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Comparing deliantra/server/server/main.C (file contents):
Revision 1.34 by root, Sat Sep 30 23:48:57 2006 UTC vs.
Revision 1.53 by root, Fri Dec 22 16:34:00 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
158 * simple case at top - no encryption - makes it easier to read. 153 * simple case at top - no encryption - makes it easier to read.
159 */ 154 */
160char * 155char *
161crypt_string (char *str, char *salt) 156crypt_string (char *str, char *salt)
162{ 157{
163#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES)) 158#if (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
164 return (str); 159 return (str);
165#else 160#else
166 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./"; 161 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
167 char s[2]; 162 char s[2];
168 163
194enter_player_savebed (object *op) 189enter_player_savebed (object *op)
195{ 190{
196 maptile *oldmap = op->map; 191 maptile *oldmap = op->map;
197 object *tmp; 192 object *tmp;
198 193
199 tmp = get_object (); 194 tmp = object::create ();
200 195
201 EXIT_PATH (tmp) = op->contr->savebed_map; 196 EXIT_PATH (tmp) = op->contr->savebed_map;
202 EXIT_X (tmp) = op->contr->bed_x; 197 EXIT_X (tmp) = op->contr->bed_x;
203 EXIT_Y (tmp) = op->contr->bed_y; 198 EXIT_Y (tmp) = op->contr->bed_y;
204 enter_exit (op, tmp); 199 enter_exit (op, tmp);
217 EXIT_PATH (tmp) = op->contr->savebed_map; 212 EXIT_PATH (tmp) = op->contr->savebed_map;
218 EXIT_X (tmp) = op->contr->bed_x; 213 EXIT_X (tmp) = op->contr->bed_x;
219 EXIT_Y (tmp) = op->contr->bed_y; 214 EXIT_Y (tmp) = op->contr->bed_y;
220 enter_exit (op, tmp); 215 enter_exit (op, tmp);
221 } 216 }
222 free_object (tmp); 217
218 tmp->destroy ();
223} 219}
224 220
225/* All this really is is a glorified remove_object that also updates 221/* All this really is is a glorified remove_object that also updates
226 * the counts on the map if needed. 222 * the counts on the map if needed.
227 */ 223 */
228void 224void
229leave_map (object *op) 225leave_map (object *op)
230{ 226{
231 maptile *oldmap = op->map; 227 maptile *oldmap = op->map;
232 228
233 remove_ob (op); 229 op->remove ();
234 230
235 if (oldmap) 231 if (oldmap)
236 { 232 {
237 if (!op->contr->hidden) 233 if (!op->contr->hidden)
238 oldmap->players--; 234 oldmap->players--;
298 /* not much we can do in this case. */ 294 /* not much we can do in this case. */
299 LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", newmap->path, x, y); 295 LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", newmap->path, x, y);
300 } 296 }
301 } /* end if looking for free spot */ 297 } /* end if looking for free spot */
302 298
303 if (op->map != NULL) 299 if (op->map)
304 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 300 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
305 return; 301 return;
306 302
307 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 303 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
308 return; 304 return;
311 return; 307 return;
312 308
313 /* If it is a player login, he has yet to be inserted anyplace. 309 /* If it is a player login, he has yet to be inserted anyplace.
314 * otherwise, we need to deal with removing the player here. 310 * otherwise, we need to deal with removing the player here.
315 */ 311 */
316 remove_ob (op); 312 op->remove ();
317 313
318 /* remove_ob clears these so they must be reset after the remove_ob call */ 314 /* remove_ob clears these so they must be reset after the remove_ob call */
319 op->x = x; 315 op->x = x;
320 op->y = y; 316 op->y = y;
321 op->map = newmap; 317 op->map = newmap;
338 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 334 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
339 { 335 {
340 int i = find_free_spot (op->contr->ranges[range_golem], newmap, 336 int i = find_free_spot (op->contr->ranges[range_golem], newmap,
341 x, y, 1, SIZEOFFREE); 337 x, y, 1, SIZEOFFREE);
342 338
343 remove_ob (op->contr->ranges[range_golem]); 339 op->contr->ranges[range_golem]->remove ();
344 340
345 if (i == -1) 341 if (i == -1)
346 { 342 {
347 remove_friendly_object (op->contr->ranges[range_golem]); 343 remove_friendly_object (op->contr->ranges[range_golem]);
348 free_object (op->contr->ranges[range_golem]); 344 op->contr->ranges[range_golem]->destroy ();
349 op->contr->ranges[range_golem] = NULL; 345 op->contr->ranges[range_golem] = 0;
350 op->contr->golem_count = 0;
351 } 346 }
352 else 347 else
353 { 348 {
354 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) 349 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
355 { 350 {
472 rp.origin_y = exit_ob->y; 467 rp.origin_y = exit_ob->y;
473 strcpy (rp.origin_map, pl->map->path); 468 strcpy (rp.origin_map, pl->map->path);
474 469
475 /* If we have a final_map, use it as a base name to give some clue 470 /* If we have a final_map, use it as a base name to give some clue
476 * as where the player is. Otherwise, use the origin map. 471 * as where the player is. Otherwise, use the origin map.
477 * Take the last component (after the last slash) to give
478 * shorter names without bogus slashes.
479 */ 472 */
480 if (rp.final_map[0]) 473 sprintf (newmap_name, "/random%s+%04d",
481 { 474 *rp.final_map ? rp.final_map : rp.origin_map,
482 cp = strrchr (rp.final_map, '/'); 475 reference_number++);
483 if (!cp)
484 cp = rp.final_map;
485 }
486 else
487 {
488 char buf[HUGE_BUF];
489
490 cp = strrchr (rp.origin_map, '/');
491 if (!cp)
492 cp = rp.origin_map;
493 /* Need to strip of any trailing digits, if it has them */
494 strcpy (buf, cp);
495 while (isdigit (buf[strlen (buf) - 1]))
496 buf[strlen (buf) - 1] = 0;
497 cp = buf;
498 }
499
500 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
501 476
502 /* now to generate the actual map. */ 477 /* now to generate the actual map. */
503 new_map = generate_random_map (newmap_name, &rp); 478 new_map = generate_random_map (newmap_name, &rp);
504 479
505 /* Update the exit_ob so it now points directly at the newly created 480 /* Update the exit_ob so it now points directly at the newly created
633 608
634 /* If we are coming from another template map, use reletive paths unless 609 /* If we are coming from another template map, use reletive paths unless
635 * indicated otherwise. 610 * indicated otherwise.
636 */ 611 */
637 if (exit_ob->map->templatemap && (resultname[0] != '/')) 612 if (exit_ob->map->templatemap && (resultname[0] != '/'))
638 {
639 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname); 613 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
640 }
641 else 614 else
642 {
643 new_map_name = create_template_pathname (resultname); 615 new_map_name = create_template_pathname (resultname);
644 }
645 616
646 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE); 617 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
647 if (!new_map) 618 if (!new_map)
648 { 619 {
649 memset (&rp, 0, sizeof (RMParms)); 620 memset (&rp, 0, sizeof (RMParms));
777#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */ 748#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
778 object *tmp; 749 object *tmp;
779 750
780 /* It may be nice to support other creatures moving across 751 /* It may be nice to support other creatures moving across
781 * exits, but right now a lot of the code looks at op->contr, 752 * exits, but right now a lot of the code looks at op->contr,
782 * so thta is an RFE. 753 * so that is an RFE.
783 */ 754 */
784 if (op->type != PLAYER) 755 if (op->type != PLAYER)
785 return; 756 return;
786 757
787 /* First, lets figure out what map the player is going to go to */ 758 /* First, lets figure out what map the player is going to go to */
893 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME)) 864 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
894 break; 865 break;
895 } 866 }
896 if (tmp) 867 if (tmp)
897 { 868 {
898 remove_ob (tmp); 869 tmp->remove ();
899 free_object (tmp); 870 tmp->destroy ();
900 } 871 }
901 872
902 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))); 873 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
903 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob); 874 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
904 save_player (op, 1); 875 op->contr->save ();
905 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n", 876 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
906 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y, 877 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
907 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */ 878 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
908 } 879 }
909 880
950 921
951 enter_map (op, newmap, op->x, op->y); 922 enter_map (op, newmap, op->x, op->y);
952 } 923 }
953} 924}
954 925
955/*
956 * process_active_maps(): Works like process_events(), but it only
957 * processes maps which a player is on.
958 *
959 */
960
961#if 0 // dead code, schmorp
962void
963process_active_maps ()
964{
965 for (maptile *map = first_map; map != NULL; map = map->next)
966 if (map->in_memory == MAP_IN_MEMORY)
967 if (players_on_map (map, TRUE))
968 process_events (map);
969}
970#endif
971
972/* process_players1 and process_players2 do all the player related stuff. 926/* process_players1 and process_players2 do all the player related stuff.
973 * I moved it out of process events and process_map. This was to some 927 * I moved it out of process events and process_map. This was to some
974 * extent for debugging as well as to get a better idea of the time used 928 * extent for debugging as well as to get a better idea of the time used
975 * by the various functions. process_players1() does the processing before 929 * by the various functions. process_players1() does the processing before
976 * objects have been updated, process_players2() does the processing that 930 * objects have been updated, process_players2() does the processing that
977 * is needed after the players have been updated. 931 * is needed after the players have been updated.
978 */ 932 */
979 933static void
980void
981process_players1 (maptile *map) 934process_players1 ()
982{ 935{
983 int flag; 936 int flag;
984 player *pl, *plnext;
985
986 /* Basically, we keep looping until all the players have done their actions. */ 937 /* Basically, we keep looping until all the players have done their actions. */
987 for (flag = 1; flag != 0;) 938 for (flag = 1; flag != 0;)
988 { 939 {
989 flag = 0; 940 flag = 0;
990 for (pl = first_player; pl != NULL; pl = plnext) 941 for (player *plnext, *pl = first_player; pl; pl = plnext)
991 { 942 {
992 plnext = pl->next; /* In case a player exits the game in handle_player() */ 943 plnext = pl->next; /* In case a player exits the game in handle_player() */
993 944
994 if (pl->ob == NULL) 945 if (!pl->ob)
995 continue;
996
997 if (map != NULL && pl->ob->map != map)
998 continue; 946 continue;
999 947
1000 if (pl->ob->speed_left > 0) 948 if (pl->ob->speed_left > 0)
1001 { 949 {
1002 if (handle_newcs_player (pl->ob)) 950 if (handle_newcs_player (pl->ob))
1014 962
1015#ifdef AUTOSAVE 963#ifdef AUTOSAVE
1016 /* check for ST_PLAYING state so that we don't try to save off when 964 /* check for ST_PLAYING state so that we don't try to save off when
1017 * the player is logging in. 965 * the player is logging in.
1018 */ 966 */
1019 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING) 967 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
1020 {
1021 /* Don't save the player on unholy ground. Instead, increase the
1022 * tick time so it will be about 10 seconds before we try and save
1023 * again.
1024 */ 968 {
1025// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { 969 pl->ob->contr->save ();
1026// pl->last_save_tick += 100;
1027// } else {
1028 save_player (pl->ob, 1);
1029 pl->last_save_tick = pticks; 970 pl->last_save_tick = pticks;
1030// }
1031 } 971 }
1032#endif 972#endif
1033 } /* end of for loop for all the players */ 973 } /* end of for loop for all the players */
1034 } /* for flag */ 974 } /* for flag */
975
1035 for (pl = first_player; pl != NULL; pl = pl->next) 976 for (player *pl = first_player; pl; pl = pl->next)
1036 { 977 {
1037 if (map != NULL && (pl->ob == NULL || pl->ob->map != map))
1038 continue;
1039 if (settings.casting_time == TRUE) 978 if (settings.casting_time)
1040 { 979 {
1041 if (pl->ob->casting_time > 0) 980 if (pl->ob->casting_time > 0)
1042 { 981 {
1043 pl->ob->casting_time--; 982 pl->ob->casting_time--;
1044 pl->ob->start_holding = 1; 983 pl->ob->start_holding = 1;
1045 } 984 }
985
1046 /* set spell_state so we can update the range in stats field */ 986 /* set spell_state so we can update the range in stats field */
1047 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) 987 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1048 {
1049 pl->ob->start_holding = 0; 988 pl->ob->start_holding = 0;
1050 } 989 }
1051 } 990
1052 do_some_living (pl->ob); 991 do_some_living (pl->ob);
1053 /* draw(pl->ob); *//* updated in socket code */
1054 } 992 }
1055} 993}
1056 994
1057void 995static void
1058process_players2 (maptile *map) 996process_players2 ()
1059{ 997{
1060 player *pl;
1061
1062 /* Then check if any players should use weapon-speed instead of speed */ 998 /* Then check if any players should use weapon-speed instead of speed */
1063 for (pl = first_player; pl != NULL; pl = pl->next) 999 for (player *pl = first_player; pl; pl = pl->next)
1064 { 1000 {
1065 if (map != NULL)
1066 {
1067 if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1068 continue;
1069 else if (pl->loading != NULL) /* Player is blocked */
1070 pl->ob->speed_left -= pl->ob->speed;
1071 if (pl->ob->map != map)
1072 continue;
1073 }
1074
1075 /* The code that did weapon_sp handling here was out of place - 1001 /* The code that did weapon_sp handling here was out of place -
1076 * this isn't called until after the player has finished there 1002 * this isn't called until after the player has finished there
1077 * actions, and is thus out of place. All we do here is bounds 1003 * actions, and is thus out of place. All we do here is bounds
1078 * checking. 1004 * checking.
1079 */ 1005 */
1085 /* This needs to be here - if the player is running, we need to 1011 /* This needs to be here - if the player is running, we need to
1086 * clear this each tick, but new commands are not being received 1012 * clear this each tick, but new commands are not being received
1087 * so execute_newserver_command() is never called 1013 * so execute_newserver_command() is never called
1088 */ 1014 */
1089 pl->has_hit = 0; 1015 pl->has_hit = 0;
1090
1091 } 1016 }
1092 else if (pl->ob->speed_left > pl->ob->speed) 1017 else if (pl->ob->speed_left > pl->ob->speed)
1093 pl->ob->speed_left = pl->ob->speed; 1018 pl->ob->speed_left = pl->ob->speed;
1094 } 1019 }
1095} 1020}
1096 1021
1097void 1022void
1098process_events (maptile *map) 1023process_events ()
1099{ 1024{
1100 object *op; 1025 object *op;
1101 1026
1102 static object *marker; 1027 static object *marker;
1028
1103 if (!marker) 1029 if (!marker)
1104 marker = get_object (); 1030 marker = object::create ();
1105 1031
1106 process_players1 (map); 1032 process_players1 ();
1107 1033
1108 marker->active_next = active_objects; 1034 marker->active_next = active_objects;
1109 1035
1110 if (marker->active_next) 1036 if (marker->active_next)
1111 marker->active_next->active_prev = marker; 1037 marker->active_next->active_prev = marker;
1153 * around. 1079 * around.
1154 */ 1080 */
1155 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY) 1081 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1156 { 1082 {
1157 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 1083 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1158 dump_object (op); 1084 char *dump = dump_object (op);
1159 LOG (llevError, errmsg); 1085 LOG (llevError, dump);
1160 free_object (op); 1086 free (dump);
1087 op->destroy ();
1161 continue; 1088 continue;
1162 } 1089 }
1163 1090
1164 if (!op->speed) 1091 if (!op->speed)
1165 { 1092 {
1166 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); 1093 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1094 "but is on active list\n", &op->arch->name);
1167 update_ob_speed (op); 1095 update_ob_speed (op);
1168 continue; 1096 continue;
1169 } 1097 }
1170 1098
1171 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL) 1099 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1172 { 1100 {
1173 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count); 1101 LOG (llevError, "BUG: process_events(): Object without map or "
1102 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1174 op->speed = 0; 1103 op->speed = 0;
1175 update_ob_speed (op); 1104 update_ob_speed (op);
1176 continue; 1105 continue;
1177 } 1106 }
1178 1107
1179 if (map != NULL && op->map != map)
1180 continue;
1181
1182 /* Animate the object. Bug of feature that andim_speed 1108 /* Animate the object. Bug or feature that anim_speed
1183 * is based on ticks, and not the creatures speed? 1109 * is based on ticks, and not the creatures speed?
1184 */ 1110 */
1185 if (op->anim_speed && op->last_anim >= op->anim_speed) 1111 if (op->anim_speed && op->last_anim >= op->anim_speed)
1186 { 1112 {
1187 if ((op->type == PLAYER) || (op->type == MONSTER)) 1113 if ((op->type == PLAYER))
1188 animate_object (op, op->facing); 1114 animate_object (op, op->facing);
1189 else 1115 else
1190 animate_object (op, op->direction); 1116 animate_object (op, op->direction);
1191 1117
1192 op->last_anim = 1; 1118 op->last_anim = 1;
1228 if (marker->active_prev != NULL) 1154 if (marker->active_prev != NULL)
1229 marker->active_prev->active_next = NULL; 1155 marker->active_prev->active_next = NULL;
1230 else 1156 else
1231 active_objects = NULL; 1157 active_objects = NULL;
1232 1158
1233 process_players2 (map); 1159 process_players2 ();
1234} 1160}
1235 1161
1236void 1162void
1237clean_tmp_files (void) 1163clean_tmp_files (void)
1238{ 1164{
1242 1168
1243 /* We save the maps - it may not be intuitive why, but if there are unique 1169 /* We save the maps - it may not be intuitive why, but if there are unique
1244 * items, we need to save the map so they get saved off. Perhaps we should 1170 * items, we need to save the map so they get saved off. Perhaps we should
1245 * just make a special function that only saves the unique items. 1171 * just make a special function that only saves the unique items.
1246 */ 1172 */
1247 for (m = first_map; m != NULL; m = next) 1173 for (m = first_map; m; m = next)
1248 { 1174 {
1249 next = m->next; 1175 next = m->next;
1176
1250 if (m->in_memory == MAP_IN_MEMORY) 1177 if (m->in_memory == MAP_IN_MEMORY)
1251 { 1178 {
1252 /* If we want to reuse the temp maps, swap it out (note that will also 1179 /* If we want to reuse the temp maps, swap it out (note that will also
1253 * update the log file. Otherwise, save the map (mostly for unique item 1180 * update the log file.
1254 * stuff). Note that the clean_tmp_map is called after the end of
1255 * the for loop but is in the #else bracket. IF we are recycling the maps,
1256 * we certainly don't want the temp maps removed.
1257 */ 1181 */
1258 1182
1259 /* XXX The above comment is dead wrong */
1260 if (settings.recycle_tmp_maps == TRUE)
1261 swap_map (m); 1183 swap_map (m);
1262 else
1263 {
1264 new_save_map (m, 0); /* note we save here into a overlay map */
1265 clean_tmp_map (m);
1266 } 1184 }
1267 }
1268 } 1185 }
1186
1269 write_todclock (); /* lets just write the clock here */ 1187 write_todclock (); /* lets just write the clock here */
1270} 1188}
1271 1189
1272/* clean up everything before exiting */ 1190/* clean up everything before exiting */
1273void 1191void
1274cleanup (void) 1192cleanup (bool make_core)
1275{ 1193{
1276 LOG (llevDebug, "Cleanup called.\n"); 1194 LOG (llevDebug, "Cleanup called.\n");
1277 1195
1196 if (init_done)
1197 {
1278 for (player *pl = first_player; pl != NULL; pl = pl->next) 1198 for (player *pl = first_player; pl; pl = pl->next)
1279 save_player (pl->ob, 0); 1199 pl->save (1);
1280 1200
1281 for (player *pl = first_player; pl != NULL; pl = pl->next) 1201 for (player *pl = first_player; pl; pl = pl->next)
1282 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 1202 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1283 leave_map (pl->ob); 1203 leave_map (pl->ob);
1284 1204
1285 clean_tmp_files (); 1205 clean_tmp_files ();
1286 write_book_archive (); 1206 write_book_archive ();
1287 1207
1288 INVOKE_GLOBAL (CLEANUP); 1208 INVOKE_GLOBAL (CLEANUP);
1209 }
1289 1210
1211 if (make_core)
1212 abort ();
1213 else
1290 _exit (0); 1214 _exit (0);
1291} 1215}
1292 1216
1293void 1217void
1294leave (player *pl, int draw_exit) 1218leave (player *pl, int draw_exit)
1295{ 1219{
1296 if (pl != NULL) 1220 if (pl)
1297 { 1221 {
1222 if (pl->ob->type != DEAD_OBJECT)
1223 {
1224 /* If a hidden dm dropped connection do not create
1225 * inconsistencies by showing that they have left the game
1226 */
1227 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1228 && draw_exit)
1229 {
1230 if (pl->ob->map)
1231 {
1232 INVOKE_PLAYER (LOGOUT, pl);
1233 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
1234 }
1235
1236 char buf[MAX_BUF];
1237
1238 sprintf (buf, "%s left the game.", &pl->ob->name);
1239 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1240 }
1241
1242 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1243 leave_map (pl->ob);
1244
1245 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1246 }
1247
1298 /* We do this so that the socket handling routine can do the final 1248 /* We do this so that the socket handling routine can do the final
1299 * cleanup. We also leave that loop to actually handle the freeing 1249 * cleanup. We also leave that loop to actually handle the freeing
1300 * of the data. 1250 * of the data.
1301 */ 1251 */
1302 if (pl->ob->type != DEAD_OBJECT) 1252 if (pl->ns)
1303 { 1253 pl->ns->destroy ();
1304 pl->socket.status = Ns_Dead;
1305 1254
1306 /* If a hidden dm dropped connection do not create
1307 * inconsistencies by showing that they have left the game
1308 */
1309 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1310 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1311 {
1312 if (pl->ob->map)
1313 {
1314 INVOKE_PLAYER (LOGOUT, pl);
1315 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1316 }
1317
1318 char buf[MAX_BUF];
1319
1320 sprintf (buf, "%s left the game.", &pl->ob->name);
1321 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1322 }
1323
1324 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1325 leave_map (pl->ob);
1326
1327 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1328 }
1329 } 1255 }
1330} 1256}
1331 1257
1332int 1258int
1333forbid_play (void) 1259forbid_play (void)
1396extern unsigned long todtick; 1322extern unsigned long todtick;
1397 1323
1398void 1324void
1399do_specials (void) 1325do_specials (void)
1400{ 1326{
1401
1402#ifdef WATCHDOG
1403 if (!(pticks % 503))
1404 watchdog ();
1405#endif
1406
1407 if (!(pticks % PTICKS_PER_CLOCK)) 1327 if (!(pticks % PTICKS_PER_CLOCK))
1408 tick_the_clock (); 1328 tick_the_clock ();
1409 1329
1410 if (!(pticks % 7)) 1330 if (!(pticks % 7))
1411 shstr::gc (); 1331 shstr::gc ();
1414 flush_old_maps (); /* Clears the tmp-files of maps which have reset */ 1334 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1415 1335
1416 if (!(pticks % 2503)) 1336 if (!(pticks % 2503))
1417 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 1337 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1418 1338
1419 if (!(pticks % 2521))
1420 metaserver_update (); /* 2500 ticks is about 5 minutes */
1421
1422 if (!(pticks % 5003)) 1339 if (!(pticks % 5003))
1423 write_book_archive (); 1340 write_book_archive ();
1424 1341
1425 if (!(pticks % 5009)) 1342 if (!(pticks % 5009))
1426 clean_friendly_list (); 1343 clean_friendly_list ();
1435void 1352void
1436server_tick () 1353server_tick ()
1437{ 1354{
1438 nroferrors = 0; 1355 nroferrors = 0;
1439 1356
1357 // first do the user visible stuff
1440 doeric_server (); 1358 doeric_server ();
1441 INVOKE_GLOBAL (CLOCK); 1359 INVOKE_GLOBAL (CLOCK);
1442 process_events (NULL); /* "do" something with objects with speed */ 1360 process_events (); /* "do" something with objects with speed */
1443 flush_sockets (); 1361 flush_sockets ();
1362
1363 // then do some bookkeeping, should not really be here
1444 check_active_maps (); /* Removes unused maps after a certain timeout */ 1364 check_active_maps (); /* Removes unused maps after a certain timeout */
1445 do_specials (); /* Routines called from time to time. */ 1365 do_specials (); /* Routines called from time to time. */
1446 object::free_mortals (); 1366 object::free_mortals ();
1447 1367
1448 ++pticks; 1368 ++pticks;

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