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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 1.57 by root, Mon Dec 25 14:43:23 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
138void 133void
139start_info (object *op) 134start_info (object *op)
140{ 135{
141 char buf[MAX_BUF]; 136 char buf[MAX_BUF];
142 137
143 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION); 138 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
144 new_draw_info (NDI_UNIQUE, 0, op, buf); 139 new_draw_info (NDI_UNIQUE, 0, op, buf);
145 new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); 140 new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
146 new_draw_info (NDI_UNIQUE, 0, op, " "); 141 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); 142 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} 143}
187 144
188/* This is a basic little function to put the player back to his 145/* This is a basic little function to put the player back to his
189 * savebed. We do some error checking - its possible that the 146 * savebed. We do some error checking - its possible that the
190 * savebed map may no longer exist, so we make sure the player 147 * savebed map may no longer exist, so we make sure the player
194enter_player_savebed (object *op) 151enter_player_savebed (object *op)
195{ 152{
196 maptile *oldmap = op->map; 153 maptile *oldmap = op->map;
197 object *tmp; 154 object *tmp;
198 155
199 tmp = get_object (); 156 tmp = object::create ();
200 157
201 EXIT_PATH (tmp) = op->contr->savebed_map; 158 EXIT_PATH (tmp) = op->contr->savebed_map;
202 EXIT_X (tmp) = op->contr->bed_x; 159 EXIT_X (tmp) = op->contr->bed_x;
203 EXIT_Y (tmp) = op->contr->bed_y; 160 EXIT_Y (tmp) = op->contr->bed_y;
204 enter_exit (op, tmp); 161 enter_exit (op, tmp);
217 EXIT_PATH (tmp) = op->contr->savebed_map; 174 EXIT_PATH (tmp) = op->contr->savebed_map;
218 EXIT_X (tmp) = op->contr->bed_x; 175 EXIT_X (tmp) = op->contr->bed_x;
219 EXIT_Y (tmp) = op->contr->bed_y; 176 EXIT_Y (tmp) = op->contr->bed_y;
220 enter_exit (op, tmp); 177 enter_exit (op, tmp);
221 } 178 }
222 free_object (tmp); 179
180 tmp->destroy ();
223} 181}
224 182
225/* All this really is is a glorified remove_object that also updates 183/* All this really is is a glorified remove_object that also updates
226 * the counts on the map if needed. 184 * the counts on the map if needed.
227 */ 185 */
228void 186void
229leave_map (object *op) 187leave_map (object *op)
230{ 188{
231 maptile *oldmap = op->map; 189 maptile *oldmap = op->map;
232 190
233 remove_ob (op); 191 op->remove ();
234 192
235 if (oldmap) 193 if (oldmap)
236 { 194 {
237 if (!op->contr->hidden) 195 if (!op->contr->hidden)
238 oldmap->players--; 196 oldmap->players--;
261 x = MAP_ENTER_X (newmap); 219 x = MAP_ENTER_X (newmap);
262 y = MAP_ENTER_Y (newmap); 220 y = MAP_ENTER_Y (newmap);
263 if (out_of_map (newmap, x, y)) 221 if (out_of_map (newmap, x, y))
264 { 222 {
265 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 223 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)); 224 newmap->path, x, y, newmap->width, newmap->height);
267 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 225 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
268 return; 226 return;
269 } 227 }
270 } 228 }
271 229
298 /* not much we can do in this case. */ 256 /* 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); 257 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 } 258 }
301 } /* end if looking for free spot */ 259 } /* end if looking for free spot */
302 260
303 if (op->map != NULL) 261 if (op->map)
304 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 262 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
305 return; 263 return;
306 264
307 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 265 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
308 return; 266 return;
311 return; 269 return;
312 270
313 /* If it is a player login, he has yet to be inserted anyplace. 271 /* If it is a player login, he has yet to be inserted anyplace.
314 * otherwise, we need to deal with removing the player here. 272 * otherwise, we need to deal with removing the player here.
315 */ 273 */
316 remove_ob (op); 274 op->remove ();
317 275
318 /* remove_ob clears these so they must be reset after the remove_ob call */ 276 /* remove_ob clears these so they must be reset after the remove_ob call */
319 op->x = x; 277 op->x = x;
320 op->y = y; 278 op->y = y;
321 op->map = newmap; 279 op->map = newmap;
338 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 296 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL)
339 { 297 {
340 int i = find_free_spot (op->contr->ranges[range_golem], newmap, 298 int i = find_free_spot (op->contr->ranges[range_golem], newmap,
341 x, y, 1, SIZEOFFREE); 299 x, y, 1, SIZEOFFREE);
342 300
343 remove_ob (op->contr->ranges[range_golem]); 301 op->contr->ranges[range_golem]->remove ();
344 302
345 if (i == -1) 303 if (i == -1)
346 { 304 {
347 remove_friendly_object (op->contr->ranges[range_golem]); 305 remove_friendly_object (op->contr->ranges[range_golem]);
348 free_object (op->contr->ranges[range_golem]); 306 op->contr->ranges[range_golem]->destroy ();
349 op->contr->ranges[range_golem] = NULL; 307 op->contr->ranges[range_golem] = 0;
350 op->contr->golem_count = 0;
351 } 308 }
352 else 309 else
353 { 310 {
354 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) 311 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
355 { 312 {
472 rp.origin_y = exit_ob->y; 429 rp.origin_y = exit_ob->y;
473 strcpy (rp.origin_map, pl->map->path); 430 strcpy (rp.origin_map, pl->map->path);
474 431
475 /* If we have a final_map, use it as a base name to give some clue 432 /* 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. 433 * 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 */ 434 */
480 if (rp.final_map[0]) 435 sprintf (newmap_name, "/random%s+%04d",
481 { 436 *rp.final_map ? rp.final_map : rp.origin_map,
482 cp = strrchr (rp.final_map, '/'); 437 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++);
501 438
502 /* now to generate the actual map. */ 439 /* now to generate the actual map. */
503 new_map = generate_random_map (newmap_name, &rp); 440 new_map = generate_random_map (newmap_name, &rp);
504 441
505 /* Update the exit_ob so it now points directly at the newly created 442 /* Update the exit_ob so it now points directly at the newly created
633 570
634 /* If we are coming from another template map, use reletive paths unless 571 /* If we are coming from another template map, use reletive paths unless
635 * indicated otherwise. 572 * indicated otherwise.
636 */ 573 */
637 if (exit_ob->map->templatemap && (resultname[0] != '/')) 574 if (exit_ob->map->templatemap && (resultname[0] != '/'))
638 {
639 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname); 575 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
640 }
641 else 576 else
642 {
643 new_map_name = create_template_pathname (resultname); 577 new_map_name = create_template_pathname (resultname);
644 }
645 578
646 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE); 579 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
647 if (!new_map) 580 if (!new_map)
648 { 581 {
649 memset (&rp, 0, sizeof (RMParms)); 582 memset (&rp, 0, sizeof (RMParms));
777#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */ 710#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
778 object *tmp; 711 object *tmp;
779 712
780 /* It may be nice to support other creatures moving across 713 /* It may be nice to support other creatures moving across
781 * exits, but right now a lot of the code looks at op->contr, 714 * exits, but right now a lot of the code looks at op->contr,
782 * so thta is an RFE. 715 * so that is an RFE.
783 */ 716 */
784 if (op->type != PLAYER) 717 if (op->type != PLAYER)
785 return; 718 return;
786 719
787 /* First, lets figure out what map the player is going to go to */ 720 /* 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)) 826 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
894 break; 827 break;
895 } 828 }
896 if (tmp) 829 if (tmp)
897 { 830 {
898 remove_ob (tmp); 831 tmp->remove ();
899 free_object (tmp); 832 tmp->destroy ();
900 } 833 }
901 834
902 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))); 835 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); 836 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
904 save_player (op, 1); 837 op->contr->save ();
905 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n", 838 /* 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, 839 * 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))); */ 840 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
908 } 841 }
909 842
950 883
951 enter_map (op, newmap, op->x, op->y); 884 enter_map (op, newmap, op->x, op->y);
952 } 885 }
953} 886}
954 887
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. 888/* 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 889 * 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 890 * 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 891 * by the various functions. process_players1() does the processing before
976 * objects have been updated, process_players2() does the processing that 892 * objects have been updated, process_players2() does the processing that
977 * is needed after the players have been updated. 893 * is needed after the players have been updated.
978 */ 894 */
979 895static void
980void
981process_players1 (maptile *map) 896process_players1 ()
982{ 897{
983 int flag; 898 int flag;
984 player *pl, *plnext;
985 899
986 /* Basically, we keep looping until all the players have done their actions. */ 900 /* Basically, we keep looping until all the players have done their actions. */
987 for (flag = 1; flag != 0;) 901 for (flag = 1; flag != 0;)
988 { 902 {
989 flag = 0; 903 flag = 0;
990 for (pl = first_player; pl != NULL; pl = plnext) 904 for_all_players (pl)
991 { 905 {
992 plnext = pl->next; /* In case a player exits the game in handle_player() */ 906 pl->refcnt_chk ();
993 907
994 if (pl->ob == NULL) 908 if (!pl->ob || !pl->ns)
995 continue; 909 continue;
996 910
997 if (map != NULL && pl->ob->map != map)
998 continue;
999
1000 if (pl->ob->speed_left > 0) 911 if (pl->ob->speed_left > 0)
1001 {
1002 if (handle_newcs_player (pl->ob)) 912 if (handle_newcs_player (pl->ob))
1003 flag = 1; 913 flag = 1;
1004 } /* end if player has speed left */
1005 914
1006 /* If the player is not actively playing, don't make a 915 /* If the player is not actively playing, don't make a
1007 * backup save - nothing to save anyway. Plus, the 916 * backup save - nothing to save anyway. Plus, the
1008 * map may not longer be valid. This can happen when the 917 * map may not longer be valid. This can happen when the
1009 * player quits - they exist for purposes of tracking on the map, 918 * player quits - they exist for purposes of tracking on the map,
1014 923
1015#ifdef AUTOSAVE 924#ifdef AUTOSAVE
1016 /* check for ST_PLAYING state so that we don't try to save off when 925 /* check for ST_PLAYING state so that we don't try to save off when
1017 * the player is logging in. 926 * the player is logging in.
1018 */ 927 */
1019 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING) 928 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 */ 929 {
1025// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) { 930 pl->ob->contr->save ();
1026// pl->last_save_tick += 100;
1027// } else {
1028 save_player (pl->ob, 1);
1029 pl->last_save_tick = pticks; 931 pl->last_save_tick = pticks;
1030// }
1031 } 932 }
1032#endif 933#endif
1033 } /* end of for loop for all the players */ 934 } /* end of for loop for all the players */
1034 } /* for flag */ 935 } /* for flag */
1035 for (pl = first_player; pl != NULL; pl = pl->next) 936
937 for_all_players (pl)
1036 { 938 {
1037 if (map != NULL && (pl->ob == NULL || pl->ob->map != map)) 939 if (!pl->ob || !pl->ns)
1038 continue; 940 continue;
941
1039 if (settings.casting_time == TRUE) 942 if (settings.casting_time)
1040 { 943 {
1041 if (pl->ob->casting_time > 0) 944 if (pl->ob->casting_time > 0)
1042 { 945 {
1043 pl->ob->casting_time--; 946 pl->ob->casting_time--;
1044 pl->ob->start_holding = 1; 947 pl->ob->start_holding = 1;
1045 } 948 }
949
1046 /* set spell_state so we can update the range in stats field */ 950 /* set spell_state so we can update the range in stats field */
1047 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) 951 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1048 {
1049 pl->ob->start_holding = 0; 952 pl->ob->start_holding = 0;
1050 } 953 }
1051 } 954
1052 do_some_living (pl->ob); 955 do_some_living (pl->ob);
1053 /* draw(pl->ob); *//* updated in socket code */
1054 } 956 }
1055} 957}
1056 958
1057void 959static void
1058process_players2 (maptile *map) 960process_players2 ()
1059{ 961{
1060 player *pl;
1061
1062 /* Then check if any players should use weapon-speed instead of speed */ 962 /* Then check if any players should use weapon-speed instead of speed */
1063 for (pl = first_player; pl != NULL; pl = pl->next) 963 for_all_players (pl)
1064 { 964 {
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 - 965 /* The code that did weapon_sp handling here was out of place -
1076 * this isn't called until after the player has finished there 966 * 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 967 * actions, and is thus out of place. All we do here is bounds
1078 * checking. 968 * checking.
1079 */ 969 */
1085 /* This needs to be here - if the player is running, we need to 975 /* 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 976 * clear this each tick, but new commands are not being received
1087 * so execute_newserver_command() is never called 977 * so execute_newserver_command() is never called
1088 */ 978 */
1089 pl->has_hit = 0; 979 pl->has_hit = 0;
1090
1091 } 980 }
1092 else if (pl->ob->speed_left > pl->ob->speed) 981 else if (pl->ob->speed_left > pl->ob->speed)
1093 pl->ob->speed_left = pl->ob->speed; 982 pl->ob->speed_left = pl->ob->speed;
1094 } 983 }
1095} 984}
1096 985
1097void 986void
1098process_events (maptile *map) 987process_events ()
1099{ 988{
1100 object *op; 989 object *op;
1101 990
1102 static object *marker; 991 static object_ptr marker_;
992
1103 if (!marker) 993 if (!marker_)
1104 marker = get_object (); 994 marker_ = object::create ();
1105 995
996 object *marker = marker_;
997
1106 process_players1 (map); 998 process_players1 ();
1107 999
1108 marker->active_next = active_objects; 1000 marker->active_next = active_objects;
1109 1001
1110 if (marker->active_next) 1002 if (marker->active_next)
1111 marker->active_next->active_prev = marker; 1003 marker->active_next->active_prev = marker;
1112 1004
1113 marker->active_prev = NULL; 1005 marker->active_prev = 0;
1114 active_objects = marker; 1006 active_objects = marker;
1115 1007
1116 while (marker->active_next) 1008 while (marker->active_next)
1117 { 1009 {
1118 op = marker->active_next; 1010 op = marker->active_next;
1153 * around. 1045 * around.
1154 */ 1046 */
1155 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY) 1047 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1156 { 1048 {
1157 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 1049 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1158 dump_object (op); 1050 char *dump = dump_object (op);
1159 LOG (llevError, errmsg); 1051 LOG (llevError, dump);
1160 free_object (op); 1052 free (dump);
1053 op->destroy ();
1161 continue; 1054 continue;
1162 } 1055 }
1163 1056
1164 if (!op->speed) 1057 if (!op->speed)
1165 { 1058 {
1166 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); 1059 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1060 "but is on active list\n", &op->arch->name);
1167 update_ob_speed (op); 1061 update_ob_speed (op);
1168 continue; 1062 continue;
1169 } 1063 }
1170 1064
1171 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL) 1065 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1172 { 1066 {
1173 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count); 1067 LOG (llevError, "BUG: process_events(): Object without map or "
1068 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1174 op->speed = 0; 1069 op->speed = 0;
1175 update_ob_speed (op); 1070 update_ob_speed (op);
1176 continue; 1071 continue;
1177 } 1072 }
1178 1073
1179 if (map != NULL && op->map != map)
1180 continue;
1181
1182 /* Animate the object. Bug of feature that andim_speed 1074 /* Animate the object. Bug or feature that anim_speed
1183 * is based on ticks, and not the creatures speed? 1075 * is based on ticks, and not the creatures speed?
1184 */ 1076 */
1185 if (op->anim_speed && op->last_anim >= op->anim_speed) 1077 if (op->anim_speed && op->last_anim >= op->anim_speed)
1186 { 1078 {
1187 if ((op->type == PLAYER) || (op->type == MONSTER)) 1079 if ((op->type == PLAYER))
1188 animate_object (op, op->facing); 1080 animate_object (op, op->facing);
1189 else 1081 else
1190 animate_object (op, op->direction); 1082 animate_object (op, op->direction);
1191 1083
1192 op->last_anim = 1; 1084 op->last_anim = 1;
1228 if (marker->active_prev != NULL) 1120 if (marker->active_prev != NULL)
1229 marker->active_prev->active_next = NULL; 1121 marker->active_prev->active_next = NULL;
1230 else 1122 else
1231 active_objects = NULL; 1123 active_objects = NULL;
1232 1124
1233 process_players2 (map); 1125 process_players2 ();
1234} 1126}
1235 1127
1236void 1128void
1237clean_tmp_files (void) 1129clean_tmp_files (void)
1238{ 1130{
1242 1134
1243 /* We save the maps - it may not be intuitive why, but if there are unique 1135 /* 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 1136 * 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. 1137 * just make a special function that only saves the unique items.
1246 */ 1138 */
1247 for (m = first_map; m != NULL; m = next) 1139 for (m = first_map; m; m = next)
1248 { 1140 {
1249 next = m->next; 1141 next = m->next;
1142
1250 if (m->in_memory == MAP_IN_MEMORY) 1143 if (m->in_memory == MAP_IN_MEMORY)
1251 { 1144 {
1252 /* If we want to reuse the temp maps, swap it out (note that will also 1145 /* 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 1146 * 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 */ 1147 */
1258 1148
1259 /* XXX The above comment is dead wrong */
1260 if (settings.recycle_tmp_maps == TRUE)
1261 swap_map (m); 1149 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 } 1150 }
1267 }
1268 } 1151 }
1152
1269 write_todclock (); /* lets just write the clock here */ 1153 write_todclock (); /* lets just write the clock here */
1270} 1154}
1271 1155
1272/* clean up everything before exiting */ 1156/* clean up everything before exiting */
1273void 1157void
1274cleanup (void) 1158cleanup (bool make_core)
1275{ 1159{
1276 LOG (llevDebug, "Cleanup called.\n"); 1160 LOG (llevDebug, "Cleanup called.\n");
1277 1161
1278 for (player *pl = first_player; pl != NULL; pl = pl->next) 1162 if (init_done)
1279 save_player (pl->ob, 0); 1163 {
1164 for_all_players (pl)
1165 pl->save (1);
1280 1166
1281 for (player *pl = first_player; pl != NULL; pl = pl->next) 1167 for_all_players (pl)
1282 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 1168 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1283 leave_map (pl->ob); 1169 leave_map (pl->ob);
1284 1170
1285 clean_tmp_files (); 1171 clean_tmp_files ();
1286 write_book_archive (); 1172 write_book_archive ();
1287 1173
1288 INVOKE_GLOBAL (CLEANUP); 1174 INVOKE_GLOBAL (CLEANUP);
1175 }
1289 1176
1177 if (make_core)
1178 abort ();
1179 else
1290 _exit (0); 1180 _exit (0);
1291} 1181}
1292 1182
1293void 1183void
1294leave (player *pl, int draw_exit) 1184leave (player *pl, int draw_exit)
1295{ 1185{
1296 if (pl != NULL) 1186 if (pl)
1297 { 1187 {
1188 if (pl->ob->type != DEAD_OBJECT)
1189 {
1190 /* If a hidden dm dropped connection do not create
1191 * inconsistencies by showing that they have left the game
1192 */
1193 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1194 && draw_exit)
1195 {
1196 if (pl->ob->map)
1197 {
1198 INVOKE_PLAYER (LOGOUT, pl);
1199 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
1200 }
1201
1202 char buf[MAX_BUF];
1203
1204 sprintf (buf, "%s left the game.", &pl->ob->name);
1205 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1206 }
1207
1208 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1209 leave_map (pl->ob);
1210
1211 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1212 }
1213
1298 /* We do this so that the socket handling routine can do the final 1214 /* 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 1215 * cleanup. We also leave that loop to actually handle the freeing
1300 * of the data. 1216 * of the data.
1301 */ 1217 */
1302 if (pl->ob->type != DEAD_OBJECT) 1218 if (pl->ns)
1303 { 1219 pl->ns->destroy ();
1304 pl->socket.status = Ns_Dead;
1305 1220
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 } 1221 }
1330} 1222}
1331 1223
1332int 1224int
1333forbid_play (void) 1225forbid_play (void)
1396extern unsigned long todtick; 1288extern unsigned long todtick;
1397 1289
1398void 1290void
1399do_specials (void) 1291do_specials (void)
1400{ 1292{
1401
1402#ifdef WATCHDOG
1403 if (!(pticks % 503))
1404 watchdog ();
1405#endif
1406
1407 if (!(pticks % PTICKS_PER_CLOCK)) 1293 if (!(pticks % PTICKS_PER_CLOCK))
1408 tick_the_clock (); 1294 tick_the_clock ();
1409 1295
1410 if (!(pticks % 7)) 1296 if (!(pticks % 7))
1411 shstr::gc (); 1297 shstr::gc ();
1414 flush_old_maps (); /* Clears the tmp-files of maps which have reset */ 1300 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1415 1301
1416 if (!(pticks % 2503)) 1302 if (!(pticks % 2503))
1417 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 1303 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1418 1304
1419 if (!(pticks % 2521))
1420 metaserver_update (); /* 2500 ticks is about 5 minutes */
1421
1422 if (!(pticks % 5003)) 1305 if (!(pticks % 5003))
1423 write_book_archive (); 1306 write_book_archive ();
1424 1307
1425 if (!(pticks % 5009)) 1308 if (!(pticks % 5009))
1426 clean_friendly_list (); 1309 clean_friendly_list ();
1435void 1318void
1436server_tick () 1319server_tick ()
1437{ 1320{
1438 nroferrors = 0; 1321 nroferrors = 0;
1439 1322
1323 // first do the user visible stuff
1440 doeric_server (); 1324 doeric_server ();
1441 INVOKE_GLOBAL (CLOCK); 1325 INVOKE_GLOBAL (CLOCK);
1442 process_events (NULL); /* "do" something with objects with speed */ 1326 process_events (); /* "do" something with objects with speed */
1443 flush_sockets (); 1327 flush_sockets ();
1328
1329 // then do some bookkeeping, should not really be here
1444 check_active_maps (); /* Removes unused maps after a certain timeout */ 1330 check_active_maps (); /* Removes unused maps after a certain timeout */
1445 do_specials (); /* Routines called from time to time. */ 1331 do_specials (); /* Routines called from time to time. */
1446 object::free_mortals (); 1332 attachable::check_mortals ();
1447 1333
1448 ++pticks; 1334 ++pticks;
1449} 1335}
1450 1336
1451int 1337int

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