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Comparing deliantra/server/server/main.C (file contents):
Revision 1.28 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.61 by root, Wed Dec 27 18:09:49 2006 UTC

31# ifdef HAVE_CRYPT_H 31# ifdef HAVE_CRYPT_H
32# include <crypt.h> 32# include <crypt.h>
33# endif 33# endif
34#endif 34#endif
35 35
36#ifndef __CEXTRACT__
37# include <sproto.h> 36#include <sproto.h>
38#endif
39
40#ifdef HAVE_TIME_H
41# include <time.h> 37#include <time.h>
42#endif
43 38
44#include <../random_maps/random_map.h> 39#include <../random_maps/random_map.h>
45#include <../random_maps/rproto.h> 40#include <../random_maps/rproto.h>
46#include "path.h" 41#include "path.h"
47 42
106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:"); 101 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner"); 102 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
108 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]"); 103 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]"); 104 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]"); 105 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]"); 106 new_draw_info (NDI_UNIQUE, 0, op, "MÃ¥rten Woxberg [maxmc@telia.com]");
112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!"); 107 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
113} 108}
114 109
115void 110void
116info_keys (object *op) 111info_keys (object *op)
133 new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear"); 128 new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
134 new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands."); 129 new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
135 new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)"); 130 new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
136} 131}
137 132
138void
139start_info (object *op)
140{
141 char buf[MAX_BUF];
142
143 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
144 new_draw_info (NDI_UNIQUE, 0, op, buf);
145 new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
146 new_draw_info (NDI_UNIQUE, 0, op, " ");
147 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
148 if (!op->contr->name_changed)
149 {
150 new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
151 new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
152 new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
153 }
154}
155
156/* Really, there is no reason to crypt the passwords any system. But easier
157 * to just leave this enabled for backward compatibility. Put the
158 * simple case at top - no encryption - makes it easier to read.
159 */
160char *
161crypt_string (char *str, char *salt)
162{
163#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
164 return (str);
165#else
166 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
167 char s[2];
168
169 if (salt == NULL)
170 s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
171 else
172 s[0] = salt[0], s[1] = salt[1];
173
174# ifdef HAVE_LIBDES
175 return (char *) des_crypt (str, s);
176# endif
177 /* Default case - just use crypt */
178 return (char *) crypt (str, s);
179#endif
180}
181
182int
183check_password (char *typed, char *crypted)
184{
185 return !strcmp (crypt_string (typed, crypted), crypted);
186}
187
188/* This is a basic little function to put the player back to his 133/* This is a basic little function to put the player back to his
189 * savebed. We do some error checking - its possible that the 134 * savebed. We do some error checking - its possible that the
190 * savebed map may no longer exist, so we make sure the player 135 * savebed map may no longer exist, so we make sure the player
191 * goes someplace. 136 * goes someplace.
192 */ 137 */
193void 138void
194enter_player_savebed (object *op) 139enter_player_savebed (object *op)
195{ 140{
196 mapstruct *oldmap = op->map; 141 maptile *oldmap = op->map;
197 object *tmp; 142 object *tmp;
198 143
199 tmp = get_object (); 144 tmp = object::create ();
200 145
201 EXIT_PATH (tmp) = op->contr->savebed_map; 146 EXIT_PATH (tmp) = op->contr->savebed_map;
202 EXIT_X (tmp) = op->contr->bed_x; 147 EXIT_X (tmp) = op->contr->bed_x;
203 EXIT_Y (tmp) = op->contr->bed_y; 148 EXIT_Y (tmp) = op->contr->bed_y;
204 enter_exit (op, tmp); 149 enter_exit (op, tmp);
217 EXIT_PATH (tmp) = op->contr->savebed_map; 162 EXIT_PATH (tmp) = op->contr->savebed_map;
218 EXIT_X (tmp) = op->contr->bed_x; 163 EXIT_X (tmp) = op->contr->bed_x;
219 EXIT_Y (tmp) = op->contr->bed_y; 164 EXIT_Y (tmp) = op->contr->bed_y;
220 enter_exit (op, tmp); 165 enter_exit (op, tmp);
221 } 166 }
222 free_object (tmp); 167
168 tmp->destroy ();
223} 169}
224 170
225/* All this really is is a glorified remove_object that also updates 171/* All this really is is a glorified remove_object that also updates
226 * the counts on the map if needed. 172 * the counts on the map if needed.
227 */ 173 */
228void 174void
229leave_map (object *op) 175leave_map (object *op)
230{ 176{
231 mapstruct *oldmap = op->map; 177 maptile *oldmap = op->map;
232 178
233 remove_ob (op); 179 op->remove ();
234 180
235 if (oldmap) 181 if (oldmap)
236 { 182 {
237 if (!op->contr->hidden) 183 if (!op->contr->hidden)
238 oldmap->players--; 184 oldmap->players--;
185
239 if (oldmap->players <= 0) 186 if (oldmap->players <= 0)
240 { /* can be less than zero due to errors in tracking this */ 187 /* can be less than zero due to errors in tracking this */
241 set_map_timeout (oldmap); 188 set_map_timeout (oldmap);
242 }
243 } 189 }
244} 190}
245 191
246/* 192/*
247 * enter_map(): Moves the player and pets from current map (if any) to 193 * 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 195 * 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 196 * whatever reason. If default map coordinates are to be used, then
251 * the function that calls this should figure them out. 197 * the function that calls this should figure them out.
252 */ 198 */
253static void 199static void
254enter_map (object *op, mapstruct *newmap, int x, int y) 200enter_map (object *op, maptile *newmap, int x, int y)
255{ 201{
256 mapstruct *oldmap = op->map; 202 maptile *oldmap = op->map;
257 203
258 if (out_of_map (newmap, x, y)) 204 if (out_of_map (newmap, x, y))
259 { 205 {
260 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); 206 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); 207 x = newmap->enter_x;
262 y = MAP_ENTER_Y (newmap); 208 y = newmap->enter_y;
263 if (out_of_map (newmap, x, y)) 209 if (out_of_map (newmap, x, y))
264 { 210 {
265 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 211 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
266 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); 212 newmap->path, x, y, newmap->width, newmap->height);
267 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 213 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
268 return; 214 return;
269 } 215 }
270 } 216 }
217
271 /* try to find a spot for the player */ 218 /* try to find a spot for the player */
272 if (ob_blocked (op, newmap, x, y)) 219 if (ob_blocked (op, newmap, x, y))
273 { /* First choice blocked */ 220 { /* First choice blocked */
274 /* We try to find a spot for the player, starting closest in. 221 /* 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, 222 * We could use find_first_free_spot, but that doesn't randomize it at all,
284 { 231 {
285 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 232 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1);
286 if (i == -1) 233 if (i == -1)
287 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 234 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE);
288 } 235 }
236
289 if (i != -1) 237 if (i != -1)
290 { 238 {
291 x += freearr_x[i]; 239 x += freearr_x[i];
292 y += freearr_y[i]; 240 y += freearr_y[i];
293 } 241 }
296 /* not much we can do in this case. */ 244 /* 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); 245 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 } 246 }
299 } /* end if looking for free spot */ 247 } /* end if looking for free spot */
300 248
301 if (op->map != NULL) 249 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)); 250 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
305 } 251 return;
252
253 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
254 return;
255
256 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y)))
257 return;
306 258
307 /* If it is a player login, he has yet to be inserted anyplace. 259 /* If it is a player login, he has yet to be inserted anyplace.
308 * otherwise, we need to deal with removing the player here. 260 * otherwise, we need to deal with removing the player here.
309 */ 261 */
310 if (!QUERY_FLAG (op, FLAG_REMOVED)) 262 op->remove ();
311 remove_ob (op);
312 263
313 /* remove_ob clears these so they must be reset after the remove_ob call */ 264 /* remove_ob clears these so they must be reset after the remove_ob call */
314 op->x = x; 265 op->x = x;
315 op->y = y; 266 op->y = y;
316 op->map = newmap; 267 op->map = newmap;
268
317 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 269 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON);
318
319 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
320 270
321 if (!op->contr->hidden) 271 if (!op->contr->hidden)
322 newmap->players++; 272 newmap->players++;
323 273
324 newmap->timeout = 0; 274 newmap->timeout = 0;
334 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 284 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
335 { 285 {
336 int i = find_free_spot (op->contr->ranges[range_golem], newmap, 286 int i = find_free_spot (op->contr->ranges[range_golem], newmap,
337 x, y, 1, SIZEOFFREE); 287 x, y, 1, SIZEOFFREE);
338 288
339 remove_ob (op->contr->ranges[range_golem]); 289 op->contr->ranges[range_golem]->remove ();
290
340 if (i == -1) 291 if (i == -1)
341 { 292 {
342 remove_friendly_object (op->contr->ranges[range_golem]); 293 remove_friendly_object (op->contr->ranges[range_golem]);
343 free_object (op->contr->ranges[range_golem]); 294 op->contr->ranges[range_golem]->destroy ();
344 op->contr->ranges[range_golem] = NULL; 295 op->contr->ranges[range_golem] = 0;
345 op->contr->golem_count = 0;
346 } 296 }
347 else 297 else
348 { 298 {
349 object *tmp;
350
351 for (tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) 299 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
352 { 300 {
353 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); 301 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); 302 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
355 tmp->map = newmap; 303 tmp->map = newmap;
356 } 304 }
305
357 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0); 306 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0);
358 op->contr->ranges[range_golem]->direction = 307 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); 308 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y);
360 } 309 }
361 } 310 }
311
362 op->direction = 0; 312 op->direction = 0;
363 313
364 /* since the players map is already loaded, we don't need to worry 314 /* since the players map is already loaded, we don't need to worry
365 * about pending objects. 315 * about pending objects.
366 */ 316 */
381 } 331 }
382 } 332 }
383} 333}
384 334
385void 335void
386set_map_timeout (mapstruct *oldmap) 336set_map_timeout (maptile *oldmap)
387{ 337{
388#if MAP_MAXTIMEOUT 338#if MAP_MAXTIMEOUT
389 oldmap->timeout = MAP_TIMEOUT (oldmap); 339 oldmap->timeout = oldmap->timeout;
390 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is 340 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
391 * lower than the min value. 341 * lower than the min value.
392 */ 342 */
393# if MAP_MINTIMEOUT 343# if MAP_MINTIMEOUT
394 if (oldmap->timeout < MAP_MINTIMEOUT) 344 if (oldmap->timeout < MAP_MINTIMEOUT)
395 {
396 oldmap->timeout = MAP_MINTIMEOUT; 345 oldmap->timeout = MAP_MINTIMEOUT;
397 }
398# endif 346# endif
347
399 if (oldmap->timeout > MAP_MAXTIMEOUT) 348 if (oldmap->timeout > MAP_MAXTIMEOUT)
400 {
401 oldmap->timeout = MAP_MAXTIMEOUT; 349 oldmap->timeout = MAP_MAXTIMEOUT;
402 } 350
403#else 351#else
404 /* save out the map */ 352 /* save out the map */
405 swap_map (oldmap); 353 swap_map (oldmap);
406#endif /* MAP_MAXTIMEOUT */ 354#endif /* MAP_MAXTIMEOUT */
407} 355}
452 */ 400 */
453 401
454static void 402static void
455enter_random_map (object *pl, object *exit_ob) 403enter_random_map (object *pl, object *exit_ob)
456{ 404{
457 mapstruct *new_map; 405 maptile *new_map;
458 char newmap_name[HUGE_BUF], *cp; 406 char newmap_name[HUGE_BUF], *cp;
459 static int reference_number = 0; 407 static int reference_number = 0;
460 RMParms rp; 408 RMParms rp;
461 409
462 memset (&rp, 0, sizeof (RMParms)); 410 memset (&rp, 0, sizeof (RMParms));
469 rp.origin_y = exit_ob->y; 417 rp.origin_y = exit_ob->y;
470 strcpy (rp.origin_map, pl->map->path); 418 strcpy (rp.origin_map, pl->map->path);
471 419
472 /* If we have a final_map, use it as a base name to give some clue 420 /* If we have a final_map, use it as a base name to give some clue
473 * as where the player is. Otherwise, use the origin map. 421 * as where the player is. Otherwise, use the origin map.
474 * Take the last component (after the last slash) to give
475 * shorter names without bogus slashes.
476 */ 422 */
477 if (rp.final_map[0]) 423 sprintf (newmap_name, "/random%s+%04d",
478 { 424 *rp.final_map ? rp.final_map : rp.origin_map,
479 cp = strrchr (rp.final_map, '/'); 425 reference_number++);
480 if (!cp)
481 cp = rp.final_map;
482 }
483 else
484 {
485 char buf[HUGE_BUF];
486
487 cp = strrchr (rp.origin_map, '/');
488 if (!cp)
489 cp = rp.origin_map;
490 /* Need to strip of any trailing digits, if it has them */
491 strcpy (buf, cp);
492 while (isdigit (buf[strlen (buf) - 1]))
493 buf[strlen (buf) - 1] = 0;
494 cp = buf;
495 }
496
497 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
498 426
499 /* now to generate the actual map. */ 427 /* now to generate the actual map. */
500 new_map = generate_random_map (newmap_name, &rp); 428 new_map = generate_random_map (newmap_name, &rp);
501 429
502 /* Update the exit_ob so it now points directly at the newly created 430 /* Update the exit_ob so it now points directly at the newly created
507 */ 435 */
508 if (new_map) 436 if (new_map)
509 { 437 {
510 int x, y; 438 int x, y;
511 439
512 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map); 440 x = EXIT_X (exit_ob) = new_map->enter_x;
513 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map); 441 y = EXIT_Y (exit_ob) = new_map->enter_y;
514 EXIT_PATH (exit_ob) = newmap_name; 442 EXIT_PATH (exit_ob) = newmap_name;
515 strcpy (new_map->path, newmap_name); 443 strcpy (new_map->path, newmap_name);
516 enter_map (pl, new_map, x, y); 444 enter_map (pl, new_map, x, y);
517 } 445 }
518} 446}
522 */ 450 */
523 451
524static void 452static void
525enter_fixed_template_map (object *pl, object *exit_ob) 453enter_fixed_template_map (object *pl, object *exit_ob)
526{ 454{
527 mapstruct *new_map; 455 maptile *new_map;
528 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap; 456 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
529 const char *new_map_name; 457 const char *new_map_name;
530 458
531 /* Split the exit path string into two parts, one 459 /* Split the exit path string into two parts, one
532 * for where to store the map, and one for were 460 * for where to store the map, and one for were
541 */ 469 */
542 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n", 470 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); 471 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
544 return; 472 return;
545 } 473 }
474
546 *sourcemap++ = '\0'; 475 *sourcemap++ = '\0';
547 476
548 /* If we are not coming from a template map, we can use relative directories 477 /* If we are not coming from a template map, we can use relative directories
549 * for the map to generate from. 478 * for the map to generate from.
550 */ 479 */
551 if (!exit_ob->map->templatemap) 480 if (!exit_ob->map->templatemap)
552 {
553 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap); 481 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
554 }
555 482
556 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord 483 /* 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. 484 * of the exit, and the name of the map the exit is on, respectively.
558 */ 485 */
559 sprintf (tmpnum, "%d", exit_ob->x); 486 sprintf (tmpnum, "%d", exit_ob->x);
568 495
569 /* If we are coming from another template map, use reletive paths unless 496 /* If we are coming from another template map, use reletive paths unless
570 * indicated otherwise. 497 * indicated otherwise.
571 */ 498 */
572 if (exit_ob->map->templatemap && (resultname[0] != '/')) 499 if (exit_ob->map->templatemap && (resultname[0] != '/'))
573 {
574 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname); 500 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
575 }
576 else 501 else
577 {
578 new_map_name = create_template_pathname (resultname); 502 new_map_name = create_template_pathname (resultname);
579 }
580 503
581 /* Attempt to load the map, if unable to, then 504 /* Attempt to load the map, if unable to, then
582 * create the map from the template. 505 * create the map from the template.
583 */ 506 */
584 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE); 507 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", 529 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); 530 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
608 } 531 }
609} 532}
610 533
611
612/* The player is trying to enter a randomly generated template map. In this 534/* The player is trying to enter a randomly generated template map. In this
613 * case, generate the map as needed. 535 * case, generate the map as needed.
614 */ 536 */
615 537
616static void 538static void
617enter_random_template_map (object *pl, object *exit_ob) 539enter_random_template_map (object *pl, object *exit_ob)
618{ 540{
619 mapstruct *new_map; 541 maptile *new_map;
620 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF]; 542 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
621 const char *new_map_name; 543 const char *new_map_name;
622 RMParms rp; 544 RMParms rp;
623 545
624 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord 546 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
636 558
637 /* If we are coming from another template map, use reletive paths unless 559 /* If we are coming from another template map, use reletive paths unless
638 * indicated otherwise. 560 * indicated otherwise.
639 */ 561 */
640 if (exit_ob->map->templatemap && (resultname[0] != '/')) 562 if (exit_ob->map->templatemap && (resultname[0] != '/'))
641 {
642 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname); 563 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
643 }
644 else 564 else
645 {
646 new_map_name = create_template_pathname (resultname); 565 new_map_name = create_template_pathname (resultname);
647 }
648 566
649 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE); 567 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
650 if (!new_map) 568 if (!new_map)
651 { 569 {
652 memset (&rp, 0, sizeof (RMParms)); 570 memset (&rp, 0, sizeof (RMParms));
672 */ 590 */
673 if (new_map) 591 if (new_map)
674 { 592 {
675 int x, y; 593 int x, y;
676 594
677 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map); 595 x = EXIT_X (exit_ob) = new_map->enter_x;
678 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map); 596 y = EXIT_Y (exit_ob) = new_map->enter_y;
679 new_map->templatemap = 1; 597 new_map->templatemap = 1;
680 enter_map (pl, new_map, x, y); 598 enter_map (pl, new_map, x, y);
681 } 599 }
682} 600}
683 601
686 */ 604 */
687static void 605static void
688enter_unique_map (object *op, object *exit_ob) 606enter_unique_map (object *op, object *exit_ob)
689{ 607{
690 char apartment[HUGE_BUF]; 608 char apartment[HUGE_BUF];
691 mapstruct *newmap; 609 maptile *newmap;
692 610
693 if (EXIT_PATH (exit_ob)[0] == '/') 611 if (EXIT_PATH (exit_ob)[0] == '/')
694 { 612 {
695 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob))); 613 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); 614 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 */ 698#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
781 object *tmp; 699 object *tmp;
782 700
783 /* It may be nice to support other creatures moving across 701 /* It may be nice to support other creatures moving across
784 * exits, but right now a lot of the code looks at op->contr, 702 * exits, but right now a lot of the code looks at op->contr,
785 * so thta is an RFE. 703 * so that is an RFE.
786 */ 704 */
787 if (op->type != PLAYER) 705 if (op->type != PLAYER)
788 return; 706 return;
789 707
790 /* First, lets figure out what map the player is going to go to */ 708 /* First, lets figure out what map the player is going to go to */
791 if (exit_ob) 709 if (exit_ob)
792 { 710 {
793
794 /* check to see if we make a template map */ 711 /* check to see if we make a template map */
795 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@') 712 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
796 { 713 {
797 if (EXIT_PATH (exit_ob)[2] == '!') 714 if (EXIT_PATH (exit_ob)[2] == '!')
798 { 715 {
819 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob); 736 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
820 737
821 /* 'Normal' exits that do not do anything special 738 /* 'Normal' exits that do not do anything special
822 * Simple enough we don't need another routine for it. 739 * Simple enough we don't need another routine for it.
823 */ 740 */
824 mapstruct *newmap; 741 maptile *newmap;
825 742
826 if (exit_ob->map) 743 if (exit_ob->map)
827 { 744 {
828 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0); 745 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 746 /* Random map was previously generated, but is no longer about. Lets generate a new
880 * using the new maps default coordinates, the exit ob should use 797 * using the new maps default coordinates, the exit ob should use
881 * something like -1, -1 so it is clear to do that. 798 * something like -1, -1 so it is clear to do that.
882 */ 799 */
883 if (x == 0 && y == 0) 800 if (x == 0 && y == 0)
884 { 801 {
885 x = MAP_ENTER_X (newmap); 802 x = newmap->enter_x;
886 y = MAP_ENTER_Y (newmap); 803 y = newmap->enter_y;
887 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n", 804 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
888 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>"); 805 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
889 } 806 }
890 807
891 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */ 808 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
897 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME)) 814 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
898 break; 815 break;
899 } 816 }
900 if (tmp) 817 if (tmp)
901 { 818 {
902 remove_ob (tmp); 819 tmp->remove ();
903 free_object (tmp); 820 tmp->destroy ();
904 } 821 }
905 822
906 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))); 823 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); 824 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
908 save_player (op, 1); 825 op->contr->save ();
909 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n", 826 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
910 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y, 827 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
911 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */ 828 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
912 } 829 }
913 830
918 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1); 835 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
919 } 836 }
920 else 837 else
921 { 838 {
922 int flags = 0; 839 int flags = 0;
923 mapstruct *newmap; 840 maptile *newmap;
924
925 841
926 /* Hypothetically, I guess its possible that a standard map matches 842 /* Hypothetically, I guess its possible that a standard map matches
927 * the localdir, but that seems pretty unlikely - unlikely enough that 843 * the localdir, but that seems pretty unlikely - unlikely enough that
928 * I'm not going to attempt to try to deal with that possibility. 844 * 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 845 * We use the fact that when a player saves on a unique map, it prepends
950 { 866 {
951 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n"); 867 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
952 abort (); 868 abort ();
953 } 869 }
954 } 870 }
871
955 enter_map (op, newmap, op->x, op->y); 872 enter_map (op, newmap, op->x, op->y);
956 } 873 }
957} 874}
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
975 875
976/* process_players1 and process_players2 do all the player related stuff. 876/* 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 877 * 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 878 * 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 879 * by the various functions. process_players1() does the processing before
980 * objects have been updated, process_players2() does the processing that 880 * objects have been updated, process_players2() does the processing that
981 * is needed after the players have been updated. 881 * is needed after the players have been updated.
982 */ 882 */
983 883static void
984void 884process_players1 ()
985process_players1 (mapstruct *map)
986{ 885{
987 int flag; 886 int flag;
988 player *pl, *plnext;
989 887
990 /* Basically, we keep looping until all the players have done their actions. */ 888 /* Basically, we keep looping until all the players have done their actions. */
991 for (flag = 1; flag != 0;) 889 for (flag = 1; flag != 0;)
992 { 890 {
993 flag = 0; 891 flag = 0;
994 for (pl = first_player; pl != NULL; pl = plnext) 892 for_all_players (pl)
995 { 893 {
996 plnext = pl->next; /* In case a player exits the game in handle_player() */ 894 pl->refcnt_chk ();
997 895
998 if (pl->ob == NULL) 896 if (!pl->ob || !pl->ns)
999 continue; 897 continue;
1000 898
1001 if (map != NULL && pl->ob->map != map)
1002 continue;
1003
1004 if (pl->ob->speed_left > 0) 899 if (pl->ob->speed_left > 0)
1005 {
1006 if (handle_newcs_player (pl->ob)) 900 if (handle_newcs_player (pl->ob))
1007 flag = 1; 901 flag = 1;
1008 } /* end if player has speed left */
1009 902
1010 /* If the player is not actively playing, don't make a 903 /* If the player is not actively playing, don't make a
1011 * backup save - nothing to save anyway. Plus, the 904 * backup save - nothing to save anyway. Plus, the
1012 * map may not longer be valid. This can happen when the 905 * map may not longer be valid. This can happen when the
1013 * player quits - they exist for purposes of tracking on the map, 906 * player quits - they exist for purposes of tracking on the map,
1018 911
1019#ifdef AUTOSAVE 912#ifdef AUTOSAVE
1020 /* check for ST_PLAYING state so that we don't try to save off when 913 /* check for ST_PLAYING state so that we don't try to save off when
1021 * the player is logging in. 914 * the player is logging in.
1022 */ 915 */
1023 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING) 916 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
1024 {
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 */ 917 {
1029// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { 918 pl->ob->contr->save ();
1030// pl->last_save_tick += 100;
1031// } else {
1032 save_player (pl->ob, 1);
1033 pl->last_save_tick = pticks; 919 pl->last_save_tick = pticks;
1034// }
1035 } 920 }
1036#endif 921#endif
1037 } /* end of for loop for all the players */ 922 } /* end of for loop for all the players */
1038 } /* for flag */ 923 } /* for flag */
1039 for (pl = first_player; pl != NULL; pl = pl->next) 924
925 for_all_players (pl)
1040 { 926 {
1041 if (map != NULL && (pl->ob == NULL || pl->ob->map != map)) 927 if (!pl->ob || !pl->ns)
1042 continue; 928 continue;
929
1043 if (settings.casting_time == TRUE) 930 if (settings.casting_time)
1044 { 931 {
1045 if (pl->ob->casting_time > 0) 932 if (pl->ob->casting_time > 0)
1046 { 933 {
1047 pl->ob->casting_time--; 934 pl->ob->casting_time--;
1048 pl->ob->start_holding = 1; 935 pl->ob->start_holding = 1;
1049 } 936 }
937
1050 /* set spell_state so we can update the range in stats field */ 938 /* set spell_state so we can update the range in stats field */
1051 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) 939 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1052 {
1053 pl->ob->start_holding = 0; 940 pl->ob->start_holding = 0;
1054 } 941 }
1055 } 942
1056 do_some_living (pl->ob); 943 do_some_living (pl->ob);
1057 /* draw(pl->ob); *//* updated in socket code */
1058 } 944 }
1059} 945}
1060 946
1061void 947static void
1062process_players2 (mapstruct *map) 948process_players2 ()
1063{ 949{
1064 player *pl;
1065
1066 /* Then check if any players should use weapon-speed instead of speed */ 950 /* Then check if any players should use weapon-speed instead of speed */
1067 for (pl = first_player; pl != NULL; pl = pl->next) 951 for_all_players (pl)
1068 { 952 {
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 - 953 /* The code that did weapon_sp handling here was out of place -
1080 * this isn't called until after the player has finished there 954 * 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 955 * actions, and is thus out of place. All we do here is bounds
1082 * checking. 956 * checking.
1083 */ 957 */
1089 /* This needs to be here - if the player is running, we need to 963 /* 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 964 * clear this each tick, but new commands are not being received
1091 * so execute_newserver_command() is never called 965 * so execute_newserver_command() is never called
1092 */ 966 */
1093 pl->has_hit = 0; 967 pl->has_hit = 0;
1094
1095 } 968 }
1096 else if (pl->ob->speed_left > pl->ob->speed) 969 else if (pl->ob->speed_left > pl->ob->speed)
1097 pl->ob->speed_left = pl->ob->speed; 970 pl->ob->speed_left = pl->ob->speed;
1098 } 971 }
1099} 972}
1100 973
1101void 974void
1102process_events (mapstruct *map) 975process_events ()
1103{ 976{
1104 object *op; 977 object *op;
1105 978
1106 static object *marker; 979 static object_ptr marker_;
980
1107 if (!marker) 981 if (!marker_)
1108 marker = get_object (); 982 marker_ = object::create ();
1109 983
984 object *marker = marker_;
985
1110 process_players1 (map); 986 process_players1 ();
1111 987
1112 marker->active_next = active_objects; 988 marker->active_next = active_objects;
1113 989
1114 if (marker->active_next) 990 if (marker->active_next)
1115 marker->active_next->active_prev = marker; 991 marker->active_next->active_prev = marker;
1116 992
1117 marker->active_prev = NULL; 993 marker->active_prev = 0;
1118 active_objects = marker; 994 active_objects = marker;
1119 995
1120 while (marker->active_next) 996 while (marker->active_next)
1121 { 997 {
1122 op = marker->active_next; 998 op = marker->active_next;
1139 1015
1140 /* Now process op */ 1016 /* Now process op */
1141 if (QUERY_FLAG (op, FLAG_FREED)) 1017 if (QUERY_FLAG (op, FLAG_FREED))
1142 { 1018 {
1143 LOG (llevError, "BUG: process_events(): Free object on list\n"); 1019 LOG (llevError, "BUG: process_events(): Free object on list\n");
1144 op->speed = 0; 1020 op->set_speed (0);
1145 update_ob_speed (op);
1146 continue; 1021 continue;
1147 } 1022 }
1148 1023
1149 /* I've seen occasional crashes due to this - the object is removed, 1024 /* I've seen occasional crashes due to this - the object is removed,
1150 * and thus the map it points to (last map it was on) may be bogus 1025 * and thus the map it points to (last map it was on) may be bogus
1157 * around. 1032 * around.
1158 */ 1033 */
1159 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY) 1034 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1160 { 1035 {
1161 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 1036 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1162 dump_object (op); 1037 char *dump = dump_object (op);
1163 LOG (llevError, errmsg); 1038 LOG (llevError, dump);
1164 free_object (op); 1039 free (dump);
1040 op->destroy ();
1165 continue; 1041 continue;
1166 } 1042 }
1167 1043
1168 if (!op->speed) 1044 if (!op->speed)
1169 { 1045 {
1170 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); 1046 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1171 update_ob_speed (op); 1047 "but is on active list\n", &op->arch->name);
1048 op->set_speed (0);
1172 continue; 1049 continue;
1173 } 1050 }
1174 1051
1175 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL) 1052 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1176 { 1053 {
1177 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count); 1054 LOG (llevError, "BUG: process_events(): Object without map or "
1055 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1178 op->speed = 0; 1056 op->set_speed (0);
1179 update_ob_speed (op);
1180 continue; 1057 continue;
1181 } 1058 }
1182 1059
1183 if (map != NULL && op->map != map)
1184 continue;
1185
1186 /* Animate the object. Bug of feature that andim_speed 1060 /* Animate the object. Bug or feature that anim_speed
1187 * is based on ticks, and not the creatures speed? 1061 * is based on ticks, and not the creatures speed?
1188 */ 1062 */
1189 if (op->anim_speed && op->last_anim >= op->anim_speed) 1063 if (op->anim_speed && op->last_anim >= op->anim_speed)
1190 { 1064 {
1191 if ((op->type == PLAYER) || (op->type == MONSTER)) 1065 if ((op->type == PLAYER))
1192 animate_object (op, op->facing); 1066 animate_object (op, op->facing);
1193 else 1067 else
1194 animate_object (op, op->direction); 1068 animate_object (op, op->direction);
1195 1069
1196 op->last_anim = 1; 1070 op->last_anim = 1;
1232 if (marker->active_prev != NULL) 1106 if (marker->active_prev != NULL)
1233 marker->active_prev->active_next = NULL; 1107 marker->active_prev->active_next = NULL;
1234 else 1108 else
1235 active_objects = NULL; 1109 active_objects = NULL;
1236 1110
1237 process_players2 (map); 1111 process_players2 ();
1238} 1112}
1239 1113
1240void 1114void
1241clean_tmp_files (void) 1115clean_tmp_files (void)
1242{ 1116{
1243 mapstruct *m, *next; 1117 maptile *m, *next;
1244 1118
1245 LOG (llevInfo, "Cleaning up...\n"); 1119 LOG (llevInfo, "Cleaning up...\n");
1246 1120
1247 /* We save the maps - it may not be intuitive why, but if there are unique 1121 /* 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 1122 * items, we need to save the map so they get saved off. Perhaps we should
1249 * just make a special function that only saves the unique items. 1123 * just make a special function that only saves the unique items.
1250 */ 1124 */
1251 for (m = first_map; m != NULL; m = next) 1125 for_all_maps (m)
1252 {
1253 next = m->next;
1254 if (m->in_memory == MAP_IN_MEMORY) 1126 if (m->in_memory == MAP_IN_MEMORY)
1255 {
1256 /* If we want to reuse the temp maps, swap it out (note that will also 1127 /* If we want to reuse the temp maps, swap it out (note that will also
1257 * update the log file. Otherwise, save the map (mostly for unique item 1128 * update the log file.
1258 * stuff). Note that the clean_tmp_map is called after the end of
1259 * the for loop but is in the #else bracket. IF we are recycling the maps,
1260 * we certainly don't want the temp maps removed.
1261 */ 1129 */
1262
1263 /* XXX The above comment is dead wrong */
1264 if (settings.recycle_tmp_maps == TRUE)
1265 swap_map (m); 1130 swap_map (m);
1266 else 1131
1267 {
1268 new_save_map (m, 0); /* note we save here into a overlay map */
1269 clean_tmp_map (m);
1270 }
1271 }
1272 }
1273 write_todclock (); /* lets just write the clock here */ 1132 write_todclock (); /* lets just write the clock here */
1274} 1133}
1275 1134
1276/* clean up everything before exiting */ 1135/* clean up everything before exiting */
1277void 1136void
1278cleanup (void) 1137cleanup (bool make_core)
1279{ 1138{
1280 LOG (llevDebug, "Cleanup called.\n"); 1139 LOG (llevDebug, "Cleanup called.\n");
1140
1141 if (init_done)
1142 {
1143 for_all_players (pl)
1144 pl->save (1);
1145
1146 for_all_players (pl)
1147 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1148 leave_map (pl->ob);
1149
1150 clean_tmp_files ();
1281 write_book_archive (); 1151 write_book_archive ();
1282 1152
1283 INVOKE_GLOBAL (CLEANUP); 1153 INVOKE_GLOBAL (CLEANUP);
1154 }
1284 1155
1156 if (make_core)
1157 abort ();
1158 else
1285 _exit (0); 1159 _exit (0);
1286} 1160}
1287 1161
1288void 1162void
1289leave (player *pl, int draw_exit) 1163leave (player *pl, int draw_exit)
1290{ 1164{
1291 if (pl != NULL) 1165 if (pl)
1292 { 1166 {
1167 if (pl->ob->type != DEAD_OBJECT)
1168 {
1169 /* If a hidden dm dropped connection do not create
1170 * inconsistencies by showing that they have left the game
1171 */
1172 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1173 && draw_exit)
1174 {
1175 if (pl->ob->map)
1176 {
1177 INVOKE_PLAYER (LOGOUT, pl);
1178 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
1179 }
1180
1181 char buf[MAX_BUF];
1182
1183 sprintf (buf, "%s left the game.", &pl->ob->name);
1184 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1185 }
1186
1187 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1188 leave_map (pl->ob);
1189
1190 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1191 }
1192
1293 /* We do this so that the socket handling routine can do the final 1193 /* We do this so that the socket handling routine can do the final
1294 * cleanup. We also leave that loop to actually handle the freeing 1194 * cleanup. We also leave that loop to actually handle the freeing
1295 * of the data. 1195 * of the data.
1296 */ 1196 */
1297 if (pl->ob->type != DEAD_OBJECT) 1197 if (pl->ns)
1298 { 1198 pl->ns->destroy ();
1299 pl->socket.status = Ns_Dead;
1300 1199
1301 /* If a hidden dm dropped connection do not create
1302 * inconsistencies by showing that they have left the game
1303 */
1304 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))
1306 {
1307 if (pl->ob->map)
1308 {
1309 INVOKE_PLAYER (LOGOUT, pl);
1310 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1311 }
1312
1313 char buf[MAX_BUF];
1314
1315 sprintf (buf, "%s left the game.", &pl->ob->name);
1316 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1317 }
1318
1319 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1320 leave_map (pl->ob);
1321
1322 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1323 }
1324 } 1200 }
1325} 1201}
1326 1202
1327int 1203int
1328forbid_play (void) 1204forbid_play (void)
1391extern unsigned long todtick; 1267extern unsigned long todtick;
1392 1268
1393void 1269void
1394do_specials (void) 1270do_specials (void)
1395{ 1271{
1396
1397#ifdef WATCHDOG
1398 if (!(pticks % 503))
1399 watchdog ();
1400#endif
1401
1402 if (!(pticks % PTICKS_PER_CLOCK)) 1272 if (!(pticks % PTICKS_PER_CLOCK))
1403 tick_the_clock (); 1273 tick_the_clock ();
1404 1274
1405 if (!(pticks % 7)) 1275 if (!(pticks % 7))
1406 shstr::gc (); 1276 shstr::gc ();
1409 flush_old_maps (); /* Clears the tmp-files of maps which have reset */ 1279 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1410 1280
1411 if (!(pticks % 2503)) 1281 if (!(pticks % 2503))
1412 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 1282 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1413 1283
1414 if (!(pticks % 2521))
1415 metaserver_update (); /* 2500 ticks is about 5 minutes */
1416
1417 if (!(pticks % 5003)) 1284 if (!(pticks % 5003))
1418 write_book_archive (); 1285 write_book_archive ();
1419 1286
1420 if (!(pticks % 5009)) 1287 if (!(pticks % 5009))
1421 clean_friendly_list (); 1288 clean_friendly_list ();
1430void 1297void
1431server_tick () 1298server_tick ()
1432{ 1299{
1433 nroferrors = 0; 1300 nroferrors = 0;
1434 1301
1302 // first do the user visible stuff
1435 doeric_server (); 1303 doeric_server ();
1436 INVOKE_GLOBAL (CLOCK); 1304 INVOKE_GLOBAL (CLOCK);
1437 process_events (NULL); /* "do" something with objects with speed */ 1305 process_events (); /* "do" something with objects with speed */
1438 flush_sockets (); 1306 flush_sockets ();
1307
1308 // then do some bookkeeping, should not really be here
1439 check_active_maps (); /* Removes unused maps after a certain timeout */ 1309 check_active_maps (); /* Removes unused maps after a certain timeout */
1440 do_specials (); /* Routines called from time to time. */ 1310 do_specials (); /* Routines called from time to time. */
1441 object::free_mortals (); 1311 attachable::check_mortals ();
1442 1312
1443 ++pticks; 1313 ++pticks;
1444} 1314}
1445 1315
1446int 1316int
1447main (int argc, char **argv) 1317main (int argc, char **argv)
1448{ 1318{
1449 settings.argc = argc; 1319 settings.argc = argc;
1450 settings.argv = argv; 1320 settings.argv = argv;
1451
1452 cfperl_init ();
1453 1321
1454 init (argc, argv); 1322 init (argc, argv);
1455 1323
1456 initPlugins (); 1324 initPlugins ();
1457 1325

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