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Comparing deliantra/server/server/main.C (file contents):
Revision 1.23 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.32 by root, Sun Sep 17 18:19:19 2006 UTC

1
2/*
3 * static char *rcsid_main_c =
4 * "$Id: main.C,v 1.23 2006/09/10 15:59:57 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30#include <global.h> 24#include <global.h>
31#include <object.h> 25#include <object.h>
32#include <tod.h> 26#include <tod.h>
112 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:"); 106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
113 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner"); 107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
114 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]"); 108 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]");
115 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]"); 109 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
116 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]"); 110 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
117 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]"); 111 new_draw_info (NDI_UNIQUE, 0, op, "MÃ¥rten Woxberg [maxmc@telia.com]");
118 new_draw_info (NDI_UNIQUE, 0, op, "And many more!"); 112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
119} 113}
120 114
121void 115void
122info_keys (object *op) 116info_keys (object *op)
197 * goes someplace. 191 * goes someplace.
198 */ 192 */
199void 193void
200enter_player_savebed (object *op) 194enter_player_savebed (object *op)
201{ 195{
202 mapstruct *oldmap = op->map; 196 maptile *oldmap = op->map;
203 object *tmp; 197 object *tmp;
204 198
205 tmp = get_object (); 199 tmp = get_object ();
206 200
207 EXIT_PATH (tmp) = op->contr->savebed_map; 201 EXIT_PATH (tmp) = op->contr->savebed_map;
232 * the counts on the map if needed. 226 * the counts on the map if needed.
233 */ 227 */
234void 228void
235leave_map (object *op) 229leave_map (object *op)
236{ 230{
237 mapstruct *oldmap = op->map; 231 maptile *oldmap = op->map;
238 232
239 remove_ob (op); 233 remove_ob (op);
240 234
241 if (oldmap) 235 if (oldmap)
242 { 236 {
255 * player to - it could be the map he just came from if the load failed for 249 * player to - it could be the map he just came from if the load failed for
256 * whatever reason. If default map coordinates are to be used, then 250 * whatever reason. If default map coordinates are to be used, then
257 * the function that calls this should figure them out. 251 * the function that calls this should figure them out.
258 */ 252 */
259static void 253static void
260enter_map (object *op, mapstruct *newmap, int x, int y) 254enter_map (object *op, maptile *newmap, int x, int y)
261{ 255{
262 mapstruct *oldmap = op->map; 256 maptile *oldmap = op->map;
263 257
264 if (out_of_map (newmap, x, y)) 258 if (out_of_map (newmap, x, y))
265 { 259 {
266 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); 260 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
267 x = MAP_ENTER_X (newmap); 261 x = MAP_ENTER_X (newmap);
272 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); 266 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap));
273 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 267 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
274 return; 268 return;
275 } 269 }
276 } 270 }
271
277 /* try to find a spot for the player */ 272 /* try to find a spot for the player */
278 if (ob_blocked (op, newmap, x, y)) 273 if (ob_blocked (op, newmap, x, y))
279 { /* First choice blocked */ 274 { /* First choice blocked */
280 /* We try to find a spot for the player, starting closest in. 275 /* We try to find a spot for the player, starting closest in.
281 * We could use find_first_free_spot, but that doesn't randomize it at all, 276 * We could use find_first_free_spot, but that doesn't randomize it at all,
290 { 285 {
291 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 286 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
292 if (i == -1) 287 if (i == -1)
293 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 288 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
294 } 289 }
290
295 if (i != -1) 291 if (i != -1)
296 { 292 {
297 x += freearr_x[i]; 293 x += freearr_x[i];
298 y += freearr_y[i]; 294 y += freearr_y[i];
299 } 295 }
303 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); 299 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);
304 } 300 }
305 } /* end if looking for free spot */ 301 } /* end if looking for free spot */
306 302
307 if (op->map != NULL) 303 if (op->map != NULL)
308 {
309 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
310 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)); 304 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
311 } 305 return;
306
307 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
308 return;
309
310 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y)))
311 return;
312 312
313 /* If it is a player login, he has yet to be inserted anyplace. 313 /* If it is a player login, he has yet to be inserted anyplace.
314 * otherwise, we need to deal with removing the player here. 314 * otherwise, we need to deal with removing the player here.
315 */ 315 */
316 if (!QUERY_FLAG (op, FLAG_REMOVED))
317 remove_ob (op); 316 remove_ob (op);
318 317
319 /* remove_ob clears these so they must be reset after the remove_ob call */ 318 /* remove_ob clears these so they must be reset after the remove_ob call */
320 op->x = x; 319 op->x = x;
321 op->y = y; 320 op->y = y;
322 op->map = newmap; 321 op->map = newmap;
322
323 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 323 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
324
325 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
326 324
327 if (!op->contr->hidden) 325 if (!op->contr->hidden)
328 newmap->players++; 326 newmap->players++;
329 327
330 newmap->timeout = 0; 328 newmap->timeout = 0;
341 { 339 {
342 int i = find_free_spot (op->contr->ranges[range_golem], newmap, 340 int i = find_free_spot (op->contr->ranges[range_golem], newmap,
343 x, y, 1, SIZEOFFREE); 341 x, y, 1, SIZEOFFREE);
344 342
345 remove_ob (op->contr->ranges[range_golem]); 343 remove_ob (op->contr->ranges[range_golem]);
344
346 if (i == -1) 345 if (i == -1)
347 { 346 {
348 remove_friendly_object (op->contr->ranges[range_golem]); 347 remove_friendly_object (op->contr->ranges[range_golem]);
349 free_object (op->contr->ranges[range_golem]); 348 free_object (op->contr->ranges[range_golem]);
350 op->contr->ranges[range_golem] = NULL; 349 op->contr->ranges[range_golem] = NULL;
351 op->contr->golem_count = 0; 350 op->contr->golem_count = 0;
352 } 351 }
353 else 352 else
354 { 353 {
355 object *tmp;
356
357 for (tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) 354 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
358 { 355 {
359 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); 356 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
360 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); 357 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
361 tmp->map = newmap; 358 tmp->map = newmap;
362 } 359 }
360
363 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0); 361 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
364 op->contr->ranges[range_golem]->direction = 362 op->contr->ranges[range_golem]->direction =
365 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y); 363 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
366 } 364 }
367 } 365 }
366
368 op->direction = 0; 367 op->direction = 0;
369 368
370 /* since the players map is already loaded, we don't need to worry 369 /* since the players map is already loaded, we don't need to worry
371 * about pending objects. 370 * about pending objects.
372 */ 371 */
387 } 386 }
388 } 387 }
389} 388}
390 389
391void 390void
392set_map_timeout (mapstruct *oldmap) 391set_map_timeout (maptile *oldmap)
393{ 392{
394#if MAP_MAXTIMEOUT 393#if MAP_MAXTIMEOUT
395 oldmap->timeout = MAP_TIMEOUT (oldmap); 394 oldmap->timeout = MAP_TIMEOUT (oldmap);
396 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is 395 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
397 * lower than the min value. 396 * lower than the min value.
398 */ 397 */
399# if MAP_MINTIMEOUT 398# if MAP_MINTIMEOUT
400 if (oldmap->timeout < MAP_MINTIMEOUT) 399 if (oldmap->timeout < MAP_MINTIMEOUT)
401 {
402 oldmap->timeout = MAP_MINTIMEOUT; 400 oldmap->timeout = MAP_MINTIMEOUT;
403 }
404# endif 401# endif
402
405 if (oldmap->timeout > MAP_MAXTIMEOUT) 403 if (oldmap->timeout > MAP_MAXTIMEOUT)
406 {
407 oldmap->timeout = MAP_MAXTIMEOUT; 404 oldmap->timeout = MAP_MAXTIMEOUT;
408 } 405
409#else 406#else
410 /* save out the map */ 407 /* save out the map */
411 swap_map (oldmap); 408 swap_map (oldmap);
412#endif /* MAP_MAXTIMEOUT */ 409#endif /* MAP_MAXTIMEOUT */
413} 410}
418 */ 415 */
419char * 416char *
420clean_path (const char *file) 417clean_path (const char *file)
421{ 418{
422 static char newpath[MAX_BUF], *cp; 419 static char newpath[MAX_BUF], *cp;
420 assign (newpath, file);
423 421
424 strncpy (newpath, file, MAX_BUF - 1);
425 newpath[MAX_BUF - 1] = '\0';
426 for (cp = newpath; *cp != '\0'; cp++) 422 for (cp = newpath; *cp != '\0'; cp++)
427 {
428 if (*cp == '/') 423 if (*cp == '/')
429 *cp = '_'; 424 *cp = '_';
430 } 425
431 return newpath; 426 return newpath;
432} 427}
433 428
434 429
435/* unclean_path takes a path and replaces all _ with / 430/* unclean_path takes a path and replaces all _ with /
443unclean_path (const char *src) 438unclean_path (const char *src)
444{ 439{
445 static char newpath[MAX_BUF], *cp; 440 static char newpath[MAX_BUF], *cp;
446 441
447 cp = strrchr (src, '/'); 442 cp = strrchr (src, '/');
448 if (cp) 443 assign (newpath, cp ? cp + 1 : src);
449 strncpy (newpath, cp + 1, MAX_BUF - 1);
450 else
451 strncpy (newpath, src, MAX_BUF - 1);
452 newpath[MAX_BUF - 1] = '\0';
453 444
454 for (cp = newpath; *cp != '\0'; cp++) 445 for (cp = newpath; *cp != '\0'; cp++)
455 {
456 if (*cp == '_') 446 if (*cp == '_')
457 *cp = '/'; 447 *cp = '/';
458 } 448
459 return newpath; 449 return newpath;
460} 450}
461 451
462 452
463/* The player is trying to enter a randomly generated map. In this case, generate the 453/* The player is trying to enter a randomly generated map. In this case, generate the
465 */ 455 */
466 456
467static void 457static void
468enter_random_map (object *pl, object *exit_ob) 458enter_random_map (object *pl, object *exit_ob)
469{ 459{
470 mapstruct *new_map; 460 maptile *new_map;
471 char newmap_name[HUGE_BUF], *cp; 461 char newmap_name[HUGE_BUF], *cp;
472 static int reference_number = 0; 462 static int reference_number = 0;
473 RMParms rp; 463 RMParms rp;
474 464
475 memset (&rp, 0, sizeof (RMParms)); 465 memset (&rp, 0, sizeof (RMParms));
535 */ 525 */
536 526
537static void 527static void
538enter_fixed_template_map (object *pl, object *exit_ob) 528enter_fixed_template_map (object *pl, object *exit_ob)
539{ 529{
540 mapstruct *new_map; 530 maptile *new_map;
541 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap; 531 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
542 const char *new_map_name; 532 const char *new_map_name;
543 533
544 /* Split the exit path string into two parts, one 534 /* Split the exit path string into two parts, one
545 * for where to store the map, and one for were 535 * for where to store the map, and one for were
554 */ 544 */
555 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n", 545 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
556 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 546 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
557 return; 547 return;
558 } 548 }
549
559 *sourcemap++ = '\0'; 550 *sourcemap++ = '\0';
560 551
561 /* If we are not coming from a template map, we can use relative directories 552 /* If we are not coming from a template map, we can use relative directories
562 * for the map to generate from. 553 * for the map to generate from.
563 */ 554 */
564 if (!exit_ob->map->templatemap) 555 if (!exit_ob->map->templatemap)
565 {
566 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap); 556 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
567 }
568 557
569 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord 558 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
570 * of the exit, and the name of the map the exit is on, respectively. 559 * of the exit, and the name of the map the exit is on, respectively.
571 */ 560 */
572 sprintf (tmpnum, "%d", exit_ob->x); 561 sprintf (tmpnum, "%d", exit_ob->x);
581 570
582 /* If we are coming from another template map, use reletive paths unless 571 /* If we are coming from another template map, use reletive paths unless
583 * indicated otherwise. 572 * indicated otherwise.
584 */ 573 */
585 if (exit_ob->map->templatemap && (resultname[0] != '/')) 574 if (exit_ob->map->templatemap && (resultname[0] != '/'))
586 {
587 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname); 575 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
588 }
589 else 576 else
590 {
591 new_map_name = create_template_pathname (resultname); 577 new_map_name = create_template_pathname (resultname);
592 }
593 578
594 /* Attempt to load the map, if unable to, then 579 /* Attempt to load the map, if unable to, then
595 * create the map from the template. 580 * create the map from the template.
596 */ 581 */
597 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE); 582 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
619 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n", 604 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
620 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path); 605 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
621 } 606 }
622} 607}
623 608
624
625/* The player is trying to enter a randomly generated template map. In this 609/* The player is trying to enter a randomly generated template map. In this
626 * case, generate the map as needed. 610 * case, generate the map as needed.
627 */ 611 */
628 612
629static void 613static void
630enter_random_template_map (object *pl, object *exit_ob) 614enter_random_template_map (object *pl, object *exit_ob)
631{ 615{
632 mapstruct *new_map; 616 maptile *new_map;
633 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF]; 617 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
634 const char *new_map_name; 618 const char *new_map_name;
635 RMParms rp; 619 RMParms rp;
636 620
637 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord 621 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
699 */ 683 */
700static void 684static void
701enter_unique_map (object *op, object *exit_ob) 685enter_unique_map (object *op, object *exit_ob)
702{ 686{
703 char apartment[HUGE_BUF]; 687 char apartment[HUGE_BUF];
704 mapstruct *newmap; 688 maptile *newmap;
705 689
706 if (EXIT_PATH (exit_ob)[0] == '/') 690 if (EXIT_PATH (exit_ob)[0] == '/')
707 { 691 {
708 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob))); 692 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
709 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE); 693 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
801 return; 785 return;
802 786
803 /* First, lets figure out what map the player is going to go to */ 787 /* First, lets figure out what map the player is going to go to */
804 if (exit_ob) 788 if (exit_ob)
805 { 789 {
806
807 /* check to see if we make a template map */ 790 /* check to see if we make a template map */
808 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@') 791 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
809 { 792 {
810 if (EXIT_PATH (exit_ob)[2] == '!') 793 if (EXIT_PATH (exit_ob)[2] == '!')
811 { 794 {
832 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob); 815 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
833 816
834 /* 'Normal' exits that do not do anything special 817 /* 'Normal' exits that do not do anything special
835 * Simple enough we don't need another routine for it. 818 * Simple enough we don't need another routine for it.
836 */ 819 */
837 mapstruct *newmap; 820 maptile *newmap;
838 821
839 if (exit_ob->map) 822 if (exit_ob->map)
840 { 823 {
841 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0); 824 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
842 /* Random map was previously generated, but is no longer about. Lets generate a new 825 /* Random map was previously generated, but is no longer about. Lets generate a new
931 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1); 914 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
932 } 915 }
933 else 916 else
934 { 917 {
935 int flags = 0; 918 int flags = 0;
936 mapstruct *newmap; 919 maptile *newmap;
937
938 920
939 /* Hypothetically, I guess its possible that a standard map matches 921 /* Hypothetically, I guess its possible that a standard map matches
940 * the localdir, but that seems pretty unlikely - unlikely enough that 922 * the localdir, but that seems pretty unlikely - unlikely enough that
941 * I'm not going to attempt to try to deal with that possibility. 923 * I'm not going to attempt to try to deal with that possibility.
942 * We use the fact that when a player saves on a unique map, it prepends 924 * We use the fact that when a player saves on a unique map, it prepends
963 { 945 {
964 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n"); 946 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
965 abort (); 947 abort ();
966 } 948 }
967 } 949 }
950
968 enter_map (op, newmap, op->x, op->y); 951 enter_map (op, newmap, op->x, op->y);
969 } 952 }
970} 953}
971 954
972/* 955/*
977 960
978#if 0 // dead code, schmorp 961#if 0 // dead code, schmorp
979void 962void
980process_active_maps () 963process_active_maps ()
981{ 964{
982 for (mapstruct *map = first_map; map != NULL; map = map->next) 965 for (maptile *map = first_map; map != NULL; map = map->next)
983 if (map->in_memory == MAP_IN_MEMORY) 966 if (map->in_memory == MAP_IN_MEMORY)
984 if (players_on_map (map, TRUE)) 967 if (players_on_map (map, TRUE))
985 process_events (map); 968 process_events (map);
986} 969}
987#endif 970#endif
993 * objects have been updated, process_players2() does the processing that 976 * objects have been updated, process_players2() does the processing that
994 * is needed after the players have been updated. 977 * is needed after the players have been updated.
995 */ 978 */
996 979
997void 980void
998process_players1 (mapstruct *map) 981process_players1 (maptile *map)
999{ 982{
1000 int flag; 983 int flag;
1001 player *pl, *plnext; 984 player *pl, *plnext;
1002 985
1003 /* Basically, we keep looping until all the players have done their actions. */ 986 /* Basically, we keep looping until all the players have done their actions. */
1070 /* draw(pl->ob); *//* updated in socket code */ 1053 /* draw(pl->ob); *//* updated in socket code */
1071 } 1054 }
1072} 1055}
1073 1056
1074void 1057void
1075process_players2 (mapstruct *map) 1058process_players2 (maptile *map)
1076{ 1059{
1077 player *pl; 1060 player *pl;
1078 1061
1079 /* Then check if any players should use weapon-speed instead of speed */ 1062 /* Then check if any players should use weapon-speed instead of speed */
1080 for (pl = first_player; pl != NULL; pl = pl->next) 1063 for (pl = first_player; pl != NULL; pl = pl->next)
1110 pl->ob->speed_left = pl->ob->speed; 1093 pl->ob->speed_left = pl->ob->speed;
1111 } 1094 }
1112} 1095}
1113 1096
1114void 1097void
1115process_events (mapstruct *map) 1098process_events (maptile *map)
1116{ 1099{
1117 object *op; 1100 object *op;
1101
1102 static object *marker;
1103 if (!marker)
1118 object *marker = get_object (); 1104 marker = get_object ();
1119 tag_t tag;
1120 1105
1121 process_players1 (map); 1106 process_players1 (map);
1122 1107
1123 marker->active_next = active_objects; 1108 marker->active_next = active_objects;
1124 1109
1129 active_objects = marker; 1114 active_objects = marker;
1130 1115
1131 while (marker->active_next) 1116 while (marker->active_next)
1132 { 1117 {
1133 op = marker->active_next; 1118 op = marker->active_next;
1134 tag = op->count;
1135 1119
1136 /* Move marker forward - swap op and marker */ 1120 /* Move marker forward - swap op and marker */
1137 op->active_prev = marker->active_prev; 1121 op->active_prev = marker->active_prev;
1138 1122
1139 if (op->active_prev) 1123 if (op->active_prev)
1226 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null"); 1210 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1227 } 1211 }
1228#endif 1212#endif
1229 --op->speed_left; 1213 --op->speed_left;
1230 process_object (op); 1214 process_object (op);
1215
1231 if (was_destroyed (op, tag)) 1216 if (op->destroyed ())
1232 continue; 1217 continue;
1233 } 1218 }
1219
1234 if (settings.casting_time == TRUE && op->casting_time > 0) 1220 if (settings.casting_time == TRUE && op->casting_time > 0)
1235 op->casting_time--; 1221 op->casting_time--;
1222
1236 if (op->speed_left <= 0) 1223 if (op->speed_left <= 0)
1237 op->speed_left += FABS (op->speed); 1224 op->speed_left += FABS (op->speed);
1238 } 1225 }
1239 1226
1240 /* Remove marker object from active list */ 1227 /* Remove marker object from active list */
1242 marker->active_prev->active_next = NULL; 1229 marker->active_prev->active_next = NULL;
1243 else 1230 else
1244 active_objects = NULL; 1231 active_objects = NULL;
1245 1232
1246 process_players2 (map); 1233 process_players2 (map);
1247
1248 free_object (marker);
1249} 1234}
1250 1235
1251void 1236void
1252clean_tmp_files (void) 1237clean_tmp_files (void)
1253{ 1238{
1254 mapstruct *m, *next; 1239 maptile *m, *next;
1255 1240
1256 LOG (llevInfo, "Cleaning up...\n"); 1241 LOG (llevInfo, "Cleaning up...\n");
1257 1242
1258 /* We save the maps - it may not be intuitive why, but if there are unique 1243 /* We save the maps - it may not be intuitive why, but if there are unique
1259 * items, we need to save the map so they get saved off. Perhaps we should 1244 * items, we need to save the map so they get saved off. Perhaps we should
1286 1271
1287/* clean up everything before exiting */ 1272/* clean up everything before exiting */
1288void 1273void
1289cleanup (void) 1274cleanup (void)
1290{ 1275{
1291 LOG (llevDebug, "Cleanup called. freeing data.\n"); 1276 LOG (llevDebug, "Cleanup called.\n");
1277
1278 for (player *pl = first_player; pl != NULL; pl = pl->next)
1279 save_player (pl->ob, 0);
1280
1281 for (player *pl = first_player; pl != NULL; pl = pl->next)
1282 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1283 leave_map (pl->ob);
1284
1292 clean_tmp_files (); 1285 clean_tmp_files ();
1293 write_book_archive (); 1286 write_book_archive ();
1294#ifdef MEMORY_DEBUG
1295 free_all_maps ();
1296 free_style_maps ();
1297 free_all_object_data ();
1298 free_all_archs ();
1299 free_all_treasures ();
1300 free_all_images ();
1301 free_all_newserver ();
1302 free_all_recipes ();
1303 free_all_readable ();
1304 free_all_god ();
1305 free_all_anim ();
1306 /* See what the string data that is out there that hasn't been freed. */
1307 1287
1308/* LOG(llevDebug, ss_dump_table(0xff));*/ 1288 INVOKE_GLOBAL (CLEANUP);
1309#endif 1289
1310 exit (0); 1290 _exit (0);
1311} 1291}
1312 1292
1313void 1293void
1314leave (player *pl, int draw_exit) 1294leave (player *pl, int draw_exit)
1315{ 1295{

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