmap)
705 {
646 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE); 706 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
707 if (newmap)
647 if (newmap) fix_auto_apply(newmap); 708 fix_auto_apply (newmap);
648 } 709 }
649 } else { /* relative directory */ 710 }
711 else
712 { /* relative directory */
650 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp; 713 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
651 714
652 if (exit_ob->map->unique) { 715 if (exit_ob->map->unique)
716 {
653 717
654 strcpy(reldir, unclean_path(exit_ob->map->path)); 718 strcpy (reldir, unclean_path (exit_ob->map->path));
655 719
656 /* Need to copy this over, as clean_path only has one static return buffer */ 720 /* Need to copy this over, as clean_path only has one static return buffer */
657 strcpy(tmpc, clean_path(reldir)); 721 strcpy (tmpc, clean_path (reldir));
658 /* Remove final component, if any */ 722 /* Remove final component, if any */
659 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0; 723 if ((cp = strrchr (tmpc, '_')) != NULL)
724 *cp = 0;
660 725
661 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir, 726 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
662 settings.playerdir, &op->name, tmpc,
663 clean_path(EXIT_PATH(exit_ob)));
664 727
665 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 728 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
666 if (!newmap) { 729 if (!newmap)
730 {
667 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE); 731 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
732 if (newmap)
668 if (newmap) fix_auto_apply(newmap); 733 fix_auto_apply (newmap);
734 }
669 } 735 }
736 else
670 } 737 {
671 else {
672 /* The exit is unique, but the map we are coming from is not unique. So 738 /* The exit is unique, but the map we are coming from is not unique. So
673 * use the basic logic - don't need to demangle the path name 739 * use the basic logic - don't need to demangle the path name
674 */ 740 */
675 sprintf(apartment, "%s/%s/%s/%s", settings.localdir, 741 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
676 settings.playerdir, &op->name,
677 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)))); 742 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
678 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE); 743 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
679 if (!newmap) { 744 if (!newmap)
745 {
680 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0); 746 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
747 if (newmap)
681 if (newmap) fix_auto_apply(newmap); 748 fix_auto_apply (newmap);
682 }
683 } 749 }
750 }
684 } 751 }
685 752
686 if (newmap) { 753 if (newmap)
754 {
687 strcpy(newmap->path, apartment); 755 strcpy (newmap->path, apartment);
688 newmap->unique = 1; 756 newmap->unique = 1;
689 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob)); 757 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
690 } else { 758 }
759 else
760 {
691 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);
692 /* Perhaps not critical, but I would think that the unique maps 762 /* Perhaps not critical, but I would think that the unique maps
693 * should be new enough this does not happen. This also creates 763 * should be new enough this does not happen. This also creates
694 * a strange situation where some players could perhaps have visited 764 * a strange situation where some players could perhaps have visited
695 * such a map before it was removed, so they have the private 765 * such a map before it was removed, so they have the private
696 * map, but other players can't get it anymore. 766 * map, but other players can't get it anymore.
697 */ 767 */
698 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n", 768 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
699 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 769 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
700 } 770 }
701 771
702} 772}
703 773
704 774
705/* Tries to move 'op' to exit_ob. op is the character or monster that is 775/* Tries to move 'op' to exit_ob. op is the character or monster that is
706 * using the exit, where exit_ob is the exit object (boat, door, teleporter, 776 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
709 * 779 *
710 * Largely redone by MSW 2001-01-21 - this function was overly complex 780 * Largely redone by MSW 2001-01-21 - this function was overly complex
711 * and had some obscure bugs. 781 * and had some obscure bugs.
712 */ 782 */
713 783
784void
714void enter_exit(object *op, object *exit_ob) { 785enter_exit (object * op, object * exit_ob)
786{
715 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */ 787#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
716 object *tmp; 788 object *tmp;
717 /* It may be nice to support other creatures moving across 789 /* It may be nice to support other creatures moving across
718 * exits, but right now a lot of the code looks at op->contr, 790 * exits, but right now a lot of the code looks at op->contr,
719 * so thta is an RFE. 791 * so thta is an RFE.
720 */ 792 */
721 if (op->type != PLAYER) return; 793 if (op->type != PLAYER)
794 return;
722 795
723 /* First, lets figure out what map the player is going to go to */ 796 /* First, lets figure out what map the player is going to go to */
724 if (exit_ob){ 797 if (exit_ob)
798 {
725 799
726 /* check to see if we make a template map */ 800 /* check to see if we make a template map */
727 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') { 801 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
802 {
728 if (EXIT_PATH(exit_ob)[2]=='!') { 803 if (EXIT_PATH (exit_ob)[2] == '!')
804 {
729 /* generate a template map randomly */ 805 /* generate a template map randomly */
730 enter_random_template_map(op, exit_ob); 806 enter_random_template_map (op, exit_ob);
807 }
731 } else { 808 else
809 {
732 /* generate a template map from a fixed template */ 810 /* generate a template map from a fixed template */
733 enter_fixed_template_map(op, exit_ob); 811 enter_fixed_template_map (op, exit_ob);
734 }
735 } 812 }
813 }
736 /* check to see if we make a randomly generated map */ 814 /* check to see if we make a randomly generated map */
737 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') { 815 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
816 {
738 enter_random_map(op, exit_ob); 817 enter_random_map (op, exit_ob);
739 } 818 }
740 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) { 819 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
820 {
741 enter_unique_map(op, exit_ob); 821 enter_unique_map (op, exit_ob);
822 }
742 } else { 823 else
824 {
743 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob); 825 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
744 /* 'Normal' exits that do not do anything special 826 /* 'Normal' exits that do not do anything special
745 * Simple enough we don't need another routine for it. 827 * Simple enough we don't need another routine for it.
746 */ 828 */
747 mapstruct *newmap; 829 mapstruct *newmap;
748 if (exit_ob->map) { 830 if (exit_ob->map)
831 {
749 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0); 832 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 833 /* Random map was previously generated, but is no longer about. Lets generate a new
751 * map. 834 * map.
752 */ 835 */
753 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) { 836 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
837 {
754 /* Maps that go down have a message set. However, maps that go 838 /* 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 839 * 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. 840 * point generating a random map, because it won't match the maps.
757 */ 841 */
758 if (exit_ob->msg) { 842 if (exit_ob->msg)
843 {
759 enter_random_map(op, exit_ob); 844 enter_random_map (op, exit_ob);
760 } else {
761 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
762 return;
763 } 845 }
846 else
847 {
848 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
849 return;
850 }
764 851
765 /* For exits that cause damages (like pits). Don't know if any 852 /* For exits that cause damages (like pits). Don't know if any
766 * random maps use this or not. 853 * random maps use this or not.
767 */ 854 */
768 if(exit_ob->stats.dam && op->type==PLAYER) 855 if (exit_ob->stats.dam && op->type == PLAYER)
769 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1); 856 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
770 return; 857 return;
771 } 858 }
859 }
772 } else { 860 else
861 {
773 /* For word of recall and other force objects 862 /* For word of recall and other force objects
774 * They contain the full pathname of the map to go back to, 863 * They contain the full pathname of the map to go back to,
775 * so we don't need to normalize it. 864 * so we don't need to normalize it.
776 * But we do need to see if it is unique or not 865 * But we do need to see if it is unique or not
777 */ 866 */
778 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir))) 867 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
779 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE); 868 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
780 else 869 else
781 newmap = ready_map_name(EXIT_PATH(exit_ob), 0); 870 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
782 } 871 }
783 if (!newmap) 872 if (!newmap)
784 { 873 {
785 if (exit_ob->name) 874 if (exit_ob->name)
786 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name); 875 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 876 /* don't cry to momma if name is not set - as in tmp objects
788 * used by the savebed code and character creation */ 877 * used by the savebed code and character creation */
789 return; 878 return;
790 } 879 }
791 880
792 /* This supports the old behaviour, but it really should not be used. 881 /* 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 882 * 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 883 * set 0,0 destination coordinates. Really, if we want to support
795 * using the new maps default coordinates, the exit ob should use 884 * using the new maps default coordinates, the exit ob should use
796 * something like -1, -1 so it is clear to do that. 885 * something like -1, -1 so it is clear to do that.
797 */ 886 */
798 if (x==0 && y==0) { 887 if (x == 0 && y == 0)
888 {
799 x=MAP_ENTER_X(newmap); 889 x = MAP_ENTER_X (newmap);
800 y=MAP_ENTER_Y(newmap); 890 y = MAP_ENTER_Y (newmap);
801 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n", 891 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
802 &exit_ob->name, exit_ob->x, exit_ob->y,
803 exit_ob->map ? exit_ob->map->path : "<nil>"); 892 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
804 } 893 }
805 894
806 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */ 895 /* 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)) { 896 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
897 {
808 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */ 898 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
809 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) { 899 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
900 {
810 if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break; 901 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
902 break;
811 } 903 }
812 if(tmp) { 904 if (tmp)
905 {
813 remove_ob(tmp); 906 remove_ob (tmp);
814 free_object(tmp); 907 free_object (tmp);
815 } 908 }
816 909
817 strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); 910 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
818 op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob); 911 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
819 save_player(op, 1); 912 save_player (op, 1);
820 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n", 913 /* 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, 914 * 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))); */ 915 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
823 } 916 }
824 917
825 enter_map(op, newmap, x, y); 918 enter_map (op, newmap, x, y);
826 } 919 }
827 /* For exits that cause damages (like pits) */ 920 /* For exits that cause damages (like pits) */
828 if(exit_ob->stats.dam && op->type==PLAYER) 921 if (exit_ob->stats.dam && op->type == PLAYER)
829 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1); 922 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
830 } else { 923 }
924 else
925 {
831 int flags = 0; 926 int flags = 0;
832 mapstruct *newmap; 927 mapstruct *newmap;
833 928
834 929
835 /* Hypothetically, I guess its possible that a standard map matches 930 /* Hypothetically, I guess its possible that a standard map matches
836 * the localdir, but that seems pretty unlikely - unlikely enough that 931 * the localdir, but that seems pretty unlikely - unlikely enough that
837 * I'm not going to attempt to try to deal with that possibility. 932 * 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 933 * 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 934 * the localdir to that name. So its an easy way to see of the map is
840 * unique or not. 935 * unique or not.
841 */ 936 */
842 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir))) 937 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
843 flags = MAP_PLAYER_UNIQUE; 938 flags = MAP_PLAYER_UNIQUE;
844 939
845 /* newmap returns the map (if already loaded), or loads it for 940 /* newmap returns the map (if already loaded), or loads it for
846 * us. 941 * us.
847 */ 942 */
848 newmap = ready_map_name(op->contr->maplevel, flags); 943 newmap = ready_map_name (op->contr->maplevel, flags);
849 if (!newmap) 944 if (!newmap)
850 { 945 {
851 LOG(llevError,
852 "enter_exit: Pathname to map does not exist! (%s)\n", 946 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
853 op->contr->maplevel);
854 newmap = ready_map_name(settings.emergency_mapname, 0); 947 newmap = ready_map_name (settings.emergency_mapname, 0);
855 op->x = settings.emergency_x; 948 op->x = settings.emergency_x;
856 op->y = settings.emergency_y; 949 op->y = settings.emergency_y;
857 /* If we can't load the emergency map, something is probably really 950 /* If we can't load the emergency map, something is probably really
858 * screwed up, so bail out now. 951 * screwed up, so bail out now.
859 */ 952 */
860 if (!newmap) { 953 if (!newmap)
954 {
861 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n"); 955 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
862 abort(); 956 abort ();
863 }
864 } 957 }
958 }
865 enter_map(op, newmap, op->x, op->y); 959 enter_map (op, newmap, op->x, op->y);
866 } 960 }
867} 961}
868 962
869/* 963/*
870 * process_active_maps(): Works like process_events(), but it only 964 * process_active_maps(): Works like process_events(), but it only
871 * processes maps which a player is on. 965 * processes maps which a player is on.
872 * 966 *
873 */ 967 */
874 968
875#if 0 // dead code, schmorp 969#if 0 // dead code, schmorp
970void
876void process_active_maps () 971process_active_maps ()
877{ 972{
878 for (mapstruct *map = first_map; map != NULL; map = map->next) 973 for (mapstruct * map = first_map; map != NULL; map = map->next)
879 if (map->in_memory == MAP_IN_MEMORY) 974 if (map->in_memory == MAP_IN_MEMORY)
880 if (players_on_map (map, TRUE)) 975 if (players_on_map (map, TRUE))
881 process_events (map); 976 process_events (map);
882} 977}
883#endif 978#endif
888 * by the various functions. process_players1() does the processing before 983 * by the various functions. process_players1() does the processing before
889 * objects have been updated, process_players2() does the processing that 984 * objects have been updated, process_players2() does the processing that
890 * is needed after the players have been updated. 985 * is needed after the players have been updated.
891 */ 986 */
892 987
988void
893void process_players1(mapstruct *map) 989process_players1 (mapstruct * map)
894{ 990{
895 int flag; 991 int flag;
896 player *pl,*plnext; 992 player *pl, *plnext;
897 993
898 /* Basically, we keep looping until all the players have done their actions. */ 994 /* Basically, we keep looping until all the players have done their actions. */
899 for(flag=1;flag!=0;) { 995 for (flag = 1; flag != 0;)
996 {
900 flag=0; 997 flag = 0;
901 for(pl=first_player;pl!=NULL;pl=plnext) { 998 for (pl = first_player; pl != NULL; pl = plnext)
999 {
902 plnext=pl->next; /* In case a player exits the game in handle_player() */ 1000 plnext = pl->next; /* In case a player exits the game in handle_player() */
903 1001
904 if (pl->ob == NULL) continue; 1002 if (pl->ob == NULL)
1003 continue;
905 1004
906 if (map!=NULL && pl->ob->map!=map) continue; 1005 if (map != NULL && pl->ob->map != map)
1006 continue;
907 1007
908 if(pl->ob->speed_left>0) { 1008 if (pl->ob->speed_left > 0)
1009 {
909 if (handle_newcs_player(pl->ob)) 1010 if (handle_newcs_player (pl->ob))
910 flag=1; 1011 flag = 1;
911 } /* end if player has speed left */ 1012 } /* end if player has speed left */
912 1013
913 /* If the player is not actively playing, don't make a 1014 /* If the player is not actively playing, don't make a
914 * backup save - nothing to save anyway. Plus, the 1015 * backup save - nothing to save anyway. Plus, the
915 * map may not longer be valid. This can happen when the 1016 * map may not longer be valid. This can happen when the
916 * player quits - they exist for purposes of tracking on the map, 1017 * player quits - they exist for purposes of tracking on the map,
917 * but don't actually reside on any actual map. 1018 * but don't actually reside on any actual map.
918 */ 1019 */
919 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue; 1020 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
1021 continue;
920 1022
921#ifdef AUTOSAVE 1023#ifdef AUTOSAVE
922 /* check for ST_PLAYING state so that we don't try to save off when 1024 /* check for ST_PLAYING state so that we don't try to save off when
923 * the player is logging in. 1025 * the player is logging in.
924 */ 1026 */
925 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) { 1027 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
1028 {
926 /* Don't save the player on unholy ground. Instead, increase the 1029 /* 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 1030 * tick time so it will be about 10 seconds before we try and save
928 * again. 1031 * again.
929 */ 1032 */
930// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { 1033// 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; 1034// pl->last_save_tick += 100;
932// } else { 1035// } else {
933 save_player(pl->ob,1); 1036 save_player (pl->ob, 1);
934 pl->last_save_tick = pticks; 1037 pl->last_save_tick = pticks;
935// } 1038// }
936 } 1039 }
937#endif 1040#endif
938 } /* end of for loop for all the players */ 1041 } /* end of for loop for all the players */
939 } /* for flag */ 1042 } /* for flag */
940 for(pl=first_player;pl!=NULL;pl=pl->next) { 1043 for (pl = first_player; pl != NULL; pl = pl->next)
1044 {
941 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) 1045 if (map != NULL && (pl->ob == NULL || pl->ob->map != map))
1046 continue;
1047 if (settings.casting_time == TRUE)
1048 {
1049 if (pl->ob->casting_time > 0)
1050 {
1051 pl->ob->casting_time--;
1052 pl->ob->start_holding = 1;
1053 }
1054 /* set spell_state so we can update the range in stats field */
1055 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1056 {
1057 pl->ob->start_holding = 0;
1058 }
1059 }
1060 do_some_living (pl->ob);
1061 /* draw(pl->ob);*//* updated in socket code */
1062 }
1063}
1064
1065void
1066process_players2 (mapstruct * map)
1067{
1068 player *pl;
1069
1070 /* Then check if any players should use weapon-speed instead of speed */
1071 for (pl = first_player; pl != NULL; pl = pl->next)
1072 {
1073 if (map != NULL)
1074 {
1075 if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
942 continue; 1076 continue;
943 if (settings.casting_time == TRUE) {
944 if (pl->ob->casting_time > 0){
945 pl->ob->casting_time--;
946 pl->ob->start_holding = 1;
947 }
948 /* set spell_state so we can update the range in stats field */
949 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){
950 pl->ob->start_holding = 0;
951 }
952 }
953 do_some_living(pl->ob);
954/* draw(pl->ob);*/ /* updated in socket code */
955 }
956}
957
958void process_players2(mapstruct *map)
959{
960 player *pl;
961
962 /* Then check if any players should use weapon-speed instead of speed */
963 for(pl=first_player;pl!=NULL;pl=pl->next) {
964 if (map!=NULL) {
965 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
966 continue;
967 else if(pl->loading != NULL) /* Player is blocked */ 1077 else if (pl->loading != NULL) /* Player is blocked */
968 pl->ob->speed_left -= pl->ob->speed;
969 if (pl->ob->map!=map) continue;
970 }
971
972 /* The code that did weapon_sp handling here was out of place -
973 * this isn't called until after the player has finished there
974 * actions, and is thus out of place. All we do here is bounds
975 * checking.
976 */
977 if (pl->has_hit) {
978 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp;
979
980 /* This needs to be here - if the player is running, we need to
981 * clear this each tick, but new commands are not being received
982 * so execute_newserver_command() is never called
983 */
984 pl->has_hit=0;
985
986 } else if (pl->ob->speed_left>pl->ob->speed)
987 pl->ob->speed_left = pl->ob->speed; 1078 pl->ob->speed_left -= pl->ob->speed;
988 } 1079 if (pl->ob->map != map)
989}
990
991#define SPEED_DEBUG
992
993
994void process_events (mapstruct *map)
995{
996 object *op;
997 object marker;
998 tag_t tag;
999
1000 process_players1 (map);
1001
1002 memset(&marker, 0, sizeof(object));
1003 /* Put marker object at beginning of active list */
1004 marker.active_next = active_objects;
1005
1006 if (marker.active_next)
1007 marker.active_next->active_prev = &marker;
1008 marker.active_prev = NULL;
1009 active_objects = &marker;
1010
1011 while (marker.active_next) {
1012 op = marker.active_next;
1013 tag = op->count;
1014
1015 /* Move marker forward - swap op and marker */
1016 op->active_prev = marker.active_prev;
1017
1018 if (op->active_prev)
1019 op->active_prev->active_next = op;
1020 else
1021 active_objects = op;
1022
1023 marker.active_next = op->active_next;
1024
1025 if (marker.active_next)
1026 marker.active_next->active_prev = &marker;
1027 marker.active_prev = op;
1028 op->active_next = &marker;
1029
1030 /* Now process op */
1031 if (QUERY_FLAG (op, FLAG_FREED)) {
1032 LOG (llevError, "BUG: process_events(): Free object on list\n");
1033 op->speed = 0;
1034 update_ob_speed (op);
1035 continue; 1080 continue;
1036 } 1081 }
1037 1082
1083 /* The code that did weapon_sp handling here was out of place -
1084 * this isn't called until after the player has finished there
1085 * actions, and is thus out of place. All we do here is bounds
1086 * checking.
1087 */
1088 if (pl->has_hit)
1089 {
1090 if (pl->ob->speed_left > pl->weapon_sp)
1091 pl->ob->speed_left = pl->weapon_sp;
1092
1093 /* This needs to be here - if the player is running, we need to
1094 * clear this each tick, but new commands are not being received
1095 * so execute_newserver_command() is never called
1096 */
1097 pl->has_hit = 0;
1098
1099 }
1100 else if (pl->ob->speed_left > pl->ob->speed)
1101 pl->ob->speed_left = pl->ob->speed;
1102 }
1103}
1104
1105void
1106process_events (mapstruct * map)
1107{
1108 object *op;
1109 object *marker = get_object ();
1110 tag_t tag;
1111
1112 process_players1 (map);
1113
1114 marker->active_next = active_objects;
1115
1116 if (marker->active_next)
1117 marker->active_next->active_prev = marker;
1118
1119 marker->active_prev = NULL;
1120 active_objects = marker;
1121
1122 while (marker->active_next)
1123 {
1124 op = marker->active_next;
1125 tag = op->count;
1126
1127 /* Move marker forward - swap op and marker */
1128 op->active_prev = marker->active_prev;
1129
1130 if (op->active_prev)
1131 op->active_prev->active_next = op;
1132 else
1133 active_objects = op;
1134
1135 marker->active_next = op->active_next;
1136
1137 if (marker->active_next)
1138 marker->active_next->active_prev = marker;
1139
1140 marker->active_prev = op;
1141 op->active_next = marker;
1142
1143 /* Now process op */
1144 if (QUERY_FLAG (op, FLAG_FREED))
1145 {
1146 LOG (llevError, "BUG: process_events(): Free object on list\n");
1147 op->speed = 0;
1148 update_ob_speed (op);
1149 continue;
1150 }
1151
1038 /* I've seen occasional crashes due to this - the object is removed, 1152 /* 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 1153 * 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 1154 * 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 1155 * is probably calling remove_ob without either an insert_ob or
1042 * free_object afterwards, leaving an object dangling. But I'd 1156 * free_object afterwards, leaving an object dangling. But I'd
1043 * rather log this and continue on instead of crashing. 1157 * rather log this and continue on instead of crashing.
1044 * Don't remove players - when a player quits, the object is in 1158 * 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 1159 * sort of a limbo, of removed, but something we want to keep
1046 * around. 1160 * around.
1047 */ 1161 */
1048 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && 1162 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1049 op->map && op->map->in_memory != MAP_IN_MEMORY) { 1163 {
1050 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 1164 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1051 dump_object(op); 1165 dump_object (op);
1052 LOG(llevError, errmsg); 1166 LOG (llevError, errmsg);
1053 free_object(op); 1167 free_object (op);
1168 continue;
1169 }
1170
1171 if (!op->speed)
1172 {
1173 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name);
1174 update_ob_speed (op);
1175 continue;
1176 }
1177
1178 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL)
1179 {
1180 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count);
1181 op->speed = 0;
1182 update_ob_speed (op);
1183 continue;
1184 }
1185
1186 if (map != NULL && op->map != map)
1187 continue;
1188
1189 /* Animate the object. Bug of feature that andim_speed
1190 * is based on ticks, and not the creatures speed?
1191 */
1192 if (op->anim_speed && op->last_anim >= op->anim_speed)
1193 {
1194 if ((op->type == PLAYER) || (op->type == MONSTER))
1195 animate_object (op, op->facing);
1196 else
1197 animate_object (op, op->direction);
1198
1199 op->last_anim = 1;
1200 }
1201 else
1202 op->last_anim++;
1203
1204 if (op->speed_left > 0)
1205 {
1206#if 0
1207 /* I've seen occasional crashes in move_symptom() with it
1208 * crashing because op is removed - add some debugging to
1209 * track if it is removed at this point.
1210 * This unfortunately is a bit too verbose it seems - not sure
1211 * why - I think what happens is a map is freed or something and
1212 * some objects get 'lost' - removed never to be reclaimed.
1213 * removed objects generally shouldn't exist.
1214 */
1215 if (QUERY_FLAG (op, FLAG_REMOVED))
1216 {
1217 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1218 }
1219#endif
1220 --op->speed_left;
1221 process_object (op);
1222 if (was_destroyed (op, tag))
1054 continue; 1223 continue;
1055 } 1224 }
1056
1057 if ( ! op->speed) {
1058 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1059 "but is on active list\n", &op->arch->name);
1060 update_ob_speed (op);
1061 continue;
1062 }
1063
1064 if (op->map == NULL && op->env == NULL && op->name &&
1065 op->type != MAP && map == NULL) {
1066 LOG (llevError, "BUG: process_events(): Object without map or "
1067 "inventory is on active list: %s (%d)\n",
1068 &op->name, op->count);
1069 op->speed = 0;
1070 update_ob_speed (op);
1071 continue;
1072 }
1073
1074 if (map != NULL && op->map != map)
1075 continue;
1076
1077 /* Animate the object. Bug of feature that andim_speed
1078 * is based on ticks, and not the creatures speed?
1079 */
1080 if (op->anim_speed && op->last_anim >= op->anim_speed)
1081 {
1082 if ((op->type==PLAYER)||(op->type==MONSTER))
1083 animate_object(op, op->facing);
1084 else
1085 animate_object (op, op->direction);
1086
1087 op->last_anim = 1;
1088 }
1089 else
1090 op->last_anim++;
1091
1092 if (op->speed_left > 0) {
1093#if 0
1094 /* I've seen occasional crashes in move_symptom() with it
1095 * crashing because op is removed - add some debugging to
1096 * track if it is removed at this point.
1097 * This unfortunately is a bit too verbose it seems - not sure
1098 * why - I think what happens is a map is freed or something and
1099 * some objects get 'lost' - removed never to be reclaimed.
1100 * removed objects generally shouldn't exist.
1101 */
1102 if (QUERY_FLAG(op, FLAG_REMOVED)) {
1103 LOG(llevDebug,"process_events: calling process_object with removed object %s\n",
1104 op->name?op->name:"null");
1105 }
1106#endif
1107 --op->speed_left;
1108 process_object (op);
1109 if (was_destroyed (op, tag))
1110 continue;
1111 }
1112 if (settings.casting_time == TRUE && op->casting_time > 0) 1225 if (settings.casting_time == TRUE && op->casting_time > 0)
1113 op->casting_time--; 1226 op->casting_time--;
1114 if (op->speed_left <= 0) 1227 if (op->speed_left <= 0)
1115 op->speed_left += FABS (op->speed); 1228 op->speed_left += FABS (op->speed);
1116 } 1229 }
1117 1230
1118 /* Remove marker object from active list */ 1231 /* Remove marker object from active list */
1119 if (marker.active_prev != NULL) 1232 if (marker->active_prev != NULL)
1120 marker.active_prev->active_next = NULL; 1233 marker->active_prev->active_next = NULL;
1121 else 1234 else
1122 active_objects = NULL; 1235 active_objects = NULL;
1123 1236
1124 process_players2 (map); 1237 process_players2 (map);
1125}
1126 1238
1239 free_object (marker);
1240}
1241
1242void
1127void clean_tmp_files(void) { 1243clean_tmp_files (void)
1244{
1128 mapstruct *m, *next; 1245 mapstruct *m, *next;
1129 1246
1130 LOG(llevInfo,"Cleaning up...\n"); 1247 LOG (llevInfo, "Cleaning up...\n");
1131 1248
1132 /* We save the maps - it may not be intuitive why, but if there are unique 1249 /* We save the maps - it may not be intuitive why, but if there are unique
1133 * items, we need to save the map so they get saved off. Perhaps we should 1250 * items, we need to save the map so they get saved off. Perhaps we should
1134 * just make a special function that only saves the unique items. 1251 * just make a special function that only saves the unique items.
1135 */ 1252 */
1136 for(m=first_map;m!=NULL;m=next) { 1253 for (m = first_map; m != NULL; m = next)
1254 {
1137 next=m->next; 1255 next = m->next;
1138 if (m->in_memory == MAP_IN_MEMORY) { 1256 if (m->in_memory == MAP_IN_MEMORY)
1257 {
1139 /* If we want to reuse the temp maps, swap it out (note that will also 1258 /* 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 1259 * 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 1260 * 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, 1261 * 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. 1262 * we certainly don't want the temp maps removed.
1144 */ 1263 */
1145 1264
1146 /* XXX The above comment is dead wrong */ 1265 /* XXX The above comment is dead wrong */
1147 if (settings.recycle_tmp_maps == TRUE) 1266 if (settings.recycle_tmp_maps == TRUE)
1148 swap_map(m); 1267 swap_map (m);
1149 else { 1268 else
1269 {
1150 new_save_map(m, 0); /* note we save here into a overlay map */ 1270 new_save_map (m, 0); /* note we save here into a overlay map */
1151 clean_tmp_map(m); 1271 clean_tmp_map (m);
1152 } 1272 }
1153 } 1273 }
1154 } 1274 }
1155 write_todclock(); /* lets just write the clock here */ 1275 write_todclock (); /* lets just write the clock here */
1156} 1276}
1157 1277
1158/* clean up everything before exiting */ 1278/* clean up everything before exiting */
1279void
1159void cleanup(void) 1280cleanup (void)
1160{ 1281{
1161 LOG(llevDebug,"Cleanup called. freeing data.\n"); 1282 LOG (llevDebug, "Cleanup called. freeing data.\n");
1162 clean_tmp_files(); 1283 clean_tmp_files ();
1163 write_book_archive(); 1284 write_book_archive ();
1164#ifdef MEMORY_DEBUG 1285#ifdef MEMORY_DEBUG
1165 free_all_maps(); 1286 free_all_maps ();
1166 free_style_maps(); 1287 free_style_maps ();
1167 free_all_object_data(); 1288 free_all_object_data ();
1168 free_all_archs(); 1289 free_all_archs ();
1169 free_all_treasures(); 1290 free_all_treasures ();
1170 free_all_images(); 1291 free_all_images ();
1171 free_all_newserver(); 1292 free_all_newserver ();
1172 free_all_recipes(); 1293 free_all_recipes ();
1173 free_all_readable(); 1294 free_all_readable ();
1174 free_all_god(); 1295 free_all_god ();
1175 free_all_anim(); 1296 free_all_anim ();
1176 /* See what the string data that is out there that hasn't been freed. */ 1297 /* See what the string data that is out there that hasn't been freed. */
1177/* LOG(llevDebug, ss_dump_table(0xff));*/ 1298/* LOG(llevDebug, ss_dump_table(0xff));*/
1178#endif 1299#endif
1179 exit(0); 1300 exit (0);
1180} 1301}
1181 1302
1303void
1182void leave(player *pl, int draw_exit) { 1304leave (player * pl, int draw_exit)
1305{
1183 if (pl != NULL) { 1306 if (pl != NULL)
1307 {
1184 /* We do this so that the socket handling routine can do the final 1308 /* 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 1309 * cleanup. We also leave that loop to actually handle the freeing
1186 * of the data. 1310 * of the data.
1187 */ 1311 */
1188 if (pl->ob->type != DEAD_OBJECT) 1312 if (pl->ob->type != DEAD_OBJECT)
1189 { 1313 {
1190 pl->socket.status = Ns_Dead; 1314 pl->socket.status = Ns_Dead;
1191 1315
1192 /* If a hidden dm dropped connection do not create 1316 /* If a hidden dm dropped connection do not create
1193 * inconsistencies by showing that they have left the game 1317 * inconsistencies by showing that they have left the game
1194 */ 1318 */
1195 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden) 1319 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1196 && draw_exit
1197 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD)) 1320 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1198 { 1321 {
1199 if (pl->ob->map) 1322 if (pl->ob->map)
1200 { 1323 {
1201 INVOKE_PLAYER (LOGOUT, pl); 1324 INVOKE_PLAYER (LOGOUT, pl);
1202 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host); 1325 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1203 } 1326 }
1204 1327
1205 char buf[MAX_BUF]; 1328 char buf[MAX_BUF];
1206 sprintf (buf, "%s left the game.", &pl->ob->name); 1329 sprintf (buf, "%s left the game.", &pl->ob->name);
1207 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf); 1330 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1208 } 1331 }
1209 1332
1210 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 1333 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1211 leave_map (pl->ob); 1334 leave_map (pl->ob);
1212 1335
1213 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ 1336 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1214 } 1337 }
1215 } 1338 }
1216} 1339}
1217 1340
1341int
1218int forbid_play(void) 1342forbid_play (void)
1219{ 1343{
1220#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE) 1344#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1221 char buf[MAX_BUF], day[MAX_BUF]; 1345 char buf[MAX_BUF], day[MAX_BUF];
1222 FILE *fp; 1346 FILE *fp;
1223 time_t clock; 1347 time_t clock;
1224 struct tm *tm; 1348 struct tm *tm;
1225 int i, start, stop, forbit=0, comp; 1349 int i, start, stop, forbit = 0, comp;
1226 1350
1227 clock = time (NULL); 1351 clock = time (NULL);
1228 tm = (struct tm *) localtime (&clock); 1352 tm = (struct tm *) localtime (&clock);
1229 1353
1230 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); 1354 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1231 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL) 1355 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1232 return 0; 1356 return 0;
1233 1357
1234 while (fgets (buf, MAX_BUF, fp)) { 1358 while (fgets (buf, MAX_BUF, fp))
1359 {
1235 if (buf[0]=='#') continue; 1360 if (buf[0] == '#')
1361 continue;
1236 if (!strncmp (buf, "msg", 3)) { 1362 if (!strncmp (buf, "msg", 3))
1363 {
1237 if (forbit) 1364 if (forbit)
1238 while (fgets (buf, MAX_BUF, fp)) /* print message */ 1365 while (fgets (buf, MAX_BUF, fp)) /* print message */
1239 fputs (buf, logfile); 1366 fputs (buf, logfile);
1240 break; 1367 break;
1241 1368
1369 }
1242 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) { 1370 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
1371 {
1243 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n"); 1372 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1244 continue; 1373 continue;
1374 }
1375
1376 for (i = 0; i < 7; i++)
1245 } 1377 {
1246 1378 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1247 for (i=0; i< 7; i++) {
1248 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) &&
1249 (tm->tm_hour >= start) && (tm->tm_hour < stop))
1250 forbit = 1; 1379 forbit = 1;
1251 } 1380 }
1252 } 1381 }
1253 1382
1254 close_and_delete(fp, comp); 1383 close_and_delete (fp, comp);
1255 1384
1256 return forbit; 1385 return forbit;
1257#else 1386#else
1258 return 0; 1387 return 0;
1259#endif 1388#endif
1260} 1389}
1261 1390
1262/* 1391/*
1263 * do_specials() is a collection of functions to call from time to time. 1392 * do_specials() is a collection of functions to call from time to time.
1273 * doing the various things. 1402 * doing the various things.
1274 */ 1403 */
1275 1404
1276extern unsigned long todtick; 1405extern unsigned long todtick;
1277 1406
1407void
1278void do_specials(void) { 1408do_specials (void)
1409{
1279 1410
1280#ifdef WATCHDOG 1411#ifdef WATCHDOG
1281 if (!(pticks % 503)) 1412 if (!(pticks % 503))
1282 watchdog(); 1413 watchdog ();
1283#endif 1414#endif
1284 1415
1285 if (!(pticks % PTICKS_PER_CLOCK)) 1416 if (!(pticks % PTICKS_PER_CLOCK))
1286 tick_the_clock(); 1417 tick_the_clock ();
1287 1418
1419 if (!(pticks % 7))
1420 shstr::gc ();
1421
1288 if (!(pticks % 79)) 1422 if (!(pticks % 79))
1289 flush_old_maps(); /* Clears the tmp-files of maps which have reset */ 1423 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1290 1424
1291 if (!(pticks % 2503)) 1425 if (!(pticks % 2503))
1292 fix_weight(); /* Hack to fix weightproblems caused by bugs */ 1426 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1293 1427
1294 if (!(pticks % 2521)) 1428 if (!(pticks % 2521))
1295 metaserver_update(); /* 2500 ticks is about 5 minutes */ 1429 metaserver_update (); /* 2500 ticks is about 5 minutes */
1296 1430
1297 if (!(pticks % 5003)) 1431 if (!(pticks % 5003))
1298 write_book_archive(); 1432 write_book_archive ();
1299 1433
1300 if (!(pticks % 5009)) 1434 if (!(pticks % 5009))
1301 clean_friendly_list(); 1435 clean_friendly_list ();
1302 1436
1303 if (!(pticks % 5011)) 1437 if (!(pticks % 5011))
1304 obsolete_parties(); 1438 obsolete_parties ();
1305 1439
1306 if (!(pticks % 12503)) 1440 if (!(pticks % 12503))
1307 fix_luck(); 1441 fix_luck ();
1308} 1442}
1309 1443
1444void
1310void server_tick () 1445server_tick ()
1311{ 1446{
1312 nroferrors = 0; 1447 nroferrors = 0;
1313 1448
1314 doeric_server(); 1449 doeric_server ();
1315 INVOKE_GLOBAL (CLOCK); 1450 INVOKE_GLOBAL (CLOCK);
1316 process_events(NULL); /* "do" something with objects with speed */ 1451 process_events (NULL); /* "do" something with objects with speed */
1317 flush_sockets(); 1452 flush_sockets ();
1318 check_active_maps(); /* Removes unused maps after a certain timeout */ 1453 check_active_maps (); /* Removes unused maps after a certain timeout */
1319 do_specials(); /* Routines called from time to time. */ 1454 do_specials (); /* Routines called from time to time. */
1455 object::free_mortals ();
1320 1456
1321 ++pticks; 1457 ++pticks;
1322} 1458}
1323 1459
1460int
1324int main(int argc, char **argv) 1461main (int argc, char **argv)
1325{ 1462{
1326 undead_name = "undead"; // what weird misoptimisation is this again?
1327
1328 settings.argc = argc; 1463 settings.argc = argc;
1329 settings.argv = argv; 1464 settings.argv = argv;
1330 1465
1331 cfperl_init (); 1466 cfperl_init ();
1332 1467
1333 init (argc, argv); 1468 init (argc, argv);
1334 1469
1335 cfperl_boot ();
1336 initPlugins (); 1470 initPlugins ();
1337 1471
1338 for (;;) 1472 for (;;)
1339 cfperl_main (); 1473 cfperl_main ();
1340 1474

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines