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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 1.65 by root, Sat Dec 30 20:32:30 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
60/* If in a socket, don't print out the list of authors. It confuses the 55/* If in a socket, don't print out the list of authors. It confuses the
61 * crossclient program. 56 * crossclient program.
62 */ 57 */
63 if (op == NULL) 58 if (op == NULL)
64 return; 59 return;
60
65 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:"); 61 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
62 new_draw_info (NDI_UNIQUE, 0, op, "Marc A. Lehmann <pcg@goof.com>");
63 new_draw_info (NDI_UNIQUE, 0, op, "Robin Redeker <elmex@x-paste.de>");
64 new_draw_info (NDI_UNIQUE, 0, op, "Pippijn van Steenhoven <pip88nl@gmail.com>");
66 new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)"); 65 new_draw_info (NDI_UNIQUE, 0, op, "Mark Wedel <mwedel@sonic.net>");
67 new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)"); 66 new_draw_info (NDI_UNIQUE, 0, op, "Frank Tore Johansen <frankj@ifi.uio.no>");
68 new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)"); 67 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Torgrim Homme <kjetilho@ifi.uio.no>");
69 new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)"); 68 new_draw_info (NDI_UNIQUE, 0, op, "Tyler Van Gorder <tvangod@ecst.csuchico.edu>");
70 new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)"); 69 new_draw_info (NDI_UNIQUE, 0, op, "Tony Elmroth <elmroth@cd.chalmers.se>");
71 new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)"); 70 new_draw_info (NDI_UNIQUE, 0, op, "Dougal Scott <dougal.scott@fcit.monasu.edu.au>");
72 new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)"); 71 new_draw_info (NDI_UNIQUE, 0, op, "William <wchuang@athena.mit.edu>");
73 new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)"); 72 new_draw_info (NDI_UNIQUE, 0, op, "Geoff Bailey <ftww@cs.su.oz.au>");
74 new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)"); 73 new_draw_info (NDI_UNIQUE, 0, op, "Kjetil Wiekhorst Jxrgensen <jorgens@flipper.pvv.unit.no>");
75 new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)"); 74 new_draw_info (NDI_UNIQUE, 0, op, "Cameron Blackwood <c.blackwood@rdt.monash.edu.au>");
76 new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)"); 75 new_draw_info (NDI_UNIQUE, 0, op, "Joseph L. Traub <jtraub+@cmu.edu>");
77 new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)"); 76 new_draw_info (NDI_UNIQUE, 0, op, "Rupert G. Goldie <rgg@aaii.oz.au>");
78 new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)"); 77 new_draw_info (NDI_UNIQUE, 0, op, "Eric A. Anderson <eanders+@cmu.edu>");
79 new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)"); 78 new_draw_info (NDI_UNIQUE, 0, op, "Rickard Eneqvist <eneq@Prag.DoCS.UU.SE>");
80 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)"); 79 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko Sonninen <Jarkko.Sonninen@lut.fi>");
81 new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)"); 80 new_draw_info (NDI_UNIQUE, 0, op, "Karl Holland <kholland@sunlab.cit.cornell.du>");
82 new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)"); 81 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Lundgren <vick@bern.docs.uu.se>");
83 new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)"); 82 new_draw_info (NDI_UNIQUE, 0, op, "Mikael Olsson <mol@meryl.csd.uu.se>");
84 new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)"); 83 new_draw_info (NDI_UNIQUE, 0, op, "Tero Haatanen <Tero.Haatanen@lut.fi>");
85 new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)"); 84 new_draw_info (NDI_UNIQUE, 0, op, "Lasse Ylitalo <ylitalo@student.docs.uu.se>");
86 new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)"); 85 new_draw_info (NDI_UNIQUE, 0, op, "Niilo Neuvo <anipa@guru.magic.fi>");
87 new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)"); 86 new_draw_info (NDI_UNIQUE, 0, op, "Markku J{rvinen <mta@modeemi.cs.tut.fi>");
88 new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)"); 87 new_draw_info (NDI_UNIQUE, 0, op, "Sylvain Meunier <meunier@inf.enst.fr>");
89 new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)"); 88 new_draw_info (NDI_UNIQUE, 0, op, "Jason Fosback <jfosback@darmok.uoregon.edu>");
90 new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)"); 89 new_draw_info (NDI_UNIQUE, 0, op, "Carl Edman <cedman@capitalist.princeton.edu>");
91 new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)"); 90 new_draw_info (NDI_UNIQUE, 0, op, "Charles Henrich <henrich@crh.cl.msu.edu>");
92 new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)"); 91 new_draw_info (NDI_UNIQUE, 0, op, "Gregor Schmid <schmid@fb3-s7.math.tu-berlin.de>");
93 new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)"); 92 new_draw_info (NDI_UNIQUE, 0, op, "Raphael Quinet <quinet@montefiore.ulg.ac.be>");
94 new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)"); 93 new_draw_info (NDI_UNIQUE, 0, op, "Jari Vanhala <jam@modeemi.cs.tut.fi>");
95 new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)"); 94 new_draw_info (NDI_UNIQUE, 0, op, "Tero Kivinen <kivinen@joker.cs.hut.fi>");
96 new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)"); 95 new_draw_info (NDI_UNIQUE, 0, op, "Peter Mardahl <peterm@soda.berkeley.edu>");
97 new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)"); 96 new_draw_info (NDI_UNIQUE, 0, op, "Matthew Zeher <matt@cs.odu.edu>");
98 new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)"); 97 new_draw_info (NDI_UNIQUE, 0, op, "Scott R. Turner <srt@sun-dimas.aero.org>");
99 new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)"); 98 new_draw_info (NDI_UNIQUE, 0, op, "Ben Fennema <huma@netcom.com>");
100 new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)"); 99 new_draw_info (NDI_UNIQUE, 0, op, "Nick Williams <njw@cs.city.ac.uk>");
101 new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)"); 100 new_draw_info (NDI_UNIQUE, 0, op, "Laurent Wacrenier <Wacren@Gin.ObsPM.Fr>");
102 new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)"); 101 new_draw_info (NDI_UNIQUE, 0, op, "Brian Thomas <thomas@astro.psu.edu>");
103 new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)"); 102 new_draw_info (NDI_UNIQUE, 0, op, "John Steven Moerk <jsm@axon.ksc.nasa.gov>");
104 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]"); 103 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David <david.delbecq@mailandnews.com>");
105 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n"); 104 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann <yann.chachkoff@mailandnews.com>\n");
105
106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:"); 106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner"); 107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
108 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]"); 108 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais <david_eg@mail.com>");
109 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]"); 109 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura <ita@gold.koma.jaeri.go.jp>");
110 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]"); 110 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner <hansjoerg.malthaner@danet.de>");
111 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg [maxmc@telia.com]"); 111 new_draw_info (NDI_UNIQUE, 0, op, "Mårten Woxberg <maxmc@telia.com>");
112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!"); 112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
113}
114
115void
116info_keys (object *op)
117{
118 clear_win_info (op);
119 new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
120 new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
121 new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
122 new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
123 new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
124 new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
125 new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
126 new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
127 new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
128 new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
129 new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
130 new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
131 new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
132 new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
133 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.");
135 new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
136}
137
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} 113}
187 114
188/* This is a basic little function to put the player back to his 115/* This is a basic little function to put the player back to his
189 * savebed. We do some error checking - its possible that the 116 * savebed. We do some error checking - its possible that the
190 * savebed map may no longer exist, so we make sure the player 117 * savebed map may no longer exist, so we make sure the player
191 * goes someplace. 118 * goes someplace.
192 */ 119 */
193void 120void
194enter_player_savebed (object *op) 121enter_player_savebed (object *op)
195{ 122{
196 maptile *oldmap = op->map; 123 object *tmp = object::create ();
197 object *tmp;
198
199 tmp = get_object ();
200
201 EXIT_PATH (tmp) = op->contr->savebed_map; 124 EXIT_PATH (tmp) = op->contr->savebed_map;
202 EXIT_X (tmp) = op->contr->bed_x; 125 EXIT_X (tmp) = op->contr->bed_x;
203 EXIT_Y (tmp) = op->contr->bed_y; 126 EXIT_Y (tmp) = op->contr->bed_y;
204 enter_exit (op, tmp); 127 op->enter_exit (tmp);
205 /* If the player has not changed maps and the name does not match 128 tmp->destroy ();
206 * that of the savebed, his savebed map is gone. Lets go back
207 * to the emergency path. Update what the players savebed is
208 * while we're at it.
209 */
210 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
211 {
212 LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location (%s)\n",
213 settings.emergency_mapname, &op->name, op->contr->savebed_map);
214 strcpy (op->contr->savebed_map, settings.emergency_mapname);
215 op->contr->bed_x = settings.emergency_x;
216 op->contr->bed_y = settings.emergency_y;
217 EXIT_PATH (tmp) = op->contr->savebed_map;
218 EXIT_X (tmp) = op->contr->bed_x;
219 EXIT_Y (tmp) = op->contr->bed_y;
220 enter_exit (op, 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 maptile *oldmap = op->map;
232
233 remove_ob (op);
234
235 if (oldmap)
236 {
237 if (!op->contr->hidden)
238 oldmap->players--;
239
240 if (oldmap->players <= 0)
241 /* can be less than zero due to errors in tracking this */
242 set_map_timeout (oldmap);
243 }
244} 129}
245 130
246/* 131/*
247 * enter_map(): Moves the player and pets from current map (if any) to 132 * 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 133 * 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 134 * 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 135 * whatever reason. If default map coordinates are to be used, then
251 * the function that calls this should figure them out. 136 * the function that calls this should figure them out.
252 */ 137 */
253static void 138void
254enter_map (object *op, maptile *newmap, int x, int y) 139object::enter_map (maptile *newmap, int x, int y)
255{ 140{
256 maptile *oldmap = op->map; 141 if (!newmap->load ())
142 return;
257 143
258 if (out_of_map (newmap, x, y)) 144 if (out_of_map (newmap, x, y))
259 { 145 {
260 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); 146 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); 147 x = newmap->enter_x;
262 y = MAP_ENTER_Y (newmap); 148 y = newmap->enter_y;
263 if (out_of_map (newmap, x, y)) 149 if (out_of_map (newmap, x, y))
264 { 150 {
265 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 151 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)); 152 &newmap->path, x, y, newmap->width, newmap->height);
267 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 153 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
268 return; 154 return;
269 } 155 }
270 } 156 }
271 157
158 if (map)
159 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
160 return;
161
162 /* If it is a player login, he has yet to be inserted anyplace.
163 * otherwise, we need to deal with removing the player here.
164 */
165 remove ();
166
272 /* try to find a spot for the player */ 167 /* try to find a spot for the player */
273 if (ob_blocked (op, newmap, x, y)) 168 if (ob_blocked (this, newmap, x, y))
274 { /* First choice blocked */ 169 { /* First choice blocked */
275 /* We try to find a spot for the player, starting closest in. 170 /* We try to find a spot for the player, starting closest in.
276 * We could use find_first_free_spot, but that doesn't randomize it at all, 171 * We could use find_first_free_spot, but that doesn't randomize it at all,
277 * So for example, if the north space is free, you would always end up there even 172 * So for example, if the north space is free, you would always end up there even
278 * if other spaces around are available. 173 * if other spaces around are available.
279 * Note that for the second and third calls, we could start at a position other 174 * Note that for the second and third calls, we could start at a position other
280 * than one, but then we could end up on the other side of walls and so forth. 175 * than one, but then we could end up on the other side of walls and so forth.
281 */ 176 */
282 int i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE1 + 1); 177 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
283 178
284 if (i == -1) 179 if (i == -1)
285 { 180 {
286 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 181 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
287 if (i == -1) 182 if (i == -1)
288 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 183 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
289 } 184 }
290 185
291 if (i != -1) 186 if (i != -1)
292 { 187 {
293 x += freearr_x[i]; 188 x += freearr_x[i];
294 y += freearr_y[i]; 189 y += freearr_y[i];
295 } 190 }
296 else 191 else
297 {
298 /* not much we can do in this case. */ 192 /* 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); 193 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 } 194 }
301 } /* end if looking for free spot */
302 195
303 if (op->map != NULL)
304 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
305 return;
306
307 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 196 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
308 return; 197 return;
309 198
310 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y))) 199 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
311 return; 200 return;
312 201
313 /* If it is a player login, he has yet to be inserted anyplace.
314 * otherwise, we need to deal with removing the player here.
315 */
316 remove_ob (op);
317
318 /* remove_ob clears these so they must be reset after the remove_ob call */
319 op->x = x; 202 this->x = x;
320 op->y = y; 203 this->y = y;
321 op->map = newmap; 204 map = newmap;
322 205
323 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 206 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
324
325 if (!op->contr->hidden)
326 newmap->players++;
327 207
328 newmap->timeout = 0; 208 newmap->timeout = 0;
329 op->enemy = NULL; 209 enemy = NULL;
330 210
331 if (op->contr) 211 if (contr)
332 { 212 {
333 strcpy (op->contr->maplevel, newmap->path); 213 strcpy (contr->maplevel, newmap->path);
334 op->contr->count = 0; 214 contr->count = 0;
335 } 215 }
336 216
337 /* Update any golems */ 217 /* Update any golems */
338 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 218 if (type == PLAYER && contr->ranges[range_golem])
339 { 219 {
340 int i = find_free_spot (op->contr->ranges[range_golem], newmap, 220 int i = find_free_spot (contr->ranges[range_golem], newmap,
341 x, y, 1, SIZEOFFREE); 221 x, y, 1, SIZEOFFREE);
342 222
343 remove_ob (op->contr->ranges[range_golem]); 223 contr->ranges[range_golem]->remove ();
344 224
345 if (i == -1) 225 if (i == -1)
346 { 226 {
347 remove_friendly_object (op->contr->ranges[range_golem]); 227 remove_friendly_object (contr->ranges[range_golem]);
348 free_object (op->contr->ranges[range_golem]); 228 contr->ranges[range_golem]->destroy ();
349 op->contr->ranges[range_golem] = NULL; 229 contr->ranges[range_golem] = 0;
350 op->contr->golem_count = 0;
351 } 230 }
352 else 231 else
353 { 232 {
354 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) 233 for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
355 { 234 {
356 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); 235 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
357 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); 236 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
358 tmp->map = newmap; 237 tmp->map = newmap;
359 } 238 }
360 239
361 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0); 240 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
362 op->contr->ranges[range_golem]->direction = 241 contr->ranges[range_golem]->direction =
363 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y); 242 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
364 } 243 }
365 } 244 }
366 245
367 op->direction = 0; 246 direction = 0;
368 247
369 /* since the players map is already loaded, we don't need to worry 248 /* since the players map is already loaded, we don't need to worry
370 * about pending objects. 249 * about pending objects.
371 */ 250 */
372 remove_all_pets (newmap); 251 remove_all_pets (newmap);
373
374 /* If the player is changing maps, we need to do some special things
375 * Do this after the player is on the new map - otherwise the force swap of the
376 * old map does not work.
377 */
378 if (oldmap != newmap)
379 {
380 if (oldmap) /* adjust old map */
381 {
382 oldmap->players--;
383
384 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
385 set_map_timeout (oldmap);
386 }
387 }
388} 252}
389
390void
391set_map_timeout (maptile *oldmap)
392{
393#if MAP_MAXTIMEOUT
394 oldmap->timeout = MAP_TIMEOUT (oldmap);
395 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
396 * lower than the min value.
397 */
398# if MAP_MINTIMEOUT
399 if (oldmap->timeout < MAP_MINTIMEOUT)
400 oldmap->timeout = MAP_MINTIMEOUT;
401# endif
402
403 if (oldmap->timeout > MAP_MAXTIMEOUT)
404 oldmap->timeout = MAP_MAXTIMEOUT;
405
406#else
407 /* save out the map */
408 swap_map (oldmap);
409#endif /* MAP_MAXTIMEOUT */
410}
411
412
413/* clean_path takes a path and replaces all / with _
414 * We do a strcpy so that we do not change the original string.
415 */
416char *
417clean_path (const char *file)
418{
419 static char newpath[MAX_BUF], *cp;
420 assign (newpath, file);
421
422 for (cp = newpath; *cp != '\0'; cp++)
423 if (*cp == '/')
424 *cp = '_';
425
426 return newpath;
427}
428
429
430/* unclean_path takes a path and replaces all _ with /
431 * This basically undoes clean path.
432 * We do a strcpy so that we do not change the original string.
433 * We are smart enough to start after the last / in case we
434 * are getting passed a string that points to a unique map
435 * path.
436 */
437char *
438unclean_path (const char *src)
439{
440 static char newpath[MAX_BUF], *cp;
441
442 cp = strrchr (src, '/');
443 assign (newpath, cp ? cp + 1 : src);
444
445 for (cp = newpath; *cp != '\0'; cp++)
446 if (*cp == '_')
447 *cp = '/';
448
449 return newpath;
450}
451
452
453/* The player is trying to enter a randomly generated map. In this case, generate the
454 * random map as needed.
455 */
456
457static void
458enter_random_map (object *pl, object *exit_ob)
459{
460 maptile *new_map;
461 char newmap_name[HUGE_BUF], *cp;
462 static int reference_number = 0;
463 RMParms rp;
464
465 memset (&rp, 0, sizeof (RMParms));
466 rp.Xsize = -1;
467 rp.Ysize = -1;
468 rp.region = get_region_by_map (exit_ob->map);
469 if (exit_ob->msg)
470 set_random_map_variable (&rp, exit_ob->msg);
471 rp.origin_x = exit_ob->x;
472 rp.origin_y = exit_ob->y;
473 strcpy (rp.origin_map, pl->map->path);
474
475 /* 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.
477 * Take the last component (after the last slash) to give
478 * shorter names without bogus slashes.
479 */
480 if (rp.final_map[0])
481 {
482 cp = strrchr (rp.final_map, '/');
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
502 /* now to generate the actual map. */
503 new_map = generate_random_map (newmap_name, &rp);
504
505 /* Update the exit_ob so it now points directly at the newly created
506 * random maps. Not that it is likely to happen, but it does mean that a
507 * exit in a unique map leading to a random map will not work properly.
508 * It also means that if the created random map gets reset before
509 * the exit leading to it, that the exit will no longer work.
510 */
511 if (new_map)
512 {
513 int x, y;
514
515 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
516 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
517 EXIT_PATH (exit_ob) = newmap_name;
518 strcpy (new_map->path, newmap_name);
519 enter_map (pl, new_map, x, y);
520 }
521}
522
523/* The player is trying to enter a non-randomly generated template map. In this
524 * case, use a map file for a template
525 */
526
527static void
528enter_fixed_template_map (object *pl, object *exit_ob)
529{
530 maptile *new_map;
531 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
532 const char *new_map_name;
533
534 /* Split the exit path string into two parts, one
535 * for where to store the map, and one for were
536 * to generate the map from.
537 */
538 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
539 sourcemap = strchr (exitpath, '!');
540 if (!sourcemap)
541 {
542 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
543 /* Should only occur when no source map is set.
544 */
545 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
546 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
547 return;
548 }
549
550 *sourcemap++ = '\0';
551
552 /* If we are not coming from a template map, we can use relative directories
553 * for the map to generate from.
554 */
555 if (!exit_ob->map->templatemap)
556 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
557
558 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
559 * of the exit, and the name of the map the exit is on, respectively.
560 */
561 sprintf (tmpnum, "%d", exit_ob->x);
562 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
563
564 sprintf (tmpnum, "%d", exit_ob->y);
565 sprintf (tmpstring, "%s", resultname);
566 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
567
568 sprintf (tmpstring, "%s", resultname);
569 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
570
571 /* If we are coming from another template map, use reletive paths unless
572 * indicated otherwise.
573 */
574 if (exit_ob->map->templatemap && (resultname[0] != '/'))
575 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
576 else
577 new_map_name = create_template_pathname (resultname);
578
579 /* Attempt to load the map, if unable to, then
580 * create the map from the template.
581 */
582 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
583 if (!new_map)
584 {
585 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
586 if (new_map)
587 fix_auto_apply (new_map);
588 }
589
590 if (new_map)
591 {
592 /* set the path of the map to where it should be
593 * so we don't just save over the source map.
594 */
595 strcpy (new_map->path, new_map_name);
596 new_map->templatemap = 1;
597 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
598 }
599 else
600 {
601 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
602 /* Should only occur when an invalid source map is set.
603 */
604 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
605 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
606 }
607}
608
609/* The player is trying to enter a randomly generated template map. In this
610 * case, generate the map as needed.
611 */
612
613static void
614enter_random_template_map (object *pl, object *exit_ob)
615{
616 maptile *new_map;
617 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
618 const char *new_map_name;
619 RMParms rp;
620
621 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
622 * of the exit, and the name of the map the exit is on, respectively.
623 */
624 sprintf (tmpnum, "%d", exit_ob->x);
625 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
626
627 sprintf (tmpnum, "%d", exit_ob->y);
628 sprintf (tmpstring, "%s", resultname);
629 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
630
631 sprintf (tmpstring, "%s", resultname);
632 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
633
634 /* If we are coming from another template map, use reletive paths unless
635 * indicated otherwise.
636 */
637 if (exit_ob->map->templatemap && (resultname[0] != '/'))
638 {
639 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
640 }
641 else
642 {
643 new_map_name = create_template_pathname (resultname);
644 }
645
646 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
647 if (!new_map)
648 {
649 memset (&rp, 0, sizeof (RMParms));
650 rp.Xsize = -1;
651 rp.Ysize = -1;
652 rp.region = get_region_by_map (exit_ob->map);
653 if (exit_ob->msg)
654 set_random_map_variable (&rp, exit_ob->msg);
655 rp.origin_x = exit_ob->x;
656 rp.origin_y = exit_ob->y;
657 strcpy (rp.origin_map, pl->map->path);
658
659 /* now to generate the actual map. */
660 new_map = generate_random_map (new_map_name, &rp);
661 }
662
663
664 /* Update the exit_ob so it now points directly at the newly created
665 * random maps. Not that it is likely to happen, but it does mean that a
666 * exit in a unique map leading to a random map will not work properly.
667 * It also means that if the created random map gets reset before
668 * the exit leading to it, that the exit will no longer work.
669 */
670 if (new_map)
671 {
672 int x, y;
673
674 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
675 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
676 new_map->templatemap = 1;
677 enter_map (pl, new_map, x, y);
678 }
679}
680
681
682/* Code to enter/detect a character entering a unique map.
683 */
684static void
685enter_unique_map (object *op, object *exit_ob)
686{
687 char apartment[HUGE_BUF];
688 maptile *newmap;
689
690 if (EXIT_PATH (exit_ob)[0] == '/')
691 {
692 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
693 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
694 if (!newmap)
695 {
696 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
697 if (newmap)
698 fix_auto_apply (newmap);
699 }
700 }
701 else
702 { /* relative directory */
703 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
704
705 if (exit_ob->map->unique)
706 {
707
708 strcpy (reldir, unclean_path (exit_ob->map->path));
709
710 /* Need to copy this over, as clean_path only has one static return buffer */
711 strcpy (tmpc, clean_path (reldir));
712 /* Remove final component, if any */
713 if ((cp = strrchr (tmpc, '_')) != NULL)
714 *cp = 0;
715
716 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
717
718 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
719 if (!newmap)
720 {
721 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
722 if (newmap)
723 fix_auto_apply (newmap);
724 }
725 }
726 else
727 {
728 /* The exit is unique, but the map we are coming from is not unique. So
729 * use the basic logic - don't need to demangle the path name
730 */
731 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
732 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
733 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
734 if (!newmap)
735 {
736 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
737 if (newmap)
738 fix_auto_apply (newmap);
739 }
740 }
741 }
742
743 if (newmap)
744 {
745 strcpy (newmap->path, apartment);
746 newmap->unique = 1;
747 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
748 }
749 else
750 {
751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
752 /* Perhaps not critical, but I would think that the unique maps
753 * should be new enough this does not happen. This also creates
754 * a strange situation where some players could perhaps have visited
755 * such a map before it was removed, so they have the private
756 * map, but other players can't get it anymore.
757 */
758 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
759 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
760 }
761
762}
763
764
765/* Tries to move 'op' to exit_ob. op is the character or monster that is
766 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
767 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
768 * move the object to. This is used when loading the player.
769 *
770 * Largely redone by MSW 2001-01-21 - this function was overly complex
771 * and had some obscure bugs.
772 */
773
774void
775enter_exit (object *op, object *exit_ob)
776{
777#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
778 object *tmp;
779
780 /* It may be nice to support other creatures moving across
781 * exits, but right now a lot of the code looks at op->contr,
782 * so thta is an RFE.
783 */
784 if (op->type != PLAYER)
785 return;
786
787 /* First, lets figure out what map the player is going to go to */
788 if (exit_ob)
789 {
790 /* check to see if we make a template map */
791 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
792 {
793 if (EXIT_PATH (exit_ob)[2] == '!')
794 {
795 /* generate a template map randomly */
796 enter_random_template_map (op, exit_ob);
797 }
798 else
799 {
800 /* generate a template map from a fixed template */
801 enter_fixed_template_map (op, exit_ob);
802 }
803 }
804 /* check to see if we make a randomly generated map */
805 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
806 {
807 enter_random_map (op, exit_ob);
808 }
809 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
810 {
811 enter_unique_map (op, exit_ob);
812 }
813 else
814 {
815 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
816
817 /* 'Normal' exits that do not do anything special
818 * Simple enough we don't need another routine for it.
819 */
820 maptile *newmap;
821
822 if (exit_ob->map)
823 {
824 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
825 /* Random map was previously generated, but is no longer about. Lets generate a new
826 * map.
827 */
828 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
829 {
830 /* Maps that go down have a message set. However, maps that go
831 * up, don't. If the going home has reset, there isn't much
832 * point generating a random map, because it won't match the maps.
833 */
834 if (exit_ob->msg)
835 {
836 enter_random_map (op, exit_ob);
837 }
838 else
839 {
840 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
841 return;
842 }
843
844 /* For exits that cause damages (like pits). Don't know if any
845 * random maps use this or not.
846 */
847 if (exit_ob->stats.dam && op->type == PLAYER)
848 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
849 return;
850 }
851 }
852 else
853 {
854 /* For word of recall and other force objects
855 * They contain the full pathname of the map to go back to,
856 * so we don't need to normalize it.
857 * But we do need to see if it is unique or not
858 */
859 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
860 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
861 else
862 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
863 }
864 if (!newmap)
865 {
866 if (exit_ob->name)
867 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
868 /* don't cry to momma if name is not set - as in tmp objects
869 * used by the savebed code and character creation */
870 return;
871 }
872
873 /* This supports the old behaviour, but it really should not be used.
874 * I will note for example that with this method, it is impossible to
875 * set 0,0 destination coordinates. Really, if we want to support
876 * using the new maps default coordinates, the exit ob should use
877 * something like -1, -1 so it is clear to do that.
878 */
879 if (x == 0 && y == 0)
880 {
881 x = MAP_ENTER_X (newmap);
882 y = MAP_ENTER_Y (newmap);
883 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
884 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
885 }
886
887 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
888 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
889 {
890 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
892 {
893 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
894 break;
895 }
896 if (tmp)
897 {
898 remove_ob (tmp);
899 free_object (tmp);
900 }
901
902 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);
904 save_player (op, 1);
905 /* 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,
907 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
908 }
909
910 enter_map (op, newmap, x, y);
911 }
912 /* For exits that cause damages (like pits) */
913 if (exit_ob->stats.dam && op->type == PLAYER)
914 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
915 }
916 else
917 {
918 int flags = 0;
919 maptile *newmap;
920
921 /* Hypothetically, I guess its possible that a standard map matches
922 * the localdir, but that seems pretty unlikely - unlikely enough that
923 * I'm not going to attempt to try to deal with that possibility.
924 * We use the fact that when a player saves on a unique map, it prepends
925 * the localdir to that name. So its an easy way to see of the map is
926 * unique or not.
927 */
928 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
929 flags = MAP_PLAYER_UNIQUE;
930
931 /* newmap returns the map (if already loaded), or loads it for
932 * us.
933 */
934 newmap = ready_map_name (op->contr->maplevel, flags);
935 if (!newmap)
936 {
937 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
938 newmap = ready_map_name (settings.emergency_mapname, 0);
939 op->x = settings.emergency_x;
940 op->y = settings.emergency_y;
941 /* If we can't load the emergency map, something is probably really
942 * screwed up, so bail out now.
943 */
944 if (!newmap)
945 {
946 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
947 abort ();
948 }
949 }
950
951 enter_map (op, newmap, op->x, op->y);
952 }
953}
954
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
971 253
972/* process_players1 and process_players2 do all the player related stuff. 254/* 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 255 * 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 256 * 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 257 * by the various functions. process_players1() does the processing before
976 * objects have been updated, process_players2() does the processing that 258 * objects have been updated, process_players2() does the processing that
977 * is needed after the players have been updated. 259 * is needed after the players have been updated.
978 */ 260 */
979 261static void
980void
981process_players1 (maptile *map) 262process_players1 ()
982{ 263{
983 int flag; 264 int flag;
984 player *pl, *plnext;
985 265
986 /* Basically, we keep looping until all the players have done their actions. */ 266 /* Basically, we keep looping until all the players have done their actions. */
987 for (flag = 1; flag != 0;) 267 for (flag = 1; flag != 0;)
988 { 268 {
989 flag = 0; 269 flag = 0;
990 for (pl = first_player; pl != NULL; pl = plnext) 270 for_all_players (pl)
991 { 271 {
992 plnext = pl->next; /* In case a player exits the game in handle_player() */ 272 pl->refcnt_chk ();
993 273
994 if (pl->ob == NULL) 274 if (!pl->ob || !pl->ns)
995 continue; 275 continue;
996 276
997 if (map != NULL && pl->ob->map != map)
998 continue;
999
1000 if (pl->ob->speed_left > 0) 277 if (pl->ob->speed_left > 0)
1001 {
1002 if (handle_newcs_player (pl->ob)) 278 if (handle_newcs_player (pl->ob))
1003 flag = 1; 279 flag = 1;
1004 } /* end if player has speed left */
1005 280
1006 /* If the player is not actively playing, don't make a 281 /* If the player is not actively playing, don't make a
1007 * backup save - nothing to save anyway. Plus, the 282 * backup save - nothing to save anyway. Plus, the
1008 * map may not longer be valid. This can happen when the 283 * map may not longer be valid. This can happen when the
1009 * player quits - they exist for purposes of tracking on the map, 284 * player quits - they exist for purposes of tracking on the map,
1014 289
1015#ifdef AUTOSAVE 290#ifdef AUTOSAVE
1016 /* check for ST_PLAYING state so that we don't try to save off when 291 /* check for ST_PLAYING state so that we don't try to save off when
1017 * the player is logging in. 292 * the player is logging in.
1018 */ 293 */
1019 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING) 294 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
1020 { 295 {
1021 /* Don't save the player on unholy ground. Instead, increase the 296 pl->ob->contr->save ();
1022 * tick time so it will be about 10 seconds before we try and save
1023 * again.
1024 */
1025// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1026// pl->last_save_tick += 100;
1027// } else {
1028 save_player (pl->ob, 1);
1029 pl->last_save_tick = pticks; 297 pl->last_save_tick = pticks;
1030// }
1031 } 298 }
1032#endif 299#endif
1033 } /* end of for loop for all the players */ 300 } /* end of for loop for all the players */
1034 } /* for flag */ 301 } /* for flag */
1035 for (pl = first_player; pl != NULL; pl = pl->next) 302
303 for_all_players (pl)
1036 { 304 {
1037 if (map != NULL && (pl->ob == NULL || pl->ob->map != map)) 305 if (!pl->ob || !pl->ns)
1038 continue; 306 continue;
307
1039 if (settings.casting_time == TRUE) 308 if (settings.casting_time)
1040 { 309 {
1041 if (pl->ob->casting_time > 0) 310 if (pl->ob->casting_time > 0)
1042 { 311 {
1043 pl->ob->casting_time--; 312 pl->ob->casting_time--;
1044 pl->ob->start_holding = 1; 313 pl->ob->start_holding = 1;
1045 } 314 }
315
1046 /* set spell_state so we can update the range in stats field */ 316 /* set spell_state so we can update the range in stats field */
1047 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) 317 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1048 {
1049 pl->ob->start_holding = 0; 318 pl->ob->start_holding = 0;
1050 } 319 }
1051 } 320
1052 do_some_living (pl->ob); 321 do_some_living (pl->ob);
1053 /* draw(pl->ob); *//* updated in socket code */
1054 } 322 }
1055} 323}
1056 324
1057void 325static void
1058process_players2 (maptile *map) 326process_players2 ()
1059{ 327{
1060 player *pl;
1061
1062 /* Then check if any players should use weapon-speed instead of speed */ 328 /* Then check if any players should use weapon-speed instead of speed */
1063 for (pl = first_player; pl != NULL; pl = pl->next) 329 for_all_players (pl)
1064 { 330 {
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 - 331 /* The code that did weapon_sp handling here was out of place -
1076 * this isn't called until after the player has finished there 332 * 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 333 * actions, and is thus out of place. All we do here is bounds
1078 * checking. 334 * checking.
1079 */ 335 */
1085 /* This needs to be here - if the player is running, we need to 341 /* 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 342 * clear this each tick, but new commands are not being received
1087 * so execute_newserver_command() is never called 343 * so execute_newserver_command() is never called
1088 */ 344 */
1089 pl->has_hit = 0; 345 pl->has_hit = 0;
1090
1091 } 346 }
1092 else if (pl->ob->speed_left > pl->ob->speed) 347 else if (pl->ob->speed_left > pl->ob->speed)
1093 pl->ob->speed_left = pl->ob->speed; 348 pl->ob->speed_left = pl->ob->speed;
1094 } 349 }
1095} 350}
1096 351
1097void 352void
1098process_events (maptile *map) 353process_events ()
1099{ 354{
1100 object *op; 355 object *op;
1101 356
1102 static object *marker; 357 static object_ptr marker_;
358
1103 if (!marker) 359 if (!marker_)
1104 marker = get_object (); 360 marker_ = object::create ();
1105 361
362 object *marker = marker_;
363
1106 process_players1 (map); 364 process_players1 ();
1107 365
1108 marker->active_next = active_objects; 366 marker->active_next = active_objects;
1109 367
1110 if (marker->active_next) 368 if (marker->active_next)
1111 marker->active_next->active_prev = marker; 369 marker->active_next->active_prev = marker;
1112 370
1113 marker->active_prev = NULL; 371 marker->active_prev = 0;
1114 active_objects = marker; 372 active_objects = marker;
1115 373
1116 while (marker->active_next) 374 while (marker->active_next)
1117 { 375 {
1118 op = marker->active_next; 376 op = marker->active_next;
1135 393
1136 /* Now process op */ 394 /* Now process op */
1137 if (QUERY_FLAG (op, FLAG_FREED)) 395 if (QUERY_FLAG (op, FLAG_FREED))
1138 { 396 {
1139 LOG (llevError, "BUG: process_events(): Free object on list\n"); 397 LOG (llevError, "BUG: process_events(): Free object on list\n");
1140 op->speed = 0; 398 op->set_speed (0);
1141 update_ob_speed (op);
1142 continue; 399 continue;
1143 } 400 }
1144 401
1145 /* I've seen occasional crashes due to this - the object is removed, 402 /* I've seen occasional crashes due to this - the object is removed,
1146 * and thus the map it points to (last map it was on) may be bogus 403 * and thus the map it points to (last map it was on) may be bogus
1153 * around. 410 * around.
1154 */ 411 */
1155 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY) 412 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1156 { 413 {
1157 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 414 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1158 dump_object (op); 415 char *dump = dump_object (op);
1159 LOG (llevError, errmsg); 416 LOG (llevError, dump);
1160 free_object (op); 417 free (dump);
418 op->destroy ();
1161 continue; 419 continue;
1162 } 420 }
1163 421
1164 if (!op->speed) 422 if (!op->speed)
1165 { 423 {
1166 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); 424 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1167 update_ob_speed (op); 425 "but is on active list\n", &op->arch->name);
426 op->set_speed (0);
1168 continue; 427 continue;
1169 } 428 }
1170 429
1171 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL) 430 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1172 { 431 {
1173 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count); 432 LOG (llevError, "BUG: process_events(): Object without map or "
433 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1174 op->speed = 0; 434 op->set_speed (0);
1175 update_ob_speed (op);
1176 continue; 435 continue;
1177 } 436 }
1178 437
1179 if (map != NULL && op->map != map)
1180 continue;
1181
1182 /* Animate the object. Bug of feature that andim_speed 438 /* Animate the object. Bug or feature that anim_speed
1183 * is based on ticks, and not the creatures speed? 439 * is based on ticks, and not the creatures speed?
1184 */ 440 */
1185 if (op->anim_speed && op->last_anim >= op->anim_speed) 441 if (op->anim_speed && op->last_anim >= op->anim_speed)
1186 { 442 {
1187 if ((op->type == PLAYER) || (op->type == MONSTER)) 443 if ((op->type == PLAYER))
1188 animate_object (op, op->facing); 444 animate_object (op, op->facing);
1189 else 445 else
1190 animate_object (op, op->direction); 446 animate_object (op, op->direction);
1191 447
1192 op->last_anim = 1; 448 op->last_anim = 1;
1228 if (marker->active_prev != NULL) 484 if (marker->active_prev != NULL)
1229 marker->active_prev->active_next = NULL; 485 marker->active_prev->active_next = NULL;
1230 else 486 else
1231 active_objects = NULL; 487 active_objects = NULL;
1232 488
1233 process_players2 (map); 489 process_players2 ();
1234} 490}
1235 491
492/* clean up everything before exiting */
1236void 493void
1237clean_tmp_files (void) 494emergency_save ()
1238{ 495{
1239 maptile *m, *next; 496 LOG (llevDebug, "emergency save begin.\n");
1240 497
1241 LOG (llevInfo, "Cleaning up...\n"); 498 LOG (llevDebug, "saving players.\n");
499 for_all_players (pl)
500 pl->save (1);
1242 501
1243 /* We save the maps - it may not be intuitive why, but if there are unique 502// for_all_players (pl)
1244 * items, we need to save the map so they get saved off. Perhaps we should 503// if (pl->ob)
1245 * just make a special function that only saves the unique items. 504// pl->ob->remove ();
1246 */ 505
1247 for (m = first_map; m != NULL; m = next) 506 LOG (llevDebug, "saving maps.\n");
507 maptile::emergency_save ();
508
509 LOG (llevDebug, "saving book archive.\n");
510 write_book_archive ();
511
512 LOG (llevDebug, "emergency save done.\n");
513}
514
515/* clean up everything before exiting */
516void
517cleanup (bool make_core)
518{
519 LOG (llevDebug, "cleanup begin.\n");
520
521 in_cleanup = true;
522
523 if (init_done && !in_cleanup)
524 emergency_save ();
525
526 LOG (llevDebug, "running cleanup handlers.\n");
527 INVOKE_GLOBAL (CLEANUP);
528
529 LOG (llevDebug, "cleanup done.\n");
530
531 if (make_core)
532 abort ();
533 else
534 _exit (0);
535}
536
537void
538leave (player *pl, int draw_exit)
539{
540 if (pl)
1248 { 541 {
1249 next = m->next; 542 if (pl->ob->type != DEAD_OBJECT)
1250 if (m->in_memory == MAP_IN_MEMORY)
1251 { 543 {
1252 /* If we want to reuse the temp maps, swap it out (note that will also 544 /* If a hidden dm dropped connection do not create
1253 * update the log file. Otherwise, save the map (mostly for unique item 545 * inconsistencies by showing that they have left the game
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 */ 546 */
1258 547 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1259 /* XXX The above comment is dead wrong */ 548 && draw_exit)
1260 if (settings.recycle_tmp_maps == TRUE)
1261 swap_map (m);
1262 else
1263 { 549 {
1264 new_save_map (m, 0); /* note we save here into a overlay map */ 550 if (pl->ob->map)
1265 clean_tmp_map (m); 551 {
552 INVOKE_PLAYER (LOGOUT, pl);
553 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
554 }
555
556 char buf[MAX_BUF];
557
558 sprintf (buf, "%s left the game.", &pl->ob->name);
559 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1266 } 560 }
1267 }
1268 }
1269 write_todclock (); /* lets just write the clock here */
1270}
1271 561
1272/* clean up everything before exiting */ 562 pl->ob->remove ();
1273void 563 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1274cleanup (void) 564 }
1275{
1276 LOG (llevDebug, "Cleanup called.\n");
1277 565
1278 for (player *pl = first_player; pl != NULL; pl = pl->next)
1279 save_player (pl->ob, 0);
1280
1281 for (player *pl = first_player; pl != NULL; pl = pl->next)
1282 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1283 leave_map (pl->ob);
1284
1285 clean_tmp_files ();
1286 write_book_archive ();
1287
1288 INVOKE_GLOBAL (CLEANUP);
1289
1290 _exit (0);
1291}
1292
1293void
1294leave (player *pl, int draw_exit)
1295{
1296 if (pl != NULL)
1297 {
1298 /* We do this so that the socket handling routine can do the final 566 /* 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 567 * cleanup. We also leave that loop to actually handle the freeing
1300 * of the data. 568 * of the data.
1301 */ 569 */
1302 if (pl->ob->type != DEAD_OBJECT) 570 if (pl->ns)
1303 { 571 pl->ns->destroy ();
1304 pl->socket.status = Ns_Dead;
1305 572
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 } 573 }
1330} 574}
1331 575
1332int 576int
1333forbid_play (void) 577forbid_play (void)
1396extern unsigned long todtick; 640extern unsigned long todtick;
1397 641
1398void 642void
1399do_specials (void) 643do_specials (void)
1400{ 644{
1401
1402#ifdef WATCHDOG
1403 if (!(pticks % 503))
1404 watchdog ();
1405#endif
1406
1407 if (!(pticks % PTICKS_PER_CLOCK)) 645 if (!(pticks % PTICKS_PER_CLOCK))
1408 tick_the_clock (); 646 tick_the_clock ();
1409 647
1410 if (!(pticks % 7)) 648 if (!(pticks % 7))
1411 shstr::gc (); 649 shstr::gc ();
1412 650
1413 if (!(pticks % 79))
1414 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1415
1416 if (!(pticks % 2503)) 651 if (!(pticks % 2503))
1417 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 652 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1418 653
1419 if (!(pticks % 2521))
1420 metaserver_update (); /* 2500 ticks is about 5 minutes */
1421
1422 if (!(pticks % 5003)) 654 if (!(pticks % 5003))
1423 write_book_archive (); 655 write_book_archive ();
1424 656
1425 if (!(pticks % 5009)) 657 if (!(pticks % 5009))
1426 clean_friendly_list (); 658 clean_friendly_list ();
1433} 665}
1434 666
1435void 667void
1436server_tick () 668server_tick ()
1437{ 669{
1438 nroferrors = 0; 670 // first do the user visible stuff
1439
1440 doeric_server (); 671 doeric_server ();
1441 INVOKE_GLOBAL (CLOCK); 672 INVOKE_GLOBAL (CLOCK);
1442 process_events (NULL); /* "do" something with objects with speed */ 673 process_events (); /* "do" something with objects with speed */
1443 flush_sockets (); 674 flush_sockets ();
1444 check_active_maps (); /* Removes unused maps after a certain timeout */ 675
676 // then do some bookkeeping, should not really be here
1445 do_specials (); /* Routines called from time to time. */ 677 do_specials (); /* Routines called from time to time. */
1446 object::free_mortals (); 678 attachable::check_mortals ();
1447 679
1448 ++pticks; 680 ++pticks;
1449} 681}
1450 682
1451int 683int
1459 initPlugins (); 691 initPlugins ();
1460 692
1461 for (;;) 693 for (;;)
1462 cfperl_main (); 694 cfperl_main ();
1463 695
1464 // unreached
1465 emergency_save (0);
1466 cleanup (); 696 cleanup (true);
1467
1468 return 0;
1469} 697}
698

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