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Comparing deliantra/server/server/main.C (file contents):
Revision 1.42 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.60 by root, Wed Dec 27 09:28:02 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(__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
257 maptile *oldmap = op->map; 214 maptile *oldmap = op->map;
258 215
259 if (out_of_map (newmap, x, y)) 216 if (out_of_map (newmap, x, y))
260 { 217 {
261 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); 218 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y);
262 x = MAP_ENTER_X (newmap); 219 x = newmap->enter_x;
263 y = MAP_ENTER_Y (newmap); 220 y = newmap->enter_y;
264 if (out_of_map (newmap, x, y)) 221 if (out_of_map (newmap, x, y))
265 { 222 {
266 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",
267 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); 224 newmap->path, x, y, newmap->width, newmap->height);
268 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 225 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed");
269 return; 226 return;
270 } 227 }
271 } 228 }
272 229
389 346
390void 347void
391set_map_timeout (maptile *oldmap) 348set_map_timeout (maptile *oldmap)
392{ 349{
393#if MAP_MAXTIMEOUT 350#if MAP_MAXTIMEOUT
394 oldmap->timeout = MAP_TIMEOUT (oldmap); 351 oldmap->timeout = oldmap->timeout;
395 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is 352 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
396 * lower than the min value. 353 * lower than the min value.
397 */ 354 */
398# if MAP_MINTIMEOUT 355# if MAP_MINTIMEOUT
399 if (oldmap->timeout < MAP_MINTIMEOUT) 356 if (oldmap->timeout < MAP_MINTIMEOUT)
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
510 */ 447 */
511 if (new_map) 448 if (new_map)
512 { 449 {
513 int x, y; 450 int x, y;
514 451
515 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map); 452 x = EXIT_X (exit_ob) = new_map->enter_x;
516 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map); 453 y = EXIT_Y (exit_ob) = new_map->enter_y;
517 EXIT_PATH (exit_ob) = newmap_name; 454 EXIT_PATH (exit_ob) = newmap_name;
518 strcpy (new_map->path, newmap_name); 455 strcpy (new_map->path, newmap_name);
519 enter_map (pl, new_map, x, y); 456 enter_map (pl, new_map, x, y);
520 } 457 }
521} 458}
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));
669 */ 602 */
670 if (new_map) 603 if (new_map)
671 { 604 {
672 int x, y; 605 int x, y;
673 606
674 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map); 607 x = EXIT_X (exit_ob) = new_map->enter_x;
675 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map); 608 y = EXIT_Y (exit_ob) = new_map->enter_y;
676 new_map->templatemap = 1; 609 new_map->templatemap = 1;
677 enter_map (pl, new_map, x, y); 610 enter_map (pl, new_map, x, y);
678 } 611 }
679} 612}
680 613
876 * using the new maps default coordinates, the exit ob should use 809 * using the new maps default coordinates, the exit ob should use
877 * something like -1, -1 so it is clear to do that. 810 * something like -1, -1 so it is clear to do that.
878 */ 811 */
879 if (x == 0 && y == 0) 812 if (x == 0 && y == 0)
880 { 813 {
881 x = MAP_ENTER_X (newmap); 814 x = newmap->enter_x;
882 y = MAP_ENTER_Y (newmap); 815 y = newmap->enter_y;
883 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n", 816 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>"); 817 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
885 } 818 }
886 819
887 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */ 820 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
899 tmp->destroy (); 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_;
1103 992
1104 if (!marker) 993 if (!marker_)
1105 marker = object::create (); 994 marker_ = object::create ();
1106 995
996 object *marker = marker_;
997
1107 process_players1 (map); 998 process_players1 ();
1108 999
1109 marker->active_next = active_objects; 1000 marker->active_next = active_objects;
1110 1001
1111 if (marker->active_next) 1002 if (marker->active_next)
1112 marker->active_next->active_prev = marker; 1003 marker->active_next->active_prev = marker;
1113 1004
1114 marker->active_prev = NULL; 1005 marker->active_prev = 0;
1115 active_objects = marker; 1006 active_objects = marker;
1116 1007
1117 while (marker->active_next) 1008 while (marker->active_next)
1118 { 1009 {
1119 op = marker->active_next; 1010 op = marker->active_next;
1136 1027
1137 /* Now process op */ 1028 /* Now process op */
1138 if (QUERY_FLAG (op, FLAG_FREED)) 1029 if (QUERY_FLAG (op, FLAG_FREED))
1139 { 1030 {
1140 LOG (llevError, "BUG: process_events(): Free object on list\n"); 1031 LOG (llevError, "BUG: process_events(): Free object on list\n");
1141 op->speed = 0; 1032 op->set_speed (0);
1142 update_ob_speed (op);
1143 continue; 1033 continue;
1144 } 1034 }
1145 1035
1146 /* I've seen occasional crashes due to this - the object is removed, 1036 /* I've seen occasional crashes due to this - the object is removed,
1147 * and thus the map it points to (last map it was on) may be bogus 1037 * and thus the map it points to (last map it was on) may be bogus
1163 continue; 1053 continue;
1164 } 1054 }
1165 1055
1166 if (!op->speed) 1056 if (!op->speed)
1167 { 1057 {
1168 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); 1058 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1169 update_ob_speed (op); 1059 "but is on active list\n", &op->arch->name);
1060 op->set_speed (0);
1170 continue; 1061 continue;
1171 } 1062 }
1172 1063
1173 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL) 1064 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1174 { 1065 {
1175 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count); 1066 LOG (llevError, "BUG: process_events(): Object without map or "
1067 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1176 op->speed = 0; 1068 op->set_speed (0);
1177 update_ob_speed (op);
1178 continue; 1069 continue;
1179 } 1070 }
1180 1071
1181 if (map != NULL && op->map != map)
1182 continue;
1183
1184 /* Animate the object. Bug of feature that andim_speed 1072 /* Animate the object. Bug or feature that anim_speed
1185 * is based on ticks, and not the creatures speed? 1073 * is based on ticks, and not the creatures speed?
1186 */ 1074 */
1187 if (op->anim_speed && op->last_anim >= op->anim_speed) 1075 if (op->anim_speed && op->last_anim >= op->anim_speed)
1188 { 1076 {
1189 if ((op->type == PLAYER) || (op->type == MONSTER)) 1077 if ((op->type == PLAYER))
1190 animate_object (op, op->facing); 1078 animate_object (op, op->facing);
1191 else 1079 else
1192 animate_object (op, op->direction); 1080 animate_object (op, op->direction);
1193 1081
1194 op->last_anim = 1; 1082 op->last_anim = 1;
1230 if (marker->active_prev != NULL) 1118 if (marker->active_prev != NULL)
1231 marker->active_prev->active_next = NULL; 1119 marker->active_prev->active_next = NULL;
1232 else 1120 else
1233 active_objects = NULL; 1121 active_objects = NULL;
1234 1122
1235 process_players2 (map); 1123 process_players2 ();
1236} 1124}
1237 1125
1238void 1126void
1239clean_tmp_files (void) 1127clean_tmp_files (void)
1240{ 1128{
1244 1132
1245 /* We save the maps - it may not be intuitive why, but if there are unique 1133 /* We save the maps - it may not be intuitive why, but if there are unique
1246 * items, we need to save the map so they get saved off. Perhaps we should 1134 * items, we need to save the map so they get saved off. Perhaps we should
1247 * just make a special function that only saves the unique items. 1135 * just make a special function that only saves the unique items.
1248 */ 1136 */
1249 for (m = first_map; m != NULL; m = next) 1137 for_all_maps (m)
1250 {
1251 next = m->next;
1252 if (m->in_memory == MAP_IN_MEMORY) 1138 if (m->in_memory == MAP_IN_MEMORY)
1253 {
1254 /* If we want to reuse the temp maps, swap it out (note that will also 1139 /* If we want to reuse the temp maps, swap it out (note that will also
1255 * update the log file. Otherwise, save the map (mostly for unique item 1140 * update the log file.
1256 * stuff). Note that the clean_tmp_map is called after the end of
1257 * the for loop but is in the #else bracket. IF we are recycling the maps,
1258 * we certainly don't want the temp maps removed.
1259 */ 1141 */
1260
1261 /* XXX The above comment is dead wrong */
1262 if (settings.recycle_tmp_maps == TRUE)
1263 swap_map (m); 1142 swap_map (m);
1264 else 1143
1265 {
1266 new_save_map (m, 0); /* note we save here into a overlay map */
1267 clean_tmp_map (m);
1268 }
1269 }
1270 }
1271 write_todclock (); /* lets just write the clock here */ 1144 write_todclock (); /* lets just write the clock here */
1272} 1145}
1273 1146
1274/* clean up everything before exiting */ 1147/* clean up everything before exiting */
1275void 1148void
1276cleanup (void) 1149cleanup (bool make_core)
1277{ 1150{
1278 LOG (llevDebug, "Cleanup called.\n"); 1151 LOG (llevDebug, "Cleanup called.\n");
1279 1152
1280 for (player *pl = first_player; pl != NULL; pl = pl->next) 1153 if (init_done)
1281 save_player (pl->ob, 0); 1154 {
1155 for_all_players (pl)
1156 pl->save (1);
1282 1157
1283 for (player *pl = first_player; pl != NULL; pl = pl->next) 1158 for_all_players (pl)
1284 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 1159 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1285 leave_map (pl->ob); 1160 leave_map (pl->ob);
1286 1161
1287 clean_tmp_files (); 1162 clean_tmp_files ();
1288 write_book_archive (); 1163 write_book_archive ();
1289 1164
1290 INVOKE_GLOBAL (CLEANUP); 1165 INVOKE_GLOBAL (CLEANUP);
1166 }
1291 1167
1168 if (make_core)
1169 abort ();
1170 else
1292 _exit (0); 1171 _exit (0);
1293} 1172}
1294 1173
1295void 1174void
1296leave (player *pl, int draw_exit) 1175leave (player *pl, int draw_exit)
1297{ 1176{
1298 if (pl != NULL) 1177 if (pl)
1299 { 1178 {
1179 if (pl->ob->type != DEAD_OBJECT)
1180 {
1181 /* If a hidden dm dropped connection do not create
1182 * inconsistencies by showing that they have left the game
1183 */
1184 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1185 && draw_exit)
1186 {
1187 if (pl->ob->map)
1188 {
1189 INVOKE_PLAYER (LOGOUT, pl);
1190 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
1191 }
1192
1193 char buf[MAX_BUF];
1194
1195 sprintf (buf, "%s left the game.", &pl->ob->name);
1196 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1197 }
1198
1199 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1200 leave_map (pl->ob);
1201
1202 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1203 }
1204
1300 /* We do this so that the socket handling routine can do the final 1205 /* We do this so that the socket handling routine can do the final
1301 * cleanup. We also leave that loop to actually handle the freeing 1206 * cleanup. We also leave that loop to actually handle the freeing
1302 * of the data. 1207 * of the data.
1303 */ 1208 */
1304 if (pl->ob->type != DEAD_OBJECT) 1209 if (pl->ns)
1305 { 1210 pl->ns->destroy ();
1306 pl->socket.status = Ns_Dead;
1307 1211
1308 /* If a hidden dm dropped connection do not create
1309 * inconsistencies by showing that they have left the game
1310 */
1311 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1312 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1313 {
1314 if (pl->ob->map)
1315 {
1316 INVOKE_PLAYER (LOGOUT, pl);
1317 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1318 }
1319
1320 char buf[MAX_BUF];
1321
1322 sprintf (buf, "%s left the game.", &pl->ob->name);
1323 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1324 }
1325
1326 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1327 leave_map (pl->ob);
1328
1329 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1330 }
1331 } 1212 }
1332} 1213}
1333 1214
1334int 1215int
1335forbid_play (void) 1216forbid_play (void)
1398extern unsigned long todtick; 1279extern unsigned long todtick;
1399 1280
1400void 1281void
1401do_specials (void) 1282do_specials (void)
1402{ 1283{
1403
1404#ifdef WATCHDOG
1405 if (!(pticks % 503))
1406 watchdog ();
1407#endif
1408
1409 if (!(pticks % PTICKS_PER_CLOCK)) 1284 if (!(pticks % PTICKS_PER_CLOCK))
1410 tick_the_clock (); 1285 tick_the_clock ();
1411 1286
1412 if (!(pticks % 7)) 1287 if (!(pticks % 7))
1413 shstr::gc (); 1288 shstr::gc ();
1434void 1309void
1435server_tick () 1310server_tick ()
1436{ 1311{
1437 nroferrors = 0; 1312 nroferrors = 0;
1438 1313
1314 // first do the user visible stuff
1439 doeric_server (); 1315 doeric_server ();
1440 INVOKE_GLOBAL (CLOCK); 1316 INVOKE_GLOBAL (CLOCK);
1441 process_events (NULL); /* "do" something with objects with speed */ 1317 process_events (); /* "do" something with objects with speed */
1442 flush_sockets (); 1318 flush_sockets ();
1319
1320 // then do some bookkeeping, should not really be here
1443 check_active_maps (); /* Removes unused maps after a certain timeout */ 1321 check_active_maps (); /* Removes unused maps after a certain timeout */
1444 do_specials (); /* Routines called from time to time. */ 1322 do_specials (); /* Routines called from time to time. */
1445 object::free_mortals (); 1323 attachable::check_mortals ();
1446 1324
1447 ++pticks; 1325 ++pticks;
1448} 1326}
1449 1327
1450int 1328int

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