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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 1.62 by root, Sat Dec 30 10:16:11 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 op->enter_exit (tmp);
150
205 /* If the player has not changed maps and the name does not match 151 /* If the player has not changed maps and the name does not match
206 * that of the savebed, his savebed map is gone. Lets go back 152 * that of the savebed, his savebed map is gone. Lets go back
207 * to the emergency path. Update what the players savebed is 153 * to the emergency path. Update what the players savebed is
208 * while we're at it. 154 * while we're at it.
209 */ 155 */
156 //TODO: must go - move to interim map
210 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path)) 157 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
211 { 158 {
212 LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n", 159 LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location\n",
213 settings.emergency_mapname, &op->name, op->contr->savebed_map); 160 &op->name, op->contr->savebed_map);
214 strcpy (op->contr->savebed_map, settings.emergency_mapname); 161 strcpy (op->contr->savebed_map, "/world/world_105_115");
215 op->contr->bed_x = settings.emergency_x; 162 op->contr->bed_x = 5;
216 op->contr->bed_y = settings.emergency_y; 163 op->contr->bed_y = 37;
217 EXIT_PATH (tmp) = op->contr->savebed_map; 164 EXIT_PATH (tmp) = op->contr->savebed_map;
218 EXIT_X (tmp) = op->contr->bed_x; 165 EXIT_X (tmp) = op->contr->bed_x;
219 EXIT_Y (tmp) = op->contr->bed_y; 166 EXIT_Y (tmp) = op->contr->bed_y;
220 enter_exit (op, tmp); 167 op->enter_exit (tmp);
221 }
222 free_object (tmp);
223}
224
225/* All this really is is a glorified remove_object that also updates
226 * the counts on the map if needed.
227 */
228void
229leave_map (object *op)
230{
231 mapstruct *oldmap = op->map;
232
233 remove_ob (op);
234
235 if (oldmap)
236 { 168 }
237 if (!op->contr->hidden) 169
238 oldmap->players--; 170 tmp->destroy ();
239 if (oldmap->players <= 0)
240 { /* can be less than zero due to errors in tracking this */
241 set_map_timeout (oldmap);
242 }
243 }
244} 171}
245 172
246/* 173/*
247 * enter_map(): Moves the player and pets from current map (if any) to 174 * enter_map(): Moves the player and pets from current map (if any) to
248 * new map. map, x, y must be set. map is the map we are moving the 175 * new map. map, x, y must be set. map is the map we are moving the
249 * player to - it could be the map he just came from if the load failed for 176 * 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 177 * whatever reason. If default map coordinates are to be used, then
251 * the function that calls this should figure them out. 178 * the function that calls this should figure them out.
252 */ 179 */
253static void 180void
254enter_map (object *op, mapstruct *newmap, int x, int y) 181object::enter_map (maptile *newmap, int x, int y)
255{ 182{
256 mapstruct *oldmap = op->map; 183 if (!newmap->load ())
184 return;
257 185
258 if (out_of_map (newmap, x, y)) 186 if (out_of_map (newmap, x, y))
259 { 187 {
260 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); 188 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); 189 x = newmap->enter_x;
262 y = MAP_ENTER_Y (newmap); 190 y = newmap->enter_y;
263 if (out_of_map (newmap, x, y)) 191 if (out_of_map (newmap, x, y))
264 { 192 {
265 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 193 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)); 194 &newmap->path, x, y, newmap->width, newmap->height);
267 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 195 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
268 return; 196 return;
269 } 197 }
270 } 198 }
199
271 /* try to find a spot for the player */ 200 /* try to find a spot for the player */
272 if (ob_blocked (op, newmap, x, y)) 201 if (ob_blocked (this, newmap, x, y))
273 { /* First choice blocked */ 202 { /* First choice blocked */
274 /* We try to find a spot for the player, starting closest in. 203 /* 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, 204 * We could use find_first_free_spot, but that doesn't randomize it at all,
276 * So for example, if the north space is free, you would always end up there even 205 * So for example, if the north space is free, you would always end up there even
277 * if other spaces around are available. 206 * if other spaces around are available.
278 * Note that for the second and third calls, we could start at a position other 207 * Note that for the second and third calls, we could start at a position other
279 * than one, but then we could end up on the other side of walls and so forth. 208 * than one, but then we could end up on the other side of walls and so forth.
280 */ 209 */
281 int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1); 210 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
282 211
283 if (i == -1) 212 if (i == -1)
284 { 213 {
285 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 214 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
286 if (i == -1) 215 if (i == -1)
287 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 216 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
288 } 217 }
218
289 if (i != -1) 219 if (i != -1)
290 { 220 {
291 x += freearr_x[i]; 221 x += freearr_x[i];
292 y += freearr_y[i]; 222 y += freearr_y[i];
293 } 223 }
294 else 224 else
295 {
296 /* not much we can do in this case. */ 225 /* 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); 226 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 }
299 } /* end if looking for free spot */
300
301 if (op->map != NULL)
302 { 227 }
303 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap)); 228
229 if (map)
304 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)); 230 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
305 } 231 return;
232
233 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
234 return;
235
236 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
237 return;
306 238
307 /* If it is a player login, he has yet to be inserted anyplace. 239 /* If it is a player login, he has yet to be inserted anyplace.
308 * otherwise, we need to deal with removing the player here. 240 * otherwise, we need to deal with removing the player here.
309 */ 241 */
310 if (!QUERY_FLAG (op, FLAG_REMOVED))
311 remove_ob (op); 242 remove ();
312 243
313 /* remove_ob clears these so they must be reset after the remove_ob call */
314 op->x = x; 244 this->x = x;
315 op->y = y; 245 this->y = y;
316 op->map = newmap; 246 map = newmap;
247
317 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 248 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
318
319 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
320
321 if (!op->contr->hidden)
322 newmap->players++;
323 249
324 newmap->timeout = 0; 250 newmap->timeout = 0;
325 op->enemy = NULL; 251 enemy = NULL;
326 252
327 if (op->contr) 253 if (contr)
328 { 254 {
329 strcpy (op->contr->maplevel, newmap->path); 255 strcpy (contr->maplevel, newmap->path);
330 op->contr->count = 0; 256 contr->count = 0;
331 } 257 }
332 258
333 /* Update any golems */ 259 /* Update any golems */
334 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 260 if (type == PLAYER && contr->ranges[range_golem])
335 { 261 {
336 int i = find_free_spot (op->contr->ranges[range_golem], newmap, 262 int i = find_free_spot (contr->ranges[range_golem], newmap,
337 x, y, 1, SIZEOFFREE); 263 x, y, 1, SIZEOFFREE);
338 264
339 remove_ob (op->contr->ranges[range_golem]); 265 contr->ranges[range_golem]->remove ();
266
340 if (i == -1) 267 if (i == -1)
341 { 268 {
342 remove_friendly_object (op->contr->ranges[range_golem]); 269 remove_friendly_object (contr->ranges[range_golem]);
343 free_object (op->contr->ranges[range_golem]); 270 contr->ranges[range_golem]->destroy ();
344 op->contr->ranges[range_golem] = NULL; 271 contr->ranges[range_golem] = 0;
345 op->contr->golem_count = 0;
346 } 272 }
347 else 273 else
348 { 274 {
349 object *tmp;
350
351 for (tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) 275 for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
352 { 276 {
353 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); 277 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); 278 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
355 tmp->map = newmap; 279 tmp->map = newmap;
356 } 280 }
281
357 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0); 282 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
358 op->contr->ranges[range_golem]->direction = 283 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); 284 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
360 } 285 }
361 } 286 }
287
362 op->direction = 0; 288 direction = 0;
363 289
364 /* since the players map is already loaded, we don't need to worry 290 /* since the players map is already loaded, we don't need to worry
365 * about pending objects. 291 * about pending objects.
366 */ 292 */
367 remove_all_pets (newmap); 293 remove_all_pets (newmap);
368
369 /* If the player is changing maps, we need to do some special things
370 * Do this after the player is on the new map - otherwise the force swap of the
371 * old map does not work.
372 */
373 if (oldmap != newmap)
374 {
375 if (oldmap) /* adjust old map */
376 {
377 oldmap->players--;
378
379 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
380 set_map_timeout (oldmap);
381 }
382 }
383} 294}
384
385void
386set_map_timeout (mapstruct *oldmap)
387{
388#if MAP_MAXTIMEOUT
389 oldmap->timeout = MAP_TIMEOUT (oldmap);
390 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
391 * lower than the min value.
392 */
393# if MAP_MINTIMEOUT
394 if (oldmap->timeout < MAP_MINTIMEOUT)
395 {
396 oldmap->timeout = MAP_MINTIMEOUT;
397 }
398# endif
399 if (oldmap->timeout > MAP_MAXTIMEOUT)
400 {
401 oldmap->timeout = MAP_MAXTIMEOUT;
402 }
403#else
404 /* save out the map */
405 swap_map (oldmap);
406#endif /* MAP_MAXTIMEOUT */
407}
408
409 295
410/* clean_path takes a path and replaces all / with _ 296/* clean_path takes a path and replaces all / with _
411 * We do a strcpy so that we do not change the original string. 297 * We do a strcpy so that we do not change the original string.
412 */ 298 */
413char * 299char *
420 if (*cp == '/') 306 if (*cp == '/')
421 *cp = '_'; 307 *cp = '_';
422 308
423 return newpath; 309 return newpath;
424} 310}
425
426 311
427/* unclean_path takes a path and replaces all _ with / 312/* unclean_path takes a path and replaces all _ with /
428 * This basically undoes clean path. 313 * This basically undoes clean path.
429 * We do a strcpy so that we do not change the original string. 314 * We do a strcpy so that we do not change the original string.
430 * We are smart enough to start after the last / in case we 315 * We are smart enough to start after the last / in case we
444 *cp = '/'; 329 *cp = '/';
445 330
446 return newpath; 331 return newpath;
447} 332}
448 333
449
450/* The player is trying to enter a randomly generated map. In this case, generate the
451 * random map as needed.
452 */
453
454static void
455enter_random_map (object *pl, object *exit_ob)
456{
457 mapstruct *new_map;
458 char newmap_name[HUGE_BUF], *cp;
459 static int reference_number = 0;
460 RMParms rp;
461
462 memset (&rp, 0, sizeof (RMParms));
463 rp.Xsize = -1;
464 rp.Ysize = -1;
465 rp.region = get_region_by_map (exit_ob->map);
466 if (exit_ob->msg)
467 set_random_map_variable (&rp, exit_ob->msg);
468 rp.origin_x = exit_ob->x;
469 rp.origin_y = exit_ob->y;
470 strcpy (rp.origin_map, pl->map->path);
471
472 /* 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.
474 * Take the last component (after the last slash) to give
475 * shorter names without bogus slashes.
476 */
477 if (rp.final_map[0])
478 {
479 cp = strrchr (rp.final_map, '/');
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
499 /* now to generate the actual map. */
500 new_map = generate_random_map (newmap_name, &rp);
501
502 /* Update the exit_ob so it now points directly at the newly created
503 * random maps. Not that it is likely to happen, but it does mean that a
504 * exit in a unique map leading to a random map will not work properly.
505 * It also means that if the created random map gets reset before
506 * the exit leading to it, that the exit will no longer work.
507 */
508 if (new_map)
509 {
510 int x, y;
511
512 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
513 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
514 EXIT_PATH (exit_ob) = newmap_name;
515 strcpy (new_map->path, newmap_name);
516 enter_map (pl, new_map, x, y);
517 }
518}
519
520/* The player is trying to enter a non-randomly generated template map. In this
521 * case, use a map file for a template
522 */
523
524static void
525enter_fixed_template_map (object *pl, object *exit_ob)
526{
527 mapstruct *new_map;
528 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
529 const char *new_map_name;
530
531 /* Split the exit path string into two parts, one
532 * for where to store the map, and one for were
533 * to generate the map from.
534 */
535 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
536 sourcemap = strchr (exitpath, '!');
537 if (!sourcemap)
538 {
539 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
540 /* Should only occur when no source map is set.
541 */
542 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);
544 return;
545 }
546 *sourcemap++ = '\0';
547
548 /* If we are not coming from a template map, we can use relative directories
549 * for the map to generate from.
550 */
551 if (!exit_ob->map->templatemap)
552 {
553 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
554 }
555
556 /* 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.
558 */
559 sprintf (tmpnum, "%d", exit_ob->x);
560 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
561
562 sprintf (tmpnum, "%d", exit_ob->y);
563 sprintf (tmpstring, "%s", resultname);
564 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
565
566 sprintf (tmpstring, "%s", resultname);
567 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
568
569 /* If we are coming from another template map, use reletive paths unless
570 * indicated otherwise.
571 */
572 if (exit_ob->map->templatemap && (resultname[0] != '/'))
573 {
574 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
575 }
576 else
577 {
578 new_map_name = create_template_pathname (resultname);
579 }
580
581 /* Attempt to load the map, if unable to, then
582 * create the map from the template.
583 */
584 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
585 if (!new_map)
586 {
587 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
588 if (new_map)
589 fix_auto_apply (new_map);
590 }
591
592 if (new_map)
593 {
594 /* set the path of the map to where it should be
595 * so we don't just save over the source map.
596 */
597 strcpy (new_map->path, new_map_name);
598 new_map->templatemap = 1;
599 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
600 }
601 else
602 {
603 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
604 /* Should only occur when an invalid source map is set.
605 */
606 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);
608 }
609}
610
611
612/* The player is trying to enter a randomly generated template map. In this
613 * case, generate the map as needed.
614 */
615
616static void
617enter_random_template_map (object *pl, object *exit_ob)
618{
619 mapstruct *new_map;
620 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
621 const char *new_map_name;
622 RMParms rp;
623
624 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
625 * of the exit, and the name of the map the exit is on, respectively.
626 */
627 sprintf (tmpnum, "%d", exit_ob->x);
628 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
629
630 sprintf (tmpnum, "%d", exit_ob->y);
631 sprintf (tmpstring, "%s", resultname);
632 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
633
634 sprintf (tmpstring, "%s", resultname);
635 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
636
637 /* If we are coming from another template map, use reletive paths unless
638 * indicated otherwise.
639 */
640 if (exit_ob->map->templatemap && (resultname[0] != '/'))
641 {
642 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
643 }
644 else
645 {
646 new_map_name = create_template_pathname (resultname);
647 }
648
649 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
650 if (!new_map)
651 {
652 memset (&rp, 0, sizeof (RMParms));
653 rp.Xsize = -1;
654 rp.Ysize = -1;
655 rp.region = get_region_by_map (exit_ob->map);
656 if (exit_ob->msg)
657 set_random_map_variable (&rp, exit_ob->msg);
658 rp.origin_x = exit_ob->x;
659 rp.origin_y = exit_ob->y;
660 strcpy (rp.origin_map, pl->map->path);
661
662 /* now to generate the actual map. */
663 new_map = generate_random_map (new_map_name, &rp);
664 }
665
666
667 /* Update the exit_ob so it now points directly at the newly created
668 * random maps. Not that it is likely to happen, but it does mean that a
669 * exit in a unique map leading to a random map will not work properly.
670 * It also means that if the created random map gets reset before
671 * the exit leading to it, that the exit will no longer work.
672 */
673 if (new_map)
674 {
675 int x, y;
676
677 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
678 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
679 new_map->templatemap = 1;
680 enter_map (pl, new_map, x, y);
681 }
682}
683
684
685/* Code to enter/detect a character entering a unique map.
686 */
687static void
688enter_unique_map (object *op, object *exit_ob)
689{
690 char apartment[HUGE_BUF];
691 mapstruct *newmap;
692
693 if (EXIT_PATH (exit_ob)[0] == '/')
694 {
695 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);
697 if (!newmap)
698 {
699 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
700 if (newmap)
701 fix_auto_apply (newmap);
702 }
703 }
704 else
705 { /* relative directory */
706 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
707
708 if (exit_ob->map->unique)
709 {
710
711 strcpy (reldir, unclean_path (exit_ob->map->path));
712
713 /* Need to copy this over, as clean_path only has one static return buffer */
714 strcpy (tmpc, clean_path (reldir));
715 /* Remove final component, if any */
716 if ((cp = strrchr (tmpc, '_')) != NULL)
717 *cp = 0;
718
719 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
720
721 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
722 if (!newmap)
723 {
724 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
725 if (newmap)
726 fix_auto_apply (newmap);
727 }
728 }
729 else
730 {
731 /* The exit is unique, but the map we are coming from is not unique. So
732 * use the basic logic - don't need to demangle the path name
733 */
734 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
735 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
736 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
737 if (!newmap)
738 {
739 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
740 if (newmap)
741 fix_auto_apply (newmap);
742 }
743 }
744 }
745
746 if (newmap)
747 {
748 strcpy (newmap->path, apartment);
749 newmap->unique = 1;
750 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
751 }
752 else
753 {
754 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
755 /* Perhaps not critical, but I would think that the unique maps
756 * should be new enough this does not happen. This also creates
757 * a strange situation where some players could perhaps have visited
758 * such a map before it was removed, so they have the private
759 * map, but other players can't get it anymore.
760 */
761 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
762 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
763 }
764
765}
766
767
768/* Tries to move 'op' to exit_ob. op is the character or monster that is
769 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
770 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
771 * move the object to. This is used when loading the player.
772 *
773 * Largely redone by MSW 2001-01-21 - this function was overly complex
774 * and had some obscure bugs.
775 */
776
777void
778enter_exit (object *op, object *exit_ob)
779{
780#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
781 object *tmp;
782
783 /* It may be nice to support other creatures moving across
784 * exits, but right now a lot of the code looks at op->contr,
785 * so thta is an RFE.
786 */
787 if (op->type != PLAYER)
788 return;
789
790 /* First, lets figure out what map the player is going to go to */
791 if (exit_ob)
792 {
793
794 /* check to see if we make a template map */
795 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
796 {
797 if (EXIT_PATH (exit_ob)[2] == '!')
798 {
799 /* generate a template map randomly */
800 enter_random_template_map (op, exit_ob);
801 }
802 else
803 {
804 /* generate a template map from a fixed template */
805 enter_fixed_template_map (op, exit_ob);
806 }
807 }
808 /* check to see if we make a randomly generated map */
809 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
810 {
811 enter_random_map (op, exit_ob);
812 }
813 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
814 {
815 enter_unique_map (op, exit_ob);
816 }
817 else
818 {
819 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
820
821 /* 'Normal' exits that do not do anything special
822 * Simple enough we don't need another routine for it.
823 */
824 mapstruct *newmap;
825
826 if (exit_ob->map)
827 {
828 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
830 * map.
831 */
832 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
833 {
834 /* Maps that go down have a message set. However, maps that go
835 * up, don't. If the going home has reset, there isn't much
836 * point generating a random map, because it won't match the maps.
837 */
838 if (exit_ob->msg)
839 {
840 enter_random_map (op, exit_ob);
841 }
842 else
843 {
844 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
845 return;
846 }
847
848 /* For exits that cause damages (like pits). Don't know if any
849 * random maps use this or not.
850 */
851 if (exit_ob->stats.dam && op->type == PLAYER)
852 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
853 return;
854 }
855 }
856 else
857 {
858 /* For word of recall and other force objects
859 * They contain the full pathname of the map to go back to,
860 * so we don't need to normalize it.
861 * But we do need to see if it is unique or not
862 */
863 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
864 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
865 else
866 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
867 }
868 if (!newmap)
869 {
870 if (exit_ob->name)
871 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
872 /* don't cry to momma if name is not set - as in tmp objects
873 * used by the savebed code and character creation */
874 return;
875 }
876
877 /* This supports the old behaviour, but it really should not be used.
878 * I will note for example that with this method, it is impossible to
879 * set 0,0 destination coordinates. Really, if we want to support
880 * using the new maps default coordinates, the exit ob should use
881 * something like -1, -1 so it is clear to do that.
882 */
883 if (x == 0 && y == 0)
884 {
885 x = MAP_ENTER_X (newmap);
886 y = MAP_ENTER_Y (newmap);
887 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>");
889 }
890
891 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
892 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
893 {
894 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
896 {
897 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
898 break;
899 }
900 if (tmp)
901 {
902 remove_ob (tmp);
903 free_object (tmp);
904 }
905
906 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);
908 save_player (op, 1);
909 /* 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,
911 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
912 }
913
914 enter_map (op, newmap, x, y);
915 }
916 /* For exits that cause damages (like pits) */
917 if (exit_ob->stats.dam && op->type == PLAYER)
918 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
919 }
920 else
921 {
922 int flags = 0;
923 mapstruct *newmap;
924
925
926 /* Hypothetically, I guess its possible that a standard map matches
927 * the localdir, but that seems pretty unlikely - unlikely enough that
928 * 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
930 * the localdir to that name. So its an easy way to see of the map is
931 * unique or not.
932 */
933 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
934 flags = MAP_PLAYER_UNIQUE;
935
936 /* newmap returns the map (if already loaded), or loads it for
937 * us.
938 */
939 newmap = ready_map_name (op->contr->maplevel, flags);
940 if (!newmap)
941 {
942 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
943 newmap = ready_map_name (settings.emergency_mapname, 0);
944 op->x = settings.emergency_x;
945 op->y = settings.emergency_y;
946 /* If we can't load the emergency map, something is probably really
947 * screwed up, so bail out now.
948 */
949 if (!newmap)
950 {
951 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
952 abort ();
953 }
954 }
955 enter_map (op, newmap, op->x, op->y);
956 }
957}
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
976/* process_players1 and process_players2 do all the player related stuff. 334/* 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 335 * 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 336 * 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 337 * by the various functions. process_players1() does the processing before
980 * objects have been updated, process_players2() does the processing that 338 * objects have been updated, process_players2() does the processing that
981 * is needed after the players have been updated. 339 * is needed after the players have been updated.
982 */ 340 */
983 341static void
984void 342process_players1 ()
985process_players1 (mapstruct *map)
986{ 343{
987 int flag; 344 int flag;
988 player *pl, *plnext;
989 345
990 /* Basically, we keep looping until all the players have done their actions. */ 346 /* Basically, we keep looping until all the players have done their actions. */
991 for (flag = 1; flag != 0;) 347 for (flag = 1; flag != 0;)
992 { 348 {
993 flag = 0; 349 flag = 0;
994 for (pl = first_player; pl != NULL; pl = plnext) 350 for_all_players (pl)
995 { 351 {
996 plnext = pl->next; /* In case a player exits the game in handle_player() */ 352 pl->refcnt_chk ();
997 353
998 if (pl->ob == NULL) 354 if (!pl->ob || !pl->ns)
999 continue; 355 continue;
1000 356
1001 if (map != NULL && pl->ob->map != map)
1002 continue;
1003
1004 if (pl->ob->speed_left > 0) 357 if (pl->ob->speed_left > 0)
1005 {
1006 if (handle_newcs_player (pl->ob)) 358 if (handle_newcs_player (pl->ob))
1007 flag = 1; 359 flag = 1;
1008 } /* end if player has speed left */
1009 360
1010 /* If the player is not actively playing, don't make a 361 /* If the player is not actively playing, don't make a
1011 * backup save - nothing to save anyway. Plus, the 362 * backup save - nothing to save anyway. Plus, the
1012 * map may not longer be valid. This can happen when the 363 * map may not longer be valid. This can happen when the
1013 * player quits - they exist for purposes of tracking on the map, 364 * player quits - they exist for purposes of tracking on the map,
1018 369
1019#ifdef AUTOSAVE 370#ifdef AUTOSAVE
1020 /* check for ST_PLAYING state so that we don't try to save off when 371 /* check for ST_PLAYING state so that we don't try to save off when
1021 * the player is logging in. 372 * the player is logging in.
1022 */ 373 */
1023 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING) 374 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
1024 { 375 {
1025 /* Don't save the player on unholy ground. Instead, increase the 376 pl->ob->contr->save ();
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);
1033 pl->last_save_tick = pticks; 377 pl->last_save_tick = pticks;
1034// }
1035 } 378 }
1036#endif 379#endif
1037 } /* end of for loop for all the players */ 380 } /* end of for loop for all the players */
1038 } /* for flag */ 381 } /* for flag */
1039 for (pl = first_player; pl != NULL; pl = pl->next) 382
383 for_all_players (pl)
1040 { 384 {
1041 if (map != NULL && (pl->ob == NULL || pl->ob->map != map)) 385 if (!pl->ob || !pl->ns)
1042 continue; 386 continue;
387
1043 if (settings.casting_time == TRUE) 388 if (settings.casting_time)
1044 { 389 {
1045 if (pl->ob->casting_time > 0) 390 if (pl->ob->casting_time > 0)
1046 { 391 {
1047 pl->ob->casting_time--; 392 pl->ob->casting_time--;
1048 pl->ob->start_holding = 1; 393 pl->ob->start_holding = 1;
1049 } 394 }
395
1050 /* set spell_state so we can update the range in stats field */ 396 /* set spell_state so we can update the range in stats field */
1051 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) 397 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1052 {
1053 pl->ob->start_holding = 0; 398 pl->ob->start_holding = 0;
1054 } 399 }
1055 } 400
1056 do_some_living (pl->ob); 401 do_some_living (pl->ob);
1057 /* draw(pl->ob); *//* updated in socket code */
1058 } 402 }
1059} 403}
1060 404
1061void 405static void
1062process_players2 (mapstruct *map) 406process_players2 ()
1063{ 407{
1064 player *pl;
1065
1066 /* Then check if any players should use weapon-speed instead of speed */ 408 /* Then check if any players should use weapon-speed instead of speed */
1067 for (pl = first_player; pl != NULL; pl = pl->next) 409 for_all_players (pl)
1068 { 410 {
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 - 411 /* The code that did weapon_sp handling here was out of place -
1080 * this isn't called until after the player has finished there 412 * 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 413 * actions, and is thus out of place. All we do here is bounds
1082 * checking. 414 * checking.
1083 */ 415 */
1089 /* This needs to be here - if the player is running, we need to 421 /* 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 422 * clear this each tick, but new commands are not being received
1091 * so execute_newserver_command() is never called 423 * so execute_newserver_command() is never called
1092 */ 424 */
1093 pl->has_hit = 0; 425 pl->has_hit = 0;
1094
1095 } 426 }
1096 else if (pl->ob->speed_left > pl->ob->speed) 427 else if (pl->ob->speed_left > pl->ob->speed)
1097 pl->ob->speed_left = pl->ob->speed; 428 pl->ob->speed_left = pl->ob->speed;
1098 } 429 }
1099} 430}
1100 431
1101void 432void
1102process_events (mapstruct *map) 433process_events ()
1103{ 434{
1104 object *op; 435 object *op;
1105 436
1106 static object *marker; 437 static object_ptr marker_;
438
1107 if (!marker) 439 if (!marker_)
1108 marker = get_object (); 440 marker_ = object::create ();
1109 441
442 object *marker = marker_;
443
1110 process_players1 (map); 444 process_players1 ();
1111 445
1112 marker->active_next = active_objects; 446 marker->active_next = active_objects;
1113 447
1114 if (marker->active_next) 448 if (marker->active_next)
1115 marker->active_next->active_prev = marker; 449 marker->active_next->active_prev = marker;
1116 450
1117 marker->active_prev = NULL; 451 marker->active_prev = 0;
1118 active_objects = marker; 452 active_objects = marker;
1119 453
1120 while (marker->active_next) 454 while (marker->active_next)
1121 { 455 {
1122 op = marker->active_next; 456 op = marker->active_next;
1139 473
1140 /* Now process op */ 474 /* Now process op */
1141 if (QUERY_FLAG (op, FLAG_FREED)) 475 if (QUERY_FLAG (op, FLAG_FREED))
1142 { 476 {
1143 LOG (llevError, "BUG: process_events(): Free object on list\n"); 477 LOG (llevError, "BUG: process_events(): Free object on list\n");
1144 op->speed = 0; 478 op->set_speed (0);
1145 update_ob_speed (op);
1146 continue; 479 continue;
1147 } 480 }
1148 481
1149 /* I've seen occasional crashes due to this - the object is removed, 482 /* 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 483 * and thus the map it points to (last map it was on) may be bogus
1157 * around. 490 * around.
1158 */ 491 */
1159 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY) 492 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1160 { 493 {
1161 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 494 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1162 dump_object (op); 495 char *dump = dump_object (op);
1163 LOG (llevError, errmsg); 496 LOG (llevError, dump);
1164 free_object (op); 497 free (dump);
498 op->destroy ();
1165 continue; 499 continue;
1166 } 500 }
1167 501
1168 if (!op->speed) 502 if (!op->speed)
1169 { 503 {
1170 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); 504 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1171 update_ob_speed (op); 505 "but is on active list\n", &op->arch->name);
506 op->set_speed (0);
1172 continue; 507 continue;
1173 } 508 }
1174 509
1175 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL) 510 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1176 { 511 {
1177 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count); 512 LOG (llevError, "BUG: process_events(): Object without map or "
513 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1178 op->speed = 0; 514 op->set_speed (0);
1179 update_ob_speed (op);
1180 continue; 515 continue;
1181 } 516 }
1182 517
1183 if (map != NULL && op->map != map)
1184 continue;
1185
1186 /* Animate the object. Bug of feature that andim_speed 518 /* Animate the object. Bug or feature that anim_speed
1187 * is based on ticks, and not the creatures speed? 519 * is based on ticks, and not the creatures speed?
1188 */ 520 */
1189 if (op->anim_speed && op->last_anim >= op->anim_speed) 521 if (op->anim_speed && op->last_anim >= op->anim_speed)
1190 { 522 {
1191 if ((op->type == PLAYER) || (op->type == MONSTER)) 523 if ((op->type == PLAYER))
1192 animate_object (op, op->facing); 524 animate_object (op, op->facing);
1193 else 525 else
1194 animate_object (op, op->direction); 526 animate_object (op, op->direction);
1195 527
1196 op->last_anim = 1; 528 op->last_anim = 1;
1232 if (marker->active_prev != NULL) 564 if (marker->active_prev != NULL)
1233 marker->active_prev->active_next = NULL; 565 marker->active_prev->active_next = NULL;
1234 else 566 else
1235 active_objects = NULL; 567 active_objects = NULL;
1236 568
1237 process_players2 (map); 569 process_players2 ();
1238} 570}
1239 571
572/* clean up everything before exiting */
1240void 573void
1241clean_tmp_files (void) 574emergency_save ()
1242{ 575{
1243 mapstruct *m, *next; 576 LOG (llevDebug, "emergency save begin.\n");
1244 577
1245 LOG (llevInfo, "Cleaning up...\n"); 578 LOG (llevDebug, "saving players.\n");
579 for_all_players (pl)
580 pl->save (1);
1246 581
1247 /* We save the maps - it may not be intuitive why, but if there are unique 582// for_all_players (pl)
1248 * items, we need to save the map so they get saved off. Perhaps we should 583// if (pl->ob)
1249 * just make a special function that only saves the unique items. 584// pl->ob->remove ();
1250 */ 585
1251 for (m = first_map; m != NULL; m = next) 586 LOG (llevDebug, "saving maps.\n");
587 maptile::emergency_save ();
588
589 LOG (llevDebug, "saving book archive.\n");
590 write_book_archive ();
591
592 LOG (llevDebug, "emergency save done.\n");
593}
594
595/* clean up everything before exiting */
596void
597cleanup (bool make_core)
598{
599 LOG (llevDebug, "cleanup begin.\n");
600
601 in_cleanup = true;
602
603 if (init_done)
604 emergency_save ();
605
606 LOG (llevDebug, "running cleanup handlers.\n");
607 INVOKE_GLOBAL (CLEANUP);
608
609 LOG (llevDebug, "cleanup done.\n");
610
611 if (make_core)
612 abort ();
613 else
614 _exit (0);
615}
616
617void
618leave (player *pl, int draw_exit)
619{
620 if (pl)
1252 { 621 {
1253 next = m->next; 622 if (pl->ob->type != DEAD_OBJECT)
1254 if (m->in_memory == MAP_IN_MEMORY)
1255 { 623 {
1256 /* If we want to reuse the temp maps, swap it out (note that will also 624 /* If a hidden dm dropped connection do not create
1257 * update the log file. Otherwise, save the map (mostly for unique item 625 * inconsistencies by showing that they have left the game
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 */ 626 */
1262 627 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1263 /* XXX The above comment is dead wrong */ 628 && draw_exit)
1264 if (settings.recycle_tmp_maps == TRUE)
1265 swap_map (m);
1266 else
1267 { 629 {
1268 new_save_map (m, 0); /* note we save here into a overlay map */ 630 if (pl->ob->map)
1269 clean_tmp_map (m); 631 {
632 INVOKE_PLAYER (LOGOUT, pl);
633 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
634 }
635
636 char buf[MAX_BUF];
637
638 sprintf (buf, "%s left the game.", &pl->ob->name);
639 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1270 } 640 }
1271 }
1272 }
1273 write_todclock (); /* lets just write the clock here */
1274}
1275 641
1276/* clean up everything before exiting */ 642 pl->ob->remove ();
1277void 643 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1278cleanup (void) 644 }
1279{
1280 LOG (llevDebug, "Cleanup called.\n");
1281 write_book_archive ();
1282 645
1283 INVOKE_GLOBAL (CLEANUP);
1284
1285 _exit (0);
1286}
1287
1288void
1289leave (player *pl, int draw_exit)
1290{
1291 if (pl != NULL)
1292 {
1293 /* We do this so that the socket handling routine can do the final 646 /* 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 647 * cleanup. We also leave that loop to actually handle the freeing
1295 * of the data. 648 * of the data.
1296 */ 649 */
1297 if (pl->ob->type != DEAD_OBJECT) 650 if (pl->ns)
1298 { 651 pl->ns->destroy ();
1299 pl->socket.status = Ns_Dead;
1300 652
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 } 653 }
1325} 654}
1326 655
1327int 656int
1328forbid_play (void) 657forbid_play (void)
1391extern unsigned long todtick; 720extern unsigned long todtick;
1392 721
1393void 722void
1394do_specials (void) 723do_specials (void)
1395{ 724{
1396
1397#ifdef WATCHDOG
1398 if (!(pticks % 503))
1399 watchdog ();
1400#endif
1401
1402 if (!(pticks % PTICKS_PER_CLOCK)) 725 if (!(pticks % PTICKS_PER_CLOCK))
1403 tick_the_clock (); 726 tick_the_clock ();
1404 727
1405 if (!(pticks % 7)) 728 if (!(pticks % 7))
1406 shstr::gc (); 729 shstr::gc ();
1407 730
1408 if (!(pticks % 79))
1409 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1410
1411 if (!(pticks % 2503)) 731 if (!(pticks % 2503))
1412 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 732 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1413 733
1414 if (!(pticks % 2521))
1415 metaserver_update (); /* 2500 ticks is about 5 minutes */
1416
1417 if (!(pticks % 5003)) 734 if (!(pticks % 5003))
1418 write_book_archive (); 735 write_book_archive ();
1419 736
1420 if (!(pticks % 5009)) 737 if (!(pticks % 5009))
1421 clean_friendly_list (); 738 clean_friendly_list ();
1428} 745}
1429 746
1430void 747void
1431server_tick () 748server_tick ()
1432{ 749{
1433 nroferrors = 0; 750 // first do the user visible stuff
1434
1435 doeric_server (); 751 doeric_server ();
1436 INVOKE_GLOBAL (CLOCK); 752 INVOKE_GLOBAL (CLOCK);
1437 process_events (NULL); /* "do" something with objects with speed */ 753 process_events (); /* "do" something with objects with speed */
1438 flush_sockets (); 754 flush_sockets ();
1439 check_active_maps (); /* Removes unused maps after a certain timeout */ 755
756 // then do some bookkeeping, should not really be here
1440 do_specials (); /* Routines called from time to time. */ 757 do_specials (); /* Routines called from time to time. */
1441 object::free_mortals (); 758 attachable::check_mortals ();
1442 759
1443 ++pticks; 760 ++pticks;
1444} 761}
1445 762
1446int 763int
1447main (int argc, char **argv) 764main (int argc, char **argv)
1448{ 765{
1449 settings.argc = argc; 766 settings.argc = argc;
1450 settings.argv = argv; 767 settings.argv = argv;
1451 768
1452 cfperl_init ();
1453
1454 init (argc, argv); 769 init (argc, argv);
1455 770
1456 initPlugins (); 771 initPlugins ();
1457 772
1458 for (;;) 773 for (;;)
1459 cfperl_main (); 774 cfperl_main ();
1460 775
1461 // unreached 776 // unreached
1462 emergency_save (0);
1463 cleanup (); 777 cleanup ();
1464 778
1465 return 0; 779 return 0;
1466} 780}

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