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Comparing deliantra/server/server/main.C (file contents):
Revision 1.27 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.46 by root, Fri Dec 15 04:21:29 2006 UTC

106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:"); 106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner"); 107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
108 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]");
109 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]");
110 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]");
111 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]");
112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!"); 112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
113} 113}
114 114
115void 115void
116info_keys (object *op) 116info_keys (object *op)
158 * simple case at top - no encryption - makes it easier to read. 158 * simple case at top - no encryption - makes it easier to read.
159 */ 159 */
160char * 160char *
161crypt_string (char *str, char *salt) 161crypt_string (char *str, char *salt)
162{ 162{
163#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES)) 163#if (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
164 return (str); 164 return (str);
165#else 165#else
166 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./"; 166 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
167 char s[2]; 167 char s[2];
168 168
191 * goes someplace. 191 * goes someplace.
192 */ 192 */
193void 193void
194enter_player_savebed (object *op) 194enter_player_savebed (object *op)
195{ 195{
196 mapstruct *oldmap = op->map; 196 maptile *oldmap = op->map;
197 object *tmp; 197 object *tmp;
198 198
199 tmp = get_object (); 199 tmp = object::create ();
200 200
201 EXIT_PATH (tmp) = op->contr->savebed_map; 201 EXIT_PATH (tmp) = op->contr->savebed_map;
202 EXIT_X (tmp) = op->contr->bed_x; 202 EXIT_X (tmp) = op->contr->bed_x;
203 EXIT_Y (tmp) = op->contr->bed_y; 203 EXIT_Y (tmp) = op->contr->bed_y;
204 enter_exit (op, tmp); 204 enter_exit (op, tmp);
217 EXIT_PATH (tmp) = op->contr->savebed_map; 217 EXIT_PATH (tmp) = op->contr->savebed_map;
218 EXIT_X (tmp) = op->contr->bed_x; 218 EXIT_X (tmp) = op->contr->bed_x;
219 EXIT_Y (tmp) = op->contr->bed_y; 219 EXIT_Y (tmp) = op->contr->bed_y;
220 enter_exit (op, tmp); 220 enter_exit (op, tmp);
221 } 221 }
222 free_object (tmp); 222
223 tmp->destroy ();
223} 224}
224 225
225/* All this really is is a glorified remove_object that also updates 226/* All this really is is a glorified remove_object that also updates
226 * the counts on the map if needed. 227 * the counts on the map if needed.
227 */ 228 */
228void 229void
229leave_map (object *op) 230leave_map (object *op)
230{ 231{
231 mapstruct *oldmap = op->map; 232 maptile *oldmap = op->map;
232 233
233 remove_ob (op); 234 op->remove ();
234 235
235 if (oldmap) 236 if (oldmap)
236 { 237 {
237 if (!op->contr->hidden) 238 if (!op->contr->hidden)
238 oldmap->players--; 239 oldmap->players--;
240
239 if (oldmap->players <= 0) 241 if (oldmap->players <= 0)
240 { /* can be less than zero due to errors in tracking this */ 242 /* can be less than zero due to errors in tracking this */
241 set_map_timeout (oldmap); 243 set_map_timeout (oldmap);
242 }
243 } 244 }
244} 245}
245 246
246/* 247/*
247 * enter_map(): Moves the player and pets from current map (if any) to 248 * enter_map(): Moves the player and pets from current map (if any) to
249 * player to - it could be the map he just came from if the load failed for 250 * player to - it could be the map he just came from if the load failed for
250 * whatever reason. If default map coordinates are to be used, then 251 * whatever reason. If default map coordinates are to be used, then
251 * the function that calls this should figure them out. 252 * the function that calls this should figure them out.
252 */ 253 */
253static void 254static void
254enter_map (object *op, mapstruct *newmap, int x, int y) 255enter_map (object *op, maptile *newmap, int x, int y)
255{ 256{
256 mapstruct *oldmap = op->map; 257 maptile *oldmap = op->map;
257 258
258 if (out_of_map (newmap, x, y)) 259 if (out_of_map (newmap, x, y))
259 { 260 {
260 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); 261 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
261 x = MAP_ENTER_X (newmap); 262 x = MAP_ENTER_X (newmap);
266 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); 267 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap));
267 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 268 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
268 return; 269 return;
269 } 270 }
270 } 271 }
272
271 /* try to find a spot for the player */ 273 /* try to find a spot for the player */
272 if (ob_blocked (op, newmap, x, y)) 274 if (ob_blocked (op, newmap, x, y))
273 { /* First choice blocked */ 275 { /* First choice blocked */
274 /* We try to find a spot for the player, starting closest in. 276 /* We try to find a spot for the player, starting closest in.
275 * We could use find_first_free_spot, but that doesn't randomize it at all, 277 * We could use find_first_free_spot, but that doesn't randomize it at all,
284 { 286 {
285 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 287 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
286 if (i == -1) 288 if (i == -1)
287 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 289 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
288 } 290 }
291
289 if (i != -1) 292 if (i != -1)
290 { 293 {
291 x += freearr_x[i]; 294 x += freearr_x[i];
292 y += freearr_y[i]; 295 y += freearr_y[i];
293 } 296 }
296 /* not much we can do in this case. */ 299 /* not much we can do in this case. */
297 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); 300 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);
298 } 301 }
299 } /* end if looking for free spot */ 302 } /* end if looking for free spot */
300 303
301 if (op->map != NULL) 304 if (op->map)
302 {
303 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap));
304 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)); 305 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
305 } 306 return;
307
308 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
309 return;
310
311 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y)))
312 return;
306 313
307 /* If it is a player login, he has yet to be inserted anyplace. 314 /* If it is a player login, he has yet to be inserted anyplace.
308 * otherwise, we need to deal with removing the player here. 315 * otherwise, we need to deal with removing the player here.
309 */ 316 */
310 if (!QUERY_FLAG (op, FLAG_REMOVED)) 317 op->remove ();
311 remove_ob (op);
312 318
313 /* remove_ob clears these so they must be reset after the remove_ob call */ 319 /* remove_ob clears these so they must be reset after the remove_ob call */
314 op->x = x; 320 op->x = x;
315 op->y = y; 321 op->y = y;
316 op->map = newmap; 322 op->map = newmap;
323
317 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 324 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
318
319 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
320 325
321 if (!op->contr->hidden) 326 if (!op->contr->hidden)
322 newmap->players++; 327 newmap->players++;
323 328
324 newmap->timeout = 0; 329 newmap->timeout = 0;
334 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 339 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
335 { 340 {
336 int i = find_free_spot (op->contr->ranges[range_golem], newmap, 341 int i = find_free_spot (op->contr->ranges[range_golem], newmap,
337 x, y, 1, SIZEOFFREE); 342 x, y, 1, SIZEOFFREE);
338 343
339 remove_ob (op->contr->ranges[range_golem]); 344 op->contr->ranges[range_golem]->remove ();
345
340 if (i == -1) 346 if (i == -1)
341 { 347 {
342 remove_friendly_object (op->contr->ranges[range_golem]); 348 remove_friendly_object (op->contr->ranges[range_golem]);
343 free_object (op->contr->ranges[range_golem]); 349 op->contr->ranges[range_golem]->destroy ();
344 op->contr->ranges[range_golem] = NULL; 350 op->contr->ranges[range_golem] = 0;
345 op->contr->golem_count = 0;
346 } 351 }
347 else 352 else
348 { 353 {
349 object *tmp;
350
351 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)
352 { 355 {
353 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);
354 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);
355 tmp->map = newmap; 358 tmp->map = newmap;
356 } 359 }
360
357 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);
358 op->contr->ranges[range_golem]->direction = 362 op->contr->ranges[range_golem]->direction =
359 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);
360 } 364 }
361 } 365 }
366
362 op->direction = 0; 367 op->direction = 0;
363 368
364 /* 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
365 * about pending objects. 370 * about pending objects.
366 */ 371 */
381 } 386 }
382 } 387 }
383} 388}
384 389
385void 390void
386set_map_timeout (mapstruct *oldmap) 391set_map_timeout (maptile *oldmap)
387{ 392{
388#if MAP_MAXTIMEOUT 393#if MAP_MAXTIMEOUT
389 oldmap->timeout = MAP_TIMEOUT (oldmap); 394 oldmap->timeout = MAP_TIMEOUT (oldmap);
390 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is 395 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
391 * lower than the min value. 396 * lower than the min value.
392 */ 397 */
393# if MAP_MINTIMEOUT 398# if MAP_MINTIMEOUT
394 if (oldmap->timeout < MAP_MINTIMEOUT) 399 if (oldmap->timeout < MAP_MINTIMEOUT)
395 {
396 oldmap->timeout = MAP_MINTIMEOUT; 400 oldmap->timeout = MAP_MINTIMEOUT;
397 }
398# endif 401# endif
402
399 if (oldmap->timeout > MAP_MAXTIMEOUT) 403 if (oldmap->timeout > MAP_MAXTIMEOUT)
400 {
401 oldmap->timeout = MAP_MAXTIMEOUT; 404 oldmap->timeout = MAP_MAXTIMEOUT;
402 } 405
403#else 406#else
404 /* save out the map */ 407 /* save out the map */
405 swap_map (oldmap); 408 swap_map (oldmap);
406#endif /* MAP_MAXTIMEOUT */ 409#endif /* MAP_MAXTIMEOUT */
407} 410}
452 */ 455 */
453 456
454static void 457static void
455enter_random_map (object *pl, object *exit_ob) 458enter_random_map (object *pl, object *exit_ob)
456{ 459{
457 mapstruct *new_map; 460 maptile *new_map;
458 char newmap_name[HUGE_BUF], *cp; 461 char newmap_name[HUGE_BUF], *cp;
459 static int reference_number = 0; 462 static int reference_number = 0;
460 RMParms rp; 463 RMParms rp;
461 464
462 memset (&rp, 0, sizeof (RMParms)); 465 memset (&rp, 0, sizeof (RMParms));
522 */ 525 */
523 526
524static void 527static void
525enter_fixed_template_map (object *pl, object *exit_ob) 528enter_fixed_template_map (object *pl, object *exit_ob)
526{ 529{
527 mapstruct *new_map; 530 maptile *new_map;
528 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;
529 const char *new_map_name; 532 const char *new_map_name;
530 533
531 /* Split the exit path string into two parts, one 534 /* Split the exit path string into two parts, one
532 * for where to store the map, and one for were 535 * for where to store the map, and one for were
541 */ 544 */
542 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",
543 &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);
544 return; 547 return;
545 } 548 }
549
546 *sourcemap++ = '\0'; 550 *sourcemap++ = '\0';
547 551
548 /* 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
549 * for the map to generate from. 553 * for the map to generate from.
550 */ 554 */
551 if (!exit_ob->map->templatemap) 555 if (!exit_ob->map->templatemap)
552 {
553 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap); 556 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
554 }
555 557
556 /* 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
557 * 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.
558 */ 560 */
559 sprintf (tmpnum, "%d", exit_ob->x); 561 sprintf (tmpnum, "%d", exit_ob->x);
568 570
569 /* 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
570 * indicated otherwise. 572 * indicated otherwise.
571 */ 573 */
572 if (exit_ob->map->templatemap && (resultname[0] != '/')) 574 if (exit_ob->map->templatemap && (resultname[0] != '/'))
573 {
574 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);
575 }
576 else 576 else
577 {
578 new_map_name = create_template_pathname (resultname); 577 new_map_name = create_template_pathname (resultname);
579 }
580 578
581 /* Attempt to load the map, if unable to, then 579 /* Attempt to load the map, if unable to, then
582 * create the map from the template. 580 * create the map from the template.
583 */ 581 */
584 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE); 582 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
606 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",
607 &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);
608 } 606 }
609} 607}
610 608
611
612/* 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
613 * case, generate the map as needed. 610 * case, generate the map as needed.
614 */ 611 */
615 612
616static void 613static void
617enter_random_template_map (object *pl, object *exit_ob) 614enter_random_template_map (object *pl, object *exit_ob)
618{ 615{
619 mapstruct *new_map; 616 maptile *new_map;
620 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF]; 617 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
621 const char *new_map_name; 618 const char *new_map_name;
622 RMParms rp; 619 RMParms rp;
623 620
624 /* 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
686 */ 683 */
687static void 684static void
688enter_unique_map (object *op, object *exit_ob) 685enter_unique_map (object *op, object *exit_ob)
689{ 686{
690 char apartment[HUGE_BUF]; 687 char apartment[HUGE_BUF];
691 mapstruct *newmap; 688 maptile *newmap;
692 689
693 if (EXIT_PATH (exit_ob)[0] == '/') 690 if (EXIT_PATH (exit_ob)[0] == '/')
694 { 691 {
695 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)));
696 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE); 693 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
780#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */ 777#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
781 object *tmp; 778 object *tmp;
782 779
783 /* It may be nice to support other creatures moving across 780 /* It may be nice to support other creatures moving across
784 * exits, but right now a lot of the code looks at op->contr, 781 * exits, but right now a lot of the code looks at op->contr,
785 * so thta is an RFE. 782 * so that is an RFE.
786 */ 783 */
787 if (op->type != PLAYER) 784 if (op->type != PLAYER)
788 return; 785 return;
789 786
790 /* 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 */
791 if (exit_ob) 788 if (exit_ob)
792 { 789 {
793
794 /* check to see if we make a template map */ 790 /* check to see if we make a template map */
795 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@') 791 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
796 { 792 {
797 if (EXIT_PATH (exit_ob)[2] == '!') 793 if (EXIT_PATH (exit_ob)[2] == '!')
798 { 794 {
819 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob); 815 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
820 816
821 /* 'Normal' exits that do not do anything special 817 /* 'Normal' exits that do not do anything special
822 * Simple enough we don't need another routine for it. 818 * Simple enough we don't need another routine for it.
823 */ 819 */
824 mapstruct *newmap; 820 maptile *newmap;
825 821
826 if (exit_ob->map) 822 if (exit_ob->map)
827 { 823 {
828 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);
829 /* 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
897 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME)) 893 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
898 break; 894 break;
899 } 895 }
900 if (tmp) 896 if (tmp)
901 { 897 {
902 remove_ob (tmp); 898 tmp->remove ();
903 free_object (tmp); 899 tmp->destroy ();
904 } 900 }
905 901
906 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))); 902 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
907 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob); 903 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
908 save_player (op, 1); 904 save_player (op, 1);
918 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);
919 } 915 }
920 else 916 else
921 { 917 {
922 int flags = 0; 918 int flags = 0;
923 mapstruct *newmap; 919 maptile *newmap;
924
925 920
926 /* Hypothetically, I guess its possible that a standard map matches 921 /* Hypothetically, I guess its possible that a standard map matches
927 * the localdir, but that seems pretty unlikely - unlikely enough that 922 * the localdir, but that seems pretty unlikely - unlikely enough that
928 * 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.
929 * 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
950 { 945 {
951 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");
952 abort (); 947 abort ();
953 } 948 }
954 } 949 }
950
955 enter_map (op, newmap, op->x, op->y); 951 enter_map (op, newmap, op->x, op->y);
956 } 952 }
957} 953}
958
959/*
960 * process_active_maps(): Works like process_events(), but it only
961 * processes maps which a player is on.
962 *
963 */
964
965#if 0 // dead code, schmorp
966void
967process_active_maps ()
968{
969 for (mapstruct *map = first_map; map != NULL; map = map->next)
970 if (map->in_memory == MAP_IN_MEMORY)
971 if (players_on_map (map, TRUE))
972 process_events (map);
973}
974#endif
975 954
976/* process_players1 and process_players2 do all the player related stuff. 955/* process_players1 and process_players2 do all the player related stuff.
977 * I moved it out of process events and process_map. This was to some 956 * I moved it out of process events and process_map. This was to some
978 * extent for debugging as well as to get a better idea of the time used 957 * extent for debugging as well as to get a better idea of the time used
979 * by the various functions. process_players1() does the processing before 958 * by the various functions. process_players1() does the processing before
980 * objects have been updated, process_players2() does the processing that 959 * objects have been updated, process_players2() does the processing that
981 * is needed after the players have been updated. 960 * is needed after the players have been updated.
982 */ 961 */
983 962static void
984void 963process_players1 ()
985process_players1 (mapstruct *map)
986{ 964{
987 int flag; 965 int flag;
988 player *pl, *plnext;
989
990 /* Basically, we keep looping until all the players have done their actions. */ 966 /* Basically, we keep looping until all the players have done their actions. */
991 for (flag = 1; flag != 0;) 967 for (flag = 1; flag != 0;)
992 { 968 {
993 flag = 0; 969 flag = 0;
994 for (pl = first_player; pl != NULL; pl = plnext) 970 for (player *plnext, *pl = first_player; pl; pl = plnext)
995 { 971 {
996 plnext = pl->next; /* In case a player exits the game in handle_player() */ 972 plnext = pl->next; /* In case a player exits the game in handle_player() */
997 973
998 if (pl->ob == NULL) 974 if (!pl->ob)
999 continue;
1000
1001 if (map != NULL && pl->ob->map != map)
1002 continue; 975 continue;
1003 976
1004 if (pl->ob->speed_left > 0) 977 if (pl->ob->speed_left > 0)
1005 { 978 {
1006 if (handle_newcs_player (pl->ob)) 979 if (handle_newcs_player (pl->ob))
1020 /* check for ST_PLAYING state so that we don't try to save off when 993 /* check for ST_PLAYING state so that we don't try to save off when
1021 * the player is logging in. 994 * the player is logging in.
1022 */ 995 */
1023 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING) 996 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING)
1024 { 997 {
1025 /* Don't save the player on unholy ground. Instead, increase the
1026 * tick time so it will be about 10 seconds before we try and save
1027 * again.
1028 */
1029// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1030// pl->last_save_tick += 100;
1031// } else {
1032 save_player (pl->ob, 1); 998 save_player (pl->ob, 1);
1033 pl->last_save_tick = pticks; 999 pl->last_save_tick = pticks;
1034// }
1035 } 1000 }
1036#endif 1001#endif
1037 } /* end of for loop for all the players */ 1002 } /* end of for loop for all the players */
1038 } /* for flag */ 1003 } /* for flag */
1004
1039 for (pl = first_player; pl != NULL; pl = pl->next) 1005 for (player *pl = first_player; pl; pl = pl->next)
1040 { 1006 {
1041 if (map != NULL && (pl->ob == NULL || pl->ob->map != map))
1042 continue;
1043 if (settings.casting_time == TRUE) 1007 if (settings.casting_time)
1044 { 1008 {
1045 if (pl->ob->casting_time > 0) 1009 if (pl->ob->casting_time > 0)
1046 { 1010 {
1047 pl->ob->casting_time--; 1011 pl->ob->casting_time--;
1048 pl->ob->start_holding = 1; 1012 pl->ob->start_holding = 1;
1049 } 1013 }
1014
1050 /* set spell_state so we can update the range in stats field */ 1015 /* set spell_state so we can update the range in stats field */
1051 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) 1016 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1052 {
1053 pl->ob->start_holding = 0; 1017 pl->ob->start_holding = 0;
1054 } 1018 }
1055 } 1019
1056 do_some_living (pl->ob); 1020 do_some_living (pl->ob);
1057 /* draw(pl->ob); *//* updated in socket code */
1058 } 1021 }
1059} 1022}
1060 1023
1061void 1024static void
1062process_players2 (mapstruct *map) 1025process_players2 ()
1063{ 1026{
1064 player *pl;
1065
1066 /* Then check if any players should use weapon-speed instead of speed */ 1027 /* Then check if any players should use weapon-speed instead of speed */
1067 for (pl = first_player; pl != NULL; pl = pl->next) 1028 for (player *pl = first_player; pl; pl = pl->next)
1068 { 1029 {
1069 if (map != NULL)
1070 {
1071 if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1072 continue;
1073 else if (pl->loading != NULL) /* Player is blocked */
1074 pl->ob->speed_left -= pl->ob->speed;
1075 if (pl->ob->map != map)
1076 continue;
1077 }
1078
1079 /* The code that did weapon_sp handling here was out of place - 1030 /* The code that did weapon_sp handling here was out of place -
1080 * this isn't called until after the player has finished there 1031 * this isn't called until after the player has finished there
1081 * actions, and is thus out of place. All we do here is bounds 1032 * actions, and is thus out of place. All we do here is bounds
1082 * checking. 1033 * checking.
1083 */ 1034 */
1089 /* This needs to be here - if the player is running, we need to 1040 /* This needs to be here - if the player is running, we need to
1090 * clear this each tick, but new commands are not being received 1041 * clear this each tick, but new commands are not being received
1091 * so execute_newserver_command() is never called 1042 * so execute_newserver_command() is never called
1092 */ 1043 */
1093 pl->has_hit = 0; 1044 pl->has_hit = 0;
1094
1095 } 1045 }
1096 else if (pl->ob->speed_left > pl->ob->speed) 1046 else if (pl->ob->speed_left > pl->ob->speed)
1097 pl->ob->speed_left = pl->ob->speed; 1047 pl->ob->speed_left = pl->ob->speed;
1098 } 1048 }
1099} 1049}
1100 1050
1101void 1051void
1102process_events (mapstruct *map) 1052process_events ()
1103{ 1053{
1104 object *op; 1054 object *op;
1105 tag_t tag;
1106 1055
1107 static object *marker; 1056 static object *marker;
1108 1057
1109 if (!marker) 1058 if (!marker)
1110 marker = get_object (); 1059 marker = object::create ();
1111 1060
1112 process_players1 (map); 1061 process_players1 ();
1113 1062
1114 marker->active_next = active_objects; 1063 marker->active_next = active_objects;
1115 1064
1116 if (marker->active_next) 1065 if (marker->active_next)
1117 marker->active_next->active_prev = marker; 1066 marker->active_next->active_prev = marker;
1120 active_objects = marker; 1069 active_objects = marker;
1121 1070
1122 while (marker->active_next) 1071 while (marker->active_next)
1123 { 1072 {
1124 op = marker->active_next; 1073 op = marker->active_next;
1125 tag = op->count;
1126 1074
1127 /* Move marker forward - swap op and marker */ 1075 /* Move marker forward - swap op and marker */
1128 op->active_prev = marker->active_prev; 1076 op->active_prev = marker->active_prev;
1129 1077
1130 if (op->active_prev) 1078 if (op->active_prev)
1160 * around. 1108 * around.
1161 */ 1109 */
1162 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY) 1110 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1163 { 1111 {
1164 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 1112 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1165 dump_object (op); 1113 char *dump = dump_object (op);
1166 LOG (llevError, errmsg); 1114 LOG (llevError, dump);
1167 free_object (op); 1115 free (dump);
1116 op->destroy ();
1168 continue; 1117 continue;
1169 } 1118 }
1170 1119
1171 if (!op->speed) 1120 if (!op->speed)
1172 { 1121 {
1173 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); 1122 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1123 "but is on active list\n", &op->arch->name);
1174 update_ob_speed (op); 1124 update_ob_speed (op);
1175 continue; 1125 continue;
1176 } 1126 }
1177 1127
1178 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL) 1128 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1179 { 1129 {
1180 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count); 1130 LOG (llevError, "BUG: process_events(): Object without map or "
1131 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1181 op->speed = 0; 1132 op->speed = 0;
1182 update_ob_speed (op); 1133 update_ob_speed (op);
1183 continue; 1134 continue;
1184 } 1135 }
1185 1136
1186 if (map != NULL && op->map != map)
1187 continue;
1188
1189 /* Animate the object. Bug of feature that andim_speed 1137 /* Animate the object. Bug or feature that anim_speed
1190 * is based on ticks, and not the creatures speed? 1138 * is based on ticks, and not the creatures speed?
1191 */ 1139 */
1192 if (op->anim_speed && op->last_anim >= op->anim_speed) 1140 if (op->anim_speed && op->last_anim >= op->anim_speed)
1193 { 1141 {
1194 if ((op->type == PLAYER) || (op->type == MONSTER)) 1142 if ((op->type == PLAYER) || (op->type == MONSTER))
1217 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null"); 1165 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1218 } 1166 }
1219#endif 1167#endif
1220 --op->speed_left; 1168 --op->speed_left;
1221 process_object (op); 1169 process_object (op);
1170
1222 if (was_destroyed (op, tag)) 1171 if (op->destroyed ())
1223 continue; 1172 continue;
1224 } 1173 }
1174
1225 if (settings.casting_time == TRUE && op->casting_time > 0) 1175 if (settings.casting_time == TRUE && op->casting_time > 0)
1226 op->casting_time--; 1176 op->casting_time--;
1177
1227 if (op->speed_left <= 0) 1178 if (op->speed_left <= 0)
1228 op->speed_left += FABS (op->speed); 1179 op->speed_left += FABS (op->speed);
1229 } 1180 }
1230 1181
1231 /* Remove marker object from active list */ 1182 /* Remove marker object from active list */
1232 if (marker->active_prev != NULL) 1183 if (marker->active_prev != NULL)
1233 marker->active_prev->active_next = NULL; 1184 marker->active_prev->active_next = NULL;
1234 else 1185 else
1235 active_objects = NULL; 1186 active_objects = NULL;
1236 1187
1237 process_players2 (map); 1188 process_players2 ();
1238} 1189}
1239 1190
1240void 1191void
1241clean_tmp_files (void) 1192clean_tmp_files (void)
1242{ 1193{
1243 mapstruct *m, *next; 1194 maptile *m, *next;
1244 1195
1245 LOG (llevInfo, "Cleaning up...\n"); 1196 LOG (llevInfo, "Cleaning up...\n");
1246 1197
1247 /* We save the maps - it may not be intuitive why, but if there are unique 1198 /* We save the maps - it may not be intuitive why, but if there are unique
1248 * items, we need to save the map so they get saved off. Perhaps we should 1199 * items, we need to save the map so they get saved off. Perhaps we should
1276/* clean up everything before exiting */ 1227/* clean up everything before exiting */
1277void 1228void
1278cleanup (void) 1229cleanup (void)
1279{ 1230{
1280 LOG (llevDebug, "Cleanup called.\n"); 1231 LOG (llevDebug, "Cleanup called.\n");
1232
1233 for (player *pl = first_player; pl != NULL; pl = pl->next)
1234 save_player (pl->ob, 0);
1235
1236 for (player *pl = first_player; pl != NULL; pl = pl->next)
1237 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1238 leave_map (pl->ob);
1239
1240 clean_tmp_files ();
1281 write_book_archive (); 1241 write_book_archive ();
1282 1242
1283 INVOKE_GLOBAL (CLEANUP); 1243 INVOKE_GLOBAL (CLEANUP);
1284 1244
1285 _exit (0); 1245 _exit (0);
1294 * cleanup. We also leave that loop to actually handle the freeing 1254 * cleanup. We also leave that loop to actually handle the freeing
1295 * of the data. 1255 * of the data.
1296 */ 1256 */
1297 if (pl->ob->type != DEAD_OBJECT) 1257 if (pl->ob->type != DEAD_OBJECT)
1298 { 1258 {
1299 pl->socket.status = Ns_Dead; 1259 pl->socket->status = Ns_Dead;
1300 1260
1301 /* If a hidden dm dropped connection do not create 1261 /* If a hidden dm dropped connection do not create
1302 * inconsistencies by showing that they have left the game 1262 * inconsistencies by showing that they have left the game
1303 */ 1263 */
1304 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden) 1264 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1305 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD)) 1265 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1306 { 1266 {
1307 if (pl->ob->map) 1267 if (pl->ob->map)
1308 { 1268 {
1309 INVOKE_PLAYER (LOGOUT, pl); 1269 INVOKE_PLAYER (LOGOUT, pl);
1310 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host); 1270 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket->host);
1311 } 1271 }
1312 1272
1313 char buf[MAX_BUF]; 1273 char buf[MAX_BUF];
1314 1274
1315 sprintf (buf, "%s left the game.", &pl->ob->name); 1275 sprintf (buf, "%s left the game.", &pl->ob->name);
1391extern unsigned long todtick; 1351extern unsigned long todtick;
1392 1352
1393void 1353void
1394do_specials (void) 1354do_specials (void)
1395{ 1355{
1396
1397#ifdef WATCHDOG
1398 if (!(pticks % 503))
1399 watchdog ();
1400#endif
1401
1402 if (!(pticks % PTICKS_PER_CLOCK)) 1356 if (!(pticks % PTICKS_PER_CLOCK))
1403 tick_the_clock (); 1357 tick_the_clock ();
1404 1358
1405 if (!(pticks % 7)) 1359 if (!(pticks % 7))
1406 shstr::gc (); 1360 shstr::gc ();
1409 flush_old_maps (); /* Clears the tmp-files of maps which have reset */ 1363 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1410 1364
1411 if (!(pticks % 2503)) 1365 if (!(pticks % 2503))
1412 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 1366 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1413 1367
1414 if (!(pticks % 2521))
1415 metaserver_update (); /* 2500 ticks is about 5 minutes */
1416
1417 if (!(pticks % 5003)) 1368 if (!(pticks % 5003))
1418 write_book_archive (); 1369 write_book_archive ();
1419 1370
1420 if (!(pticks % 5009)) 1371 if (!(pticks % 5009))
1421 clean_friendly_list (); 1372 clean_friendly_list ();
1430void 1381void
1431server_tick () 1382server_tick ()
1432{ 1383{
1433 nroferrors = 0; 1384 nroferrors = 0;
1434 1385
1386 // first do the user visible stuff
1435 doeric_server (); 1387 doeric_server ();
1436 INVOKE_GLOBAL (CLOCK); 1388 INVOKE_GLOBAL (CLOCK);
1437 process_events (NULL); /* "do" something with objects with speed */ 1389 process_events (); /* "do" something with objects with speed */
1438 flush_sockets (); 1390 flush_sockets ();
1391
1392 // then do some bookkeeping, should not really be here
1439 check_active_maps (); /* Removes unused maps after a certain timeout */ 1393 check_active_maps (); /* Removes unused maps after a certain timeout */
1440 do_specials (); /* Routines called from time to time. */ 1394 do_specials (); /* Routines called from time to time. */
1441 object::free_mortals (); 1395 object::free_mortals ();
1442 1396
1443 ++pticks; 1397 ++pticks;
1447main (int argc, char **argv) 1401main (int argc, char **argv)
1448{ 1402{
1449 settings.argc = argc; 1403 settings.argc = argc;
1450 settings.argv = argv; 1404 settings.argv = argv;
1451 1405
1452 cfperl_init ();
1453
1454 init (argc, argv); 1406 init (argc, argv);
1455 1407
1456 initPlugins (); 1408 initPlugins ();
1457 1409
1458 for (;;) 1410 for (;;)

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