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Comparing deliantra/server/server/main.C (file contents):
Revision 1.2 by root, Tue Aug 15 18:07:25 2006 UTC vs.
Revision 1.62 by root, Sat Dec 30 10:16:11 2006 UTC

1/*
2 * static char *rcsid_main_c =
3 * "$Id: main.C,v 1.2 2006/08/15 18:07:25 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <object.h> 25#include <object.h>
31#include <tod.h> 26#include <tod.h>
32 27
33#ifdef HAVE_DES_H 28#ifdef HAVE_DES_H
34#include <des.h> 29# include <des.h>
35#else 30#else
36# ifdef HAVE_CRYPT_H 31# ifdef HAVE_CRYPT_H
37# include <crypt.h> 32# include <crypt.h>
38# endif 33# endif
39#endif 34#endif
40 35
41#ifndef __CEXTRACT__
42#include <sproto.h> 36#include <sproto.h>
43#endif
44
45#ifdef HAVE_TIME_H
46#include <time.h> 37#include <time.h>
47#endif
48 38
49#include <../random_maps/random_map.h> 39#include <../random_maps/random_map.h>
50#include <../random_maps/rproto.h> 40#include <../random_maps/rproto.h>
51#include "path.h" 41#include "path.h"
52 42
53static char days[7][4] = { 43static char days[7][4] = {
54 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"}; 44 "Sun", "Mon", "Tue", "Wed", "Thu", "Fri", "Sat"
45};
55 46
47void
56void version(object *op) { 48version (object *op)
49{
57 if(op!=NULL) 50 if (op != NULL)
58 clear_win_info(op); 51 clear_win_info (op);
59 52
60 new_draw_info_format(NDI_UNIQUE, 0, op, "This is Crossfire v%s",VERSION); 53 new_draw_info_format (NDI_UNIQUE, 0, op, "This is Crossfire v%s", VERSION);
61 54
62/* 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
63 * crossclient program. 56 * crossclient program.
64 */ 57 */
65 if (op==NULL) return; 58 if (op == NULL)
59 return;
66 new_draw_info(NDI_UNIQUE, 0,op,"Authors and contributors to this program:"); 60 new_draw_info (NDI_UNIQUE, 0, op, "Authors and contributors to this program:");
67 new_draw_info(NDI_UNIQUE, 0,op,"mwedel@sonic.net (Mark Wedel)"); 61 new_draw_info (NDI_UNIQUE, 0, op, "mwedel@sonic.net (Mark Wedel)");
68 new_draw_info(NDI_UNIQUE, 0,op,"frankj@ifi.uio.no (Frank Tore Johansen)"); 62 new_draw_info (NDI_UNIQUE, 0, op, "frankj@ifi.uio.no (Frank Tore Johansen)");
69 new_draw_info(NDI_UNIQUE, 0,op,"kjetilho@ifi.uio.no (Kjetil Torgrim Homme)"); 63 new_draw_info (NDI_UNIQUE, 0, op, "kjetilho@ifi.uio.no (Kjetil Torgrim Homme)");
70 new_draw_info(NDI_UNIQUE, 0,op,"tvangod@ecst.csuchico.edu (Tyler Van Gorder)"); 64 new_draw_info (NDI_UNIQUE, 0, op, "tvangod@ecst.csuchico.edu (Tyler Van Gorder)");
71 new_draw_info(NDI_UNIQUE, 0,op,"elmroth@cd.chalmers.se (Tony Elmroth)"); 65 new_draw_info (NDI_UNIQUE, 0, op, "elmroth@cd.chalmers.se (Tony Elmroth)");
72 new_draw_info(NDI_UNIQUE, 0,op,"dougal.scott@fcit.monasu.edu.au (Dougal Scott)"); 66 new_draw_info (NDI_UNIQUE, 0, op, "dougal.scott@fcit.monasu.edu.au (Dougal Scott)");
73 new_draw_info(NDI_UNIQUE, 0,op,"wchuang@athena.mit.edu (William)"); 67 new_draw_info (NDI_UNIQUE, 0, op, "wchuang@athena.mit.edu (William)");
74 new_draw_info(NDI_UNIQUE, 0,op,"ftww@cs.su.oz.au (Geoff Bailey)"); 68 new_draw_info (NDI_UNIQUE, 0, op, "ftww@cs.su.oz.au (Geoff Bailey)");
75 new_draw_info(NDI_UNIQUE, 0,op,"jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)"); 69 new_draw_info (NDI_UNIQUE, 0, op, "jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen)");
76 new_draw_info(NDI_UNIQUE, 0,op,"c.blackwood@rdt.monash.edu.au (Cameron Blackwood)"); 70 new_draw_info (NDI_UNIQUE, 0, op, "c.blackwood@rdt.monash.edu.au (Cameron Blackwood)");
77 new_draw_info(NDI_UNIQUE, 0,op,"jtraub+@cmu.edu (Joseph L. Traub)"); 71 new_draw_info (NDI_UNIQUE, 0, op, "jtraub+@cmu.edu (Joseph L. Traub)");
78 new_draw_info(NDI_UNIQUE, 0,op,"rgg@aaii.oz.au (Rupert G. Goldie)"); 72 new_draw_info (NDI_UNIQUE, 0, op, "rgg@aaii.oz.au (Rupert G. Goldie)");
79 new_draw_info(NDI_UNIQUE, 0,op,"eanders+@cmu.edu (Eric A. Anderson)"); 73 new_draw_info (NDI_UNIQUE, 0, op, "eanders+@cmu.edu (Eric A. Anderson)");
80 new_draw_info(NDI_UNIQUE, 0,op,"eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)"); 74 new_draw_info (NDI_UNIQUE, 0, op, "eneq@Prag.DoCS.UU.SE (Rickard Eneqvist)");
81 new_draw_info(NDI_UNIQUE, 0,op,"Jarkko.Sonninen@lut.fi (Jarkko Sonninen)"); 75 new_draw_info (NDI_UNIQUE, 0, op, "Jarkko.Sonninen@lut.fi (Jarkko Sonninen)");
82 new_draw_info(NDI_UNIQUE, 0,op,"kholland@sunlab.cit.cornell.du (Karl Holland)"); 76 new_draw_info (NDI_UNIQUE, 0, op, "kholland@sunlab.cit.cornell.du (Karl Holland)");
83 new_draw_info(NDI_UNIQUE, 0,op,"vick@bern.docs.uu.se (Mikael Lundgren)"); 77 new_draw_info (NDI_UNIQUE, 0, op, "vick@bern.docs.uu.se (Mikael Lundgren)");
84 new_draw_info(NDI_UNIQUE, 0,op,"mol@meryl.csd.uu.se (Mikael Olsson)"); 78 new_draw_info (NDI_UNIQUE, 0, op, "mol@meryl.csd.uu.se (Mikael Olsson)");
85 new_draw_info(NDI_UNIQUE, 0,op,"Tero.Haatanen@lut.fi (Tero Haatanen)"); 79 new_draw_info (NDI_UNIQUE, 0, op, "Tero.Haatanen@lut.fi (Tero Haatanen)");
86 new_draw_info(NDI_UNIQUE, 0,op,"ylitalo@student.docs.uu.se (Lasse Ylitalo)"); 80 new_draw_info (NDI_UNIQUE, 0, op, "ylitalo@student.docs.uu.se (Lasse Ylitalo)");
87 new_draw_info(NDI_UNIQUE, 0,op,"anipa@guru.magic.fi (Niilo Neuvo)"); 81 new_draw_info (NDI_UNIQUE, 0, op, "anipa@guru.magic.fi (Niilo Neuvo)");
88 new_draw_info(NDI_UNIQUE, 0,op,"mta@modeemi.cs.tut.fi (Markku J{rvinen)"); 82 new_draw_info (NDI_UNIQUE, 0, op, "mta@modeemi.cs.tut.fi (Markku J{rvinen)");
89 new_draw_info(NDI_UNIQUE, 0,op,"meunier@inf.enst.fr (Sylvain Meunier)"); 83 new_draw_info (NDI_UNIQUE, 0, op, "meunier@inf.enst.fr (Sylvain Meunier)");
90 new_draw_info(NDI_UNIQUE, 0,op,"jfosback@darmok.uoregon.edu (Jason Fosback)"); 84 new_draw_info (NDI_UNIQUE, 0, op, "jfosback@darmok.uoregon.edu (Jason Fosback)");
91 new_draw_info(NDI_UNIQUE, 0,op,"cedman@capitalist.princeton.edu (Carl Edman)"); 85 new_draw_info (NDI_UNIQUE, 0, op, "cedman@capitalist.princeton.edu (Carl Edman)");
92 new_draw_info(NDI_UNIQUE, 0,op,"henrich@crh.cl.msu.edu (Charles Henrich)"); 86 new_draw_info (NDI_UNIQUE, 0, op, "henrich@crh.cl.msu.edu (Charles Henrich)");
93 new_draw_info(NDI_UNIQUE, 0,op,"schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)"); 87 new_draw_info (NDI_UNIQUE, 0, op, "schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid)");
94 new_draw_info(NDI_UNIQUE, 0,op,"quinet@montefiore.ulg.ac.be (Raphael Quinet)"); 88 new_draw_info (NDI_UNIQUE, 0, op, "quinet@montefiore.ulg.ac.be (Raphael Quinet)");
95 new_draw_info(NDI_UNIQUE, 0,op,"jam@modeemi.cs.tut.fi (Jari Vanhala)"); 89 new_draw_info (NDI_UNIQUE, 0, op, "jam@modeemi.cs.tut.fi (Jari Vanhala)");
96 new_draw_info(NDI_UNIQUE, 0,op,"kivinen@joker.cs.hut.fi (Tero Kivinen)"); 90 new_draw_info (NDI_UNIQUE, 0, op, "kivinen@joker.cs.hut.fi (Tero Kivinen)");
97 new_draw_info(NDI_UNIQUE, 0,op,"peterm@soda.berkeley.edu (Peter Mardahl)"); 91 new_draw_info (NDI_UNIQUE, 0, op, "peterm@soda.berkeley.edu (Peter Mardahl)");
98 new_draw_info(NDI_UNIQUE, 0,op,"matt@cs.odu.edu (Matthew Zeher)"); 92 new_draw_info (NDI_UNIQUE, 0, op, "matt@cs.odu.edu (Matthew Zeher)");
99 new_draw_info(NDI_UNIQUE, 0,op,"srt@sun-dimas.aero.org (Scott R. Turner)"); 93 new_draw_info (NDI_UNIQUE, 0, op, "srt@sun-dimas.aero.org (Scott R. Turner)");
100 new_draw_info(NDI_UNIQUE, 0,op,"huma@netcom.com (Ben Fennema)"); 94 new_draw_info (NDI_UNIQUE, 0, op, "huma@netcom.com (Ben Fennema)");
101 new_draw_info(NDI_UNIQUE, 0,op,"njw@cs.city.ac.uk (Nick Williams)"); 95 new_draw_info (NDI_UNIQUE, 0, op, "njw@cs.city.ac.uk (Nick Williams)");
102 new_draw_info(NDI_UNIQUE, 0,op,"Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)"); 96 new_draw_info (NDI_UNIQUE, 0, op, "Wacren@Gin.ObsPM.Fr (Laurent Wacrenier)");
103 new_draw_info(NDI_UNIQUE, 0,op,"thomas@astro.psu.edu (Brian Thomas)"); 97 new_draw_info (NDI_UNIQUE, 0, op, "thomas@astro.psu.edu (Brian Thomas)");
104 new_draw_info(NDI_UNIQUE, 0,op,"jsm@axon.ksc.nasa.gov (John Steven Moerk)"); 98 new_draw_info (NDI_UNIQUE, 0, op, "jsm@axon.ksc.nasa.gov (John Steven Moerk)");
105 new_draw_info(NDI_UNIQUE, 0,op,"Delbecq David [david.delbecq@mailandnews.com]"); 99 new_draw_info (NDI_UNIQUE, 0, op, "Delbecq David [david.delbecq@mailandnews.com]");
106 new_draw_info(NDI_UNIQUE, 0,op,"Chachkoff Yann [yann.chachkoff@mailandnews.com]\n"); 100 new_draw_info (NDI_UNIQUE, 0, op, "Chachkoff Yann [yann.chachkoff@mailandnews.com]\n");
107 new_draw_info(NDI_UNIQUE, 0,op,"Images and art:"); 101 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
108 new_draw_info(NDI_UNIQUE, 0,op,"Peter Gardner"); 102 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
109 new_draw_info(NDI_UNIQUE, 0,op,"David Gervais [david_eg@mail.com]"); 103 new_draw_info (NDI_UNIQUE, 0, op, "David Gervais [david_eg@mail.com]");
110 new_draw_info(NDI_UNIQUE, 0,op,"Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]"); 104 new_draw_info (NDI_UNIQUE, 0, op, "Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp]");
111 new_draw_info(NDI_UNIQUE, 0,op,"Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]"); 105 new_draw_info (NDI_UNIQUE, 0, op, "Hansjoerg Malthaner [hansjoerg.malthaner@danet.de]");
112 new_draw_info(NDI_UNIQUE, 0,op,"Mårten Woxberg [maxmc@telia.com]"); 106 new_draw_info (NDI_UNIQUE, 0, op, "MÃ¥rten Woxberg [maxmc@telia.com]");
113 new_draw_info(NDI_UNIQUE, 0,op,"And many more!"); 107 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
114} 108}
115 109
110void
116void info_keys(object *op) { 111info_keys (object *op)
112{
117 clear_win_info(op); 113 clear_win_info (op);
118 new_draw_info(NDI_UNIQUE, 0,op,"Push `hjklynub' to walk in a direction."); 114 new_draw_info (NDI_UNIQUE, 0, op, "Push `hjklynub' to walk in a direction.");
119 new_draw_info(NDI_UNIQUE, 0,op,"Shift + dir = fire, Ctrl + dir = run"); 115 new_draw_info (NDI_UNIQUE, 0, op, "Shift + dir = fire, Ctrl + dir = run");
120 new_draw_info(NDI_UNIQUE, 0,op,"(To fire at yourself, hit `.'"); 116 new_draw_info (NDI_UNIQUE, 0, op, "(To fire at yourself, hit `.'");
121 new_draw_info(NDI_UNIQUE, 0,op,"To attack, walk into the monsters."); 117 new_draw_info (NDI_UNIQUE, 0, op, "To attack, walk into the monsters.");
122 new_draw_info(NDI_UNIQUE, 0,op,"\" = speak ' = extended command"); 118 new_draw_info (NDI_UNIQUE, 0, op, "\" = speak ' = extended command");
123 new_draw_info(NDI_UNIQUE, 0,op,"i = inventory , = get : = look"); 119 new_draw_info (NDI_UNIQUE, 0, op, "i = inventory , = get : = look");
124 new_draw_info(NDI_UNIQUE, 0,op,"<> = rotate d = drop ? = help"); 120 new_draw_info (NDI_UNIQUE, 0, op, "<> = rotate d = drop ? = help");
125 new_draw_info(NDI_UNIQUE, 0,op,"a = apply A = apply below t = throw"); 121 new_draw_info (NDI_UNIQUE, 0, op, "a = apply A = apply below t = throw");
126 new_draw_info(NDI_UNIQUE, 0,op,"e = examine E = exa below @ = autopick"); 122 new_draw_info (NDI_UNIQUE, 0, op, "e = examine E = exa below @ = autopick");
127 new_draw_info(NDI_UNIQUE, 0,op,"C = configure s = brace v = version"); 123 new_draw_info (NDI_UNIQUE, 0, op, "C = configure s = brace v = version");
128 new_draw_info(NDI_UNIQUE, 0,op,"+- = change range <tab> = browse spells"); 124 new_draw_info (NDI_UNIQUE, 0, op, "+- = change range <tab> = browse spells");
129 new_draw_info(NDI_UNIQUE, 0,op,"x = change inventory type"); 125 new_draw_info (NDI_UNIQUE, 0, op, "x = change inventory type");
130 new_draw_info(NDI_UNIQUE, 0,op,"Mouse: L = examine, M = apply, R = drop/get"); 126 new_draw_info (NDI_UNIQUE, 0, op, "Mouse: L = examine, M = apply, R = drop/get");
131 new_draw_info(NDI_UNIQUE, 0,op,"'help = info about extended commands."); 127 new_draw_info (NDI_UNIQUE, 0, op, "'help = info about extended commands.");
132 new_draw_info(NDI_UNIQUE, 0,op,"Ctrl-R = refresh Ctrl-C = clear"); 128 new_draw_info (NDI_UNIQUE, 0, op, "Ctrl-R = refresh Ctrl-C = clear");
133 new_draw_info(NDI_UNIQUE, 0,op,"You can type a number before most commands."); 129 new_draw_info (NDI_UNIQUE, 0, op, "You can type a number before most commands.");
134 new_draw_info(NDI_UNIQUE, 0,op,"(For instance 3d drops 3 items.)"); 130 new_draw_info (NDI_UNIQUE, 0, op, "(For instance 3d drops 3 items.)");
135}
136
137void start_info(object *op) {
138 char buf[MAX_BUF];
139
140 sprintf(buf,"Welcome to Crossfire, v%s!",VERSION);
141 new_draw_info(NDI_UNIQUE, 0,op,buf);
142 new_draw_info(NDI_UNIQUE, 0,op,"Press `?' for help");
143 new_draw_info(NDI_UNIQUE, 0,op," ");
144 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op,
145 "%s entered the game.",op->name);
146 if(!op->contr->name_changed) {
147 new_draw_info(NDI_UNIQUE, 0,op,"Note that you must set your name with the name");
148 new_draw_info(NDI_UNIQUE, 0,op,"command to enter the highscore list.");
149 new_draw_info(NDI_UNIQUE, 0,op,"(You can also use the crossfire.name X-resource.)");
150 }
151}
152
153/* Really, there is no reason to crypt the passwords any system. But easier
154 * to just leave this enabled for backward compatibility. Put the
155 * simple case at top - no encryption - makes it easier to read.
156 */
157char *crypt_string(char *str, char *salt) {
158#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
159 return(str);
160#else
161 static char *c=
162 "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
163 char s[2];
164
165 if(salt==NULL)
166 s[0]= c[RANDOM() % (int)strlen(c)],
167 s[1]= c[RANDOM() % (int)strlen(c)];
168 else
169 s[0]= salt[0],
170 s[1]= salt[1];
171
172# ifdef HAVE_LIBDES
173 return (char*)des_crypt(str,s);
174# endif
175 /* Default case - just use crypt */
176 return (char*)crypt(str,s);
177#endif
178}
179
180int check_password(char *typed,char *crypted) {
181 return !strcmp(crypt_string(typed,crypted),crypted);
182} 131}
183 132
184/* This is a basic little function to put the player back to his 133/* This is a basic little function to put the player back to his
185 * savebed. We do some error checking - its possible that the 134 * savebed. We do some error checking - its possible that the
186 * savebed map may no longer exist, so we make sure the player 135 * savebed map may no longer exist, so we make sure the player
187 * goes someplace. 136 * goes someplace.
188 */ 137 */
138void
189void enter_player_savebed(object *op) 139enter_player_savebed (object *op)
190{ 140{
191 mapstruct *oldmap = op->map; 141 maptile *oldmap = op->map;
192 object *tmp; 142 object *tmp;
193 143
194 tmp=get_object(); 144 tmp = object::create ();
195 145
196 EXIT_PATH(tmp) = add_string(op->contr->savebed_map); 146 EXIT_PATH (tmp) = op->contr->savebed_map;
197 EXIT_X(tmp) = op->contr->bed_x; 147 EXIT_X (tmp) = op->contr->bed_x;
198 EXIT_Y(tmp) = op->contr->bed_y; 148 EXIT_Y (tmp) = op->contr->bed_y;
199 enter_exit(op,tmp); 149 op->enter_exit (tmp);
150
200 /* If the player has not changed maps and the name does not match 151 /* If the player has not changed maps and the name does not match
201 * that of the savebed, his savebed map is gone. Lets go back 152 * that of the savebed, his savebed map is gone. Lets go back
202 * to the emergency path. Update what the players savebed is 153 * to the emergency path. Update what the players savebed is
203 * while we're at it. 154 * while we're at it.
204 */ 155 */
156 //TODO: must go - move to interim map
205 if (oldmap == op->map && strcmp(op->contr->savebed_map, oldmap->path)) { 157 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
158 {
206 LOG(llevDebug,"Player %s savebed location %s is invalid - going to emergency location (%s)\n", 159 LOG (llevDebug, "Player %s savebed location %s is invalid - going to emergency location\n",
207 settings.emergency_mapname, op->name, op->contr->savebed_map); 160 &op->name, op->contr->savebed_map);
208 strcpy(op->contr->savebed_map, settings.emergency_mapname); 161 strcpy (op->contr->savebed_map, "/world/world_105_115");
209 op->contr->bed_x = settings.emergency_x; 162 op->contr->bed_x = 5;
210 op->contr->bed_y = settings.emergency_y; 163 op->contr->bed_y = 37;
211 free_string(op->contr->savebed_map);
212 EXIT_PATH(tmp) = add_string(op->contr->savebed_map); 164 EXIT_PATH (tmp) = op->contr->savebed_map;
213 EXIT_X(tmp) = op->contr->bed_x; 165 EXIT_X (tmp) = op->contr->bed_x;
214 EXIT_Y(tmp) = op->contr->bed_y; 166 EXIT_Y (tmp) = op->contr->bed_y;
215 enter_exit(op,tmp); 167 op->enter_exit (tmp);
216 } 168 }
217 free_object(tmp);
218}
219 169
220/* All this really is is a glorified remove_object that also updates 170 tmp->destroy ();
221 * the counts on the map if needed.
222 */
223void leave_map(object *op)
224{
225 mapstruct *oldmap = op->map;
226
227 remove_ob(op);
228
229 if (oldmap) {
230 if (!op->contr->hidden)
231 oldmap->players--;
232 if (oldmap->players <= 0) { /* can be less than zero due to errors in tracking this */
233 set_map_timeout(oldmap);
234 }
235 }
236} 171}
237 172
238/* 173/*
239 * enter_map(): Moves the player and pets from current map (if any) to 174 * enter_map(): Moves the player and pets from current map (if any) to
240 * new map. map, x, y must be set. map is the map we are moving the 175 * new map. map, x, y must be set. map is the map we are moving the
241 * player to - it could be the map he just came from if the load failed for 176 * player to - it could be the map he just came from if the load failed for
242 * whatever reason. If default map coordinates are to be used, then 177 * whatever reason. If default map coordinates are to be used, then
243 * the function that calls this should figure them out. 178 * the function that calls this should figure them out.
244 */ 179 */
245static void enter_map(object *op, mapstruct *newmap, int x, int y) { 180void
246 mapstruct *oldmap = op->map; 181object::enter_map (maptile *newmap, int x, int y)
182{
183 if (!newmap->load ())
184 return;
247 185
186 if (out_of_map (newmap, x, y))
187 {
188 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
189 x = newmap->enter_x;
190 y = newmap->enter_y;
248 if (out_of_map(newmap, x, y)) { 191 if (out_of_map (newmap, x, y))
249 LOG(llevError,"enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", 192 {
250 newmap->path, x, y);
251 x=MAP_ENTER_X(newmap);
252 y=MAP_ENTER_Y(newmap);
253 if (out_of_map(newmap, x, y)) {
254 LOG(llevError,"enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", 193 LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n",
255 newmap->path, x, y, MAP_WIDTH(newmap), MAP_HEIGHT(newmap)); 194 &newmap->path, x, y, newmap->width, newmap->height);
256 new_draw_info(NDI_UNIQUE, 0, op, "The exit is closed"); 195 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
257 return; 196 return;
258 } 197 }
259 } 198 }
199
260 /* try to find a spot for the player */ 200 /* try to find a spot for the player */
261 if (ob_blocked(op, newmap, x, y)) { /* First choice blocked */ 201 if (ob_blocked (this, newmap, x, y))
202 { /* First choice blocked */
262 /* We try to find a spot for the player, starting closest in. 203 /* We try to find a spot for the player, starting closest in.
263 * We could use find_first_free_spot, but that doesn't randomize it at all, 204 * We could use find_first_free_spot, but that doesn't randomize it at all,
264 * So for example, if the north space is free, you would always end up there even 205 * So for example, if the north space is free, you would always end up there even
265 * if other spaces around are available. 206 * if other spaces around are available.
266 * Note that for the second and third calls, we could start at a position other 207 * Note that for the second and third calls, we could start at a position other
267 * than one, but then we could end up on the other side of walls and so forth. 208 * than one, but then we could end up on the other side of walls and so forth.
268 */ 209 */
269 int i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE1+1); 210 int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1);
270 if (i==-1) { 211
212 if (i == -1)
213 {
271 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE2+1); 214 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
272 if (i==-1) 215 if (i == -1)
273 i = find_free_spot(op,newmap, x, y, 1, SIZEOFFREE); 216 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
274 } 217 }
275 if (i != -1 ) { 218
219 if (i != -1)
220 {
276 x += freearr_x[i]; 221 x += freearr_x[i];
277 y += freearr_y[i]; 222 y += freearr_y[i];
278 } else { 223 }
224 else
279 /* not much we can do in this case. */ 225 /* not much we can do in this case. */
280 LOG(llevInfo,"enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", 226 LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", &newmap->path, x, y);
281 newmap->path, x , y); 227 }
282 }
283 } /* end if looking for free spot */
284
285 228
229 if (map)
230 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
231 return;
232
233 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
234 return;
235
236 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
237 return;
238
286 /* If it is a player login, he has yet to be inserted anyplace. 239 /* If it is a player login, he has yet to be inserted anyplace.
287 * otherwise, we need to deal with removing the playe here. 240 * otherwise, we need to deal with removing the player here.
288 */ 241 */
289 if(!QUERY_FLAG(op, FLAG_REMOVED)) 242 remove ();
290 remove_ob(op); 243
291 if (op->map!=NULL) 244 this->x = x;
292 { 245 this->y = y;
293 /* Lauwenmark : Here we handle the MAPLEAVE global event */
294 execute_global_event(EVENT_MAPLEAVE, op);
295 }
296 /* remove_ob clears these so they must be reset after the remove_ob call */
297 op->x = x;
298 op->y = y;
299 op->map = newmap; 246 map = newmap;
247
300 insert_ob_in_map(op,op->map,NULL,INS_NO_WALK_ON); 248 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
301 249
302 /* Lauwenmark : Here we handle the MAPENTER global event */
303 execute_global_event(EVENT_MAPENTER, op);
304
305 if (!op->contr->hidden)
306 newmap->players++;
307
308 newmap->timeout=0; 250 newmap->timeout = 0;
309 op->enemy = NULL; 251 enemy = NULL;
310 252
311 if (op->contr) { 253 if (contr)
254 {
312 strcpy(op->contr->maplevel, newmap->path); 255 strcpy (contr->maplevel, newmap->path);
313 op->contr->count=0; 256 contr->count = 0;
314 } 257 }
315 258
316 /* Update any golems */ 259 /* Update any golems */
317 if(op->type == PLAYER && op->contr->ranges[range_golem] != NULL) { 260 if (type == PLAYER && contr->ranges[range_golem])
261 {
318 int i = find_free_spot(op->contr->ranges[range_golem],newmap, 262 int i = find_free_spot (contr->ranges[range_golem], newmap,
319 x, y, 1, SIZEOFFREE); 263 x, y, 1, SIZEOFFREE);
320 remove_ob(op->contr->ranges[range_golem]); 264
321 if (i==-1) { 265 contr->ranges[range_golem]->remove ();
266
267 if (i == -1)
268 {
322 remove_friendly_object(op->contr->ranges[range_golem]); 269 remove_friendly_object (contr->ranges[range_golem]);
323 free_object(op->contr->ranges[range_golem]); 270 contr->ranges[range_golem]->destroy ();
324 op->contr->ranges[range_golem]=NULL; 271 contr->ranges[range_golem] = 0;
325 op->contr->golem_count=0; 272 }
326 } 273 else
327 else { 274 {
328 object *tmp;
329 for (tmp=op->contr->ranges[range_golem]; tmp!=NULL; tmp=tmp->more) { 275 for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
276 {
330 tmp->x = x + freearr_x[i]+ (tmp->arch==NULL?0:tmp->arch->clone.x); 277 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
331 tmp->y = y + freearr_y[i]+ (tmp->arch==NULL?0:tmp->arch->clone.y); 278 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
332 tmp->map = newmap; 279 tmp->map = newmap;
333 } 280 }
281
334 insert_ob_in_map(op->contr->ranges[range_golem], newmap, NULL,0); 282 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
335 op->contr->ranges[range_golem]->direction = 283 contr->ranges[range_golem]->direction =
336 find_dir_2(op->x - op->contr->ranges[range_golem]->x, 284 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
337 op->y - op->contr->ranges[range_golem]->y); 285 }
338 }
339 } 286 }
287
340 op->direction=0; 288 direction = 0;
341 289
342 /* since the players map is already loaded, we don't need to worry 290 /* since the players map is already loaded, we don't need to worry
343 * about pending objects. 291 * about pending objects.
344 */ 292 */
345 remove_all_pets(newmap); 293 remove_all_pets (newmap);
346
347 /* If the player is changing maps, we need to do some special things
348 * Do this after the player is on the new map - otherwise the force swap of the
349 * old map does not work.
350 */
351 if (oldmap != newmap) {
352 if (oldmap) /* adjust old map */
353 {
354 oldmap->players--;
355
356 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
357 set_map_timeout(oldmap);
358 }
359 }
360 swap_below_max (newmap->path);
361
362 if( op->type == PLAYER)
363 MapNewmapCmd( op->contr);
364} 294}
365
366void set_map_timeout(mapstruct *oldmap)
367{
368#if MAP_MAXTIMEOUT
369 oldmap->timeout = MAP_TIMEOUT(oldmap);
370 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
371 * lower than the min value.
372 */
373#if MAP_MINTIMEOUT
374 if (oldmap->timeout < MAP_MINTIMEOUT) {
375 oldmap->timeout = MAP_MINTIMEOUT;
376 }
377#endif
378 if (oldmap->timeout > MAP_MAXTIMEOUT) {
379 oldmap->timeout = MAP_MAXTIMEOUT;
380 }
381#else
382 /* save out the map */
383 swap_map(oldmap);
384#endif /* MAP_MAXTIMEOUT */
385}
386
387 295
388/* clean_path takes a path and replaces all / with _ 296/* clean_path takes a path and replaces all / with _
389 * We do a strcpy so that we do not change the original string. 297 * We do a strcpy so that we do not change the original string.
390 */ 298 */
299char *
391char *clean_path(const char *file) 300clean_path (const char *file)
392{ 301{
393 static char newpath[MAX_BUF],*cp; 302 static char newpath[MAX_BUF], *cp;
303 assign (newpath, file);
394 304
395 strncpy(newpath, file, MAX_BUF-1);
396 newpath[MAX_BUF-1]='\0';
397 for (cp=newpath; *cp!='\0'; cp++) { 305 for (cp = newpath; *cp != '\0'; cp++)
398 if (*cp=='/') *cp='_'; 306 if (*cp == '/')
399 } 307 *cp = '_';
308
400 return newpath; 309 return newpath;
401} 310}
402
403 311
404/* unclean_path takes a path and replaces all _ with / 312/* unclean_path takes a path and replaces all _ with /
405 * This basically undoes clean path. 313 * This basically undoes clean path.
406 * We do a strcpy so that we do not change the original string. 314 * We do a strcpy so that we do not change the original string.
407 * We are smart enough to start after the last / in case we 315 * We are smart enough to start after the last / in case we
408 * are getting passed a string that points to a unique map 316 * are getting passed a string that points to a unique map
409 * path. 317 * path.
410 */ 318 */
319char *
411char *unclean_path(const char *src) 320unclean_path (const char *src)
412{ 321{
413 static char newpath[MAX_BUF],*cp; 322 static char newpath[MAX_BUF], *cp;
414 323
415 cp=strrchr(src, '/'); 324 cp = strrchr (src, '/');
416 if (cp) 325 assign (newpath, cp ? cp + 1 : src);
417 strncpy(newpath, cp+1, MAX_BUF-1);
418 else
419 strncpy(newpath, src, MAX_BUF-1);
420 newpath[MAX_BUF-1]='\0';
421 326
422 for (cp=newpath; *cp!='\0'; cp++) { 327 for (cp = newpath; *cp != '\0'; cp++)
423 if (*cp=='_') *cp='/'; 328 if (*cp == '_')
424 } 329 *cp = '/';
330
425 return newpath; 331 return newpath;
426}
427
428
429/* The player is trying to enter a randomly generated map. In this case, generate the
430 * random map as needed.
431 */
432
433static void enter_random_map(object *pl, object *exit_ob)
434{
435 mapstruct *new_map;
436 char newmap_name[HUGE_BUF], *cp;
437 static int reference_number = 0;
438 RMParms rp;
439
440 memset(&rp, 0, sizeof(RMParms));
441 rp.Xsize=-1;
442 rp.Ysize=-1;
443 rp.region=get_region_by_map(exit_ob->map);
444 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
445 rp.origin_x = exit_ob->x;
446 rp.origin_y = exit_ob->y;
447 strcpy(rp.origin_map, pl->map->path);
448
449 /* If we have a final_map, use it as a base name to give some clue
450 * as where the player is. Otherwise, use the origin map.
451 * Take the last component (after the last slash) to give
452 * shorter names without bogus slashes.
453 */
454 if (rp.final_map[0]) {
455 cp = strrchr(rp.final_map, '/');
456 if (!cp) cp = rp.final_map;
457 } else {
458 char buf[HUGE_BUF];
459
460 cp = strrchr(rp.origin_map, '/');
461 if (!cp) cp = rp.origin_map;
462 /* Need to strip of any trailing digits, if it has them */
463 strcpy(buf, cp);
464 while (isdigit(buf[strlen(buf) - 1]))
465 buf[strlen(buf) - 1] = 0;
466 cp = buf;
467 }
468
469 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
470
471 /* now to generate the actual map. */
472 new_map=generate_random_map(newmap_name,&rp);
473
474 /* Update the exit_ob so it now points directly at the newly created
475 * random maps. Not that it is likely to happen, but it does mean that a
476 * exit in a unique map leading to a random map will not work properly.
477 * It also means that if the created random map gets reset before
478 * the exit leading to it, that the exit will no longer work.
479 */
480 if(new_map) {
481 int x, y;
482 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
483 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
484 EXIT_PATH(exit_ob) = add_string(newmap_name);
485 strcpy(new_map->path, newmap_name);
486 enter_map(pl, new_map, x, y);
487 }
488}
489
490/* The player is trying to enter a non-randomly generated template map. In this
491 * case, use a map file for a template
492 */
493
494static void enter_fixed_template_map(object *pl, object *exit_ob)
495{
496 mapstruct *new_map;
497 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
498 const char *new_map_name;
499
500 /* Split the exit path string into two parts, one
501 * for where to store the map, and one for were
502 * to generate the map from.
503 */
504 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
505 sourcemap = strchr(exitpath, '!');
506 if (!sourcemap) {
507 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
508 /* Should only occur when no source map is set.
509 */
510 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
511 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
512 return;
513 }
514 *sourcemap++ = '\0';
515
516 /* If we are not coming from a template map, we can use relative directories
517 * for the map to generate from.
518 */
519 if (!exit_ob->map->templatemap) {
520 sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap);
521 }
522
523 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
524 * of the exit, and the name of the map the exit is on, respectively.
525 */
526 sprintf(tmpnum ,"%d", exit_ob->x);
527 replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
528
529 sprintf(tmpnum ,"%d", exit_ob->y);
530 sprintf(tmpstring, "%s", resultname);
531 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
532
533 sprintf(tmpstring, "%s", resultname);
534 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
535
536 /* If we are coming from another template map, use reletive paths unless
537 * indicated otherwise.
538 */
539 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
540 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
541 } else {
542 new_map_name = create_template_pathname(resultname);
543 }
544
545 /* Attempt to load the map, if unable to, then
546 * create the map from the template.
547 */
548 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
549 if (!new_map) {
550 new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE);
551 if (new_map) fix_auto_apply(new_map);
552 }
553
554 if (new_map) {
555 /* set the path of the map to where it should be
556 * so we don't just save over the source map.
557 */
558 strcpy(new_map->path, new_map_name);
559 new_map->templatemap = 1;
560 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
561 } else {
562 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
563 /* Should only occur when an invalid source map is set.
564 */
565 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
566 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
567 }
568}
569
570
571/* The player is trying to enter a randomly generated template map. In this
572 * case, generate the map as needed.
573 */
574
575static void enter_random_template_map(object *pl, object *exit_ob)
576{
577 mapstruct *new_map;
578 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
579 const char *new_map_name;
580 RMParms rp;
581
582 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
583 * of the exit, and the name of the map the exit is on, respectively.
584 */
585 sprintf(tmpnum ,"%d", exit_ob->x);
586 replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
587
588 sprintf(tmpnum ,"%d", exit_ob->y);
589 sprintf(tmpstring, "%s", resultname);
590 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
591
592 sprintf(tmpstring, "%s", resultname);
593 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
594
595 /* If we are coming from another template map, use reletive paths unless
596 * indicated otherwise.
597 */
598 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
599 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
600 } else {
601 new_map_name = create_template_pathname(resultname);
602 }
603
604 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
605 if (!new_map) {
606 memset(&rp, 0, sizeof(RMParms));
607 rp.Xsize=-1;
608 rp.Ysize=-1;
609 rp.region=get_region_by_map(exit_ob->map);
610 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
611 rp.origin_x = exit_ob->x;
612 rp.origin_y = exit_ob->y;
613 strcpy(rp.origin_map, pl->map->path);
614
615 /* now to generate the actual map. */
616 new_map=generate_random_map(new_map_name,&rp);
617 }
618
619
620 /* Update the exit_ob so it now points directly at the newly created
621 * random maps. Not that it is likely to happen, but it does mean that a
622 * exit in a unique map leading to a random map will not work properly.
623 * It also means that if the created random map gets reset before
624 * the exit leading to it, that the exit will no longer work.
625 */
626 if(new_map) {
627 int x, y;
628 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
629 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
630 new_map->templatemap = 1;
631 enter_map(pl, new_map, x, y);
632 }
633}
634
635
636/* Code to enter/detect a character entering a unique map.
637 */
638static void enter_unique_map(object *op, object *exit_ob)
639{
640 char apartment[HUGE_BUF];
641 mapstruct *newmap;
642
643 if (EXIT_PATH(exit_ob)[0]=='/') {
644 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
645 settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob)));
646 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
647 if (!newmap) {
648 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
649 if (newmap) fix_auto_apply(newmap);
650 }
651 } else { /* relative directory */
652 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
653
654 if (exit_ob->map->unique) {
655
656 strcpy(reldir, unclean_path(exit_ob->map->path));
657
658 /* Need to copy this over, as clean_path only has one static return buffer */
659 strcpy(tmpc, clean_path(reldir));
660 /* Remove final component, if any */
661 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
662
663 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
664 settings.playerdir, op->name, tmpc,
665 clean_path(EXIT_PATH(exit_ob)));
666
667 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
668 if (!newmap) {
669 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
670 if (newmap) fix_auto_apply(newmap);
671 }
672 }
673 else {
674 /* The exit is unique, but the map we are coming from is not unique. So
675 * use the basic logic - don't need to demangle the path name
676 */
677 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
678 settings.playerdir, op->name,
679 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
680 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
681 if (!newmap) {
682 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
683 if (newmap) fix_auto_apply(newmap);
684 }
685 }
686 }
687
688 if (newmap) {
689 strcpy(newmap->path, apartment);
690 newmap->unique = 1;
691 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
692 } else {
693 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
694 /* Perhaps not critical, but I would think that the unique maps
695 * should be new enough this does not happen. This also creates
696 * a strange situation where some players could perhaps have visited
697 * such a map before it was removed, so they have the private
698 * map, but other players can't get it anymore.
699 */
700 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
701 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
702 }
703
704}
705
706
707/* Tries to move 'op' to exit_ob. op is the character or monster that is
708 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
709 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
710 * move the object to. This is used when loading the player.
711 *
712 * Largely redone by MSW 2001-01-21 - this function was overly complex
713 * and had some obscure bugs.
714 */
715
716void enter_exit(object *op, object *exit_ob) {
717 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
718 object *tmp;
719 /* It may be nice to support other creatures moving across
720 * exits, but right now a lot of the code looks at op->contr,
721 * so thta is an RFE.
722 */
723 if (op->type != PLAYER) return;
724
725 /* Need to remove player from transport */
726 if (op->contr->transport) apply_transport(op, op->contr->transport, AP_UNAPPLY);
727
728 /* First, lets figure out what map the player is going to go to */
729 if (exit_ob){
730
731 /* check to see if we make a template map */
732 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
733 if (EXIT_PATH(exit_ob)[2]=='!') {
734 /* generate a template map randomly */
735 enter_random_template_map(op, exit_ob);
736 } else {
737 /* generate a template map from a fixed template */
738 enter_fixed_template_map(op, exit_ob);
739 }
740 }
741 /* check to see if we make a randomly generated map */
742 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
743 enter_random_map(op, exit_ob);
744 }
745 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
746 enter_unique_map(op, exit_ob);
747 } else {
748 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
749 /* 'Normal' exits that do not do anything special
750 * Simple enough we don't need another routine for it.
751 */
752 mapstruct *newmap;
753 if (exit_ob->map) {
754 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
755 /* Random map was previously generated, but is no longer about. Lets generate a new
756 * map.
757 */
758 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
759 /* Maps that go down have a message set. However, maps that go
760 * up, don't. If the going home has reset, there isn't much
761 * point generating a random map, because it won't match the maps.
762 */
763 if (exit_ob->msg) {
764 enter_random_map(op, exit_ob);
765 } else {
766 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
767 return;
768 }
769
770 /* For exits that cause damages (like pits). Don't know if any
771 * random maps use this or not.
772 */
773 if(exit_ob->stats.dam && op->type==PLAYER)
774 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
775 return;
776 }
777 } else {
778 /* For word of recall and other force objects
779 * They contain the full pathname of the map to go back to,
780 * so we don't need to normalize it.
781 * But we do need to see if it is unique or not
782 */
783 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
784 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
785 else
786 newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
787 }
788 if (!newmap)
789 {
790 if (exit_ob->name)
791 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
792 /* don't cry to momma if name is not set - as in tmp objects
793 * used by the savebed code and character creation */
794 return;
795 }
796
797 /* This supports the old behaviour, but it really should not be used.
798 * I will note for example that with this method, it is impossible to
799 * set 0,0 destination coordinates. Really, if we want to support
800 * using the new maps default coordinates, the exit ob should use
801 * something like -1, -1 so it is clear to do that.
802 */
803 if (x==0 && y==0) {
804 x=MAP_ENTER_X(newmap);
805 y=MAP_ENTER_Y(newmap);
806 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
807 exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
808 exit_ob->map?exit_ob->map->path:"(none)");
809 }
810
811 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
812 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
813 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
814 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
815 if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;
816 }
817 if(tmp) {
818 remove_ob(tmp);
819 free_object(tmp);
820 }
821
822 strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));
823 op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
824 save_player(op, 1);
825 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
826 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
827 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
828 }
829
830 enter_map(op, newmap, x, y);
831 }
832 /* For exits that cause damages (like pits) */
833 if(exit_ob->stats.dam && op->type==PLAYER)
834 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
835 } else {
836 int flags = 0;
837 mapstruct *newmap;
838
839
840 /* Hypothetically, I guess its possible that a standard map matches
841 * the localdir, but that seems pretty unlikely - unlikely enough that
842 * I'm not going to attempt to try to deal with that possibility.
843 * We use the fact that when a player saves on a unique map, it prepends
844 * the localdir to that name. So its an easy way to see of the map is
845 * unique or not.
846 */
847 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
848 flags = MAP_PLAYER_UNIQUE;
849
850 /* newmap returns the map (if already loaded), or loads it for
851 * us.
852 */
853 newmap = ready_map_name(op->contr->maplevel, flags);
854 if (!newmap)
855 {
856 LOG(llevError,
857 "enter_exit: Pathname to map does not exist! (%s)\n",
858 op->contr->maplevel);
859 newmap = ready_map_name(settings.emergency_mapname, 0);
860 op->x = settings.emergency_x;
861 op->y = settings.emergency_y;
862 /* If we can't load the emergency map, something is probably really
863 * screwed up, so bail out now.
864 */
865 if (!newmap) {
866 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
867 abort();
868 }
869 }
870 enter_map(op, newmap, op->x, op->y);
871 }
872}
873
874/*
875 * process_active_maps(): Works like process_events(), but it only
876 * processes maps which a player is on.
877 * It will check that it isn't called too often, and abort
878 * if time since last call is less than MAX_TIME.
879 *
880 */
881
882void process_active_maps(void) {
883 mapstruct *map;
884
885
886 /*
887 * If enough time has elapsed, do some work.
888 */
889 if(enough_elapsed_time()) {
890 for(map=first_map;map!=NULL;map=map->next) {
891 if(map->in_memory == MAP_IN_MEMORY) {
892 if(players_on_map(map,TRUE))
893 process_events(map);
894 }
895 }
896 }
897} 332}
898 333
899/* process_players1 and process_players2 do all the player related stuff. 334/* process_players1 and process_players2 do all the player related stuff.
900 * I moved it out of process events and process_map. This was to some 335 * I moved it out of process events and process_map. This was to some
901 * extent for debugging as well as to get a better idea of the time used 336 * extent for debugging as well as to get a better idea of the time used
902 * by the various functions. process_players1() does the processing before 337 * by the various functions. process_players1() does the processing before
903 * objects have been updated, process_players2() does the processing that 338 * objects have been updated, process_players2() does the processing that
904 * is needed after the players have been updated. 339 * is needed after the players have been updated.
905 */ 340 */
906 341static void
907void process_players1(mapstruct *map) 342process_players1 ()
908{ 343{
909 int flag; 344 int flag;
910 player *pl,*plnext;
911 345
912 /* Basically, we keep looping until all the players have done their actions. */ 346 /* Basically, we keep looping until all the players have done their actions. */
913 for(flag=1;flag!=0;) { 347 for (flag = 1; flag != 0;)
914 flag=0; 348 {
915 for(pl=first_player;pl!=NULL;pl=plnext) { 349 flag = 0;
916 plnext=pl->next; /* In case a player exits the game in handle_player() */ 350 for_all_players (pl)
351 {
352 pl->refcnt_chk ();
917 353
918 if (pl->ob == NULL) continue; 354 if (!pl->ob || !pl->ns)
355 continue;
919 356
920 if (map!=NULL && pl->ob->map!=map) continue;
921
922 if(pl->ob->speed_left>0) { 357 if (pl->ob->speed_left > 0)
923 if (handle_newcs_player(pl->ob)) 358 if (handle_newcs_player (pl->ob))
924 flag=1; 359 flag = 1;
925 } /* end if player has speed left */
926 360
927 /* If the player is not actively playing, don't make a 361 /* If the player is not actively playing, don't make a
928 * backup save - nothing to save anyway. Plus, the 362 * backup save - nothing to save anyway. Plus, the
929 * map may not longer be valid. This can happen when the 363 * map may not longer be valid. This can happen when the
930 * player quits - they exist for purposes of tracking on the map, 364 * player quits - they exist for purposes of tracking on the map,
931 * but don't actually reside on any actual map. 365 * but don't actually reside on any actual map.
932 */ 366 */
933 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue; 367 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
368 continue;
934 369
935#ifdef AUTOSAVE 370#ifdef AUTOSAVE
936 /* check for ST_PLAYING state so that we don't try to save off when 371 /* check for ST_PLAYING state so that we don't try to save off when
937 * the player is logging in. 372 * the player is logging in.
938 */ 373 */
939 if ((pl->last_save_tick+AUTOSAVE)<pticks && pl->state==ST_PLAYING) { 374 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
940 /* Don't save the player on unholy ground. Instead, increase the 375 {
941 * tick time so it will be about 10 seconds before we try and save 376 pl->ob->contr->save ();
942 * again.
943 */
944// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
945// pl->last_save_tick += 100;
946// } else {
947 save_player(pl->ob,1);
948 pl->last_save_tick = pticks; 377 pl->last_save_tick = pticks;
949// } 378 }
950 }
951#endif 379#endif
952 } /* end of for loop for all the players */ 380 } /* end of for loop for all the players */
953 } /* for flag */ 381 } /* for flag */
954 for(pl=first_player;pl!=NULL;pl=pl->next) { 382
955 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) 383 for_all_players (pl)
384 {
385 if (!pl->ob || !pl->ns)
956 continue; 386 continue;
387
957 if (settings.casting_time == TRUE) { 388 if (settings.casting_time)
389 {
958 if (pl->ob->casting_time > 0){ 390 if (pl->ob->casting_time > 0)
959 pl->ob->casting_time--; 391 {
392 pl->ob->casting_time--;
960 pl->ob->start_holding = 1; 393 pl->ob->start_holding = 1;
961 } 394 }
395
962 /* set spell_state so we can update the range in stats field */ 396 /* set spell_state so we can update the range in stats field */
963 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){ 397 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
964 pl->ob->start_holding = 0; 398 pl->ob->start_holding = 0;
399 }
400
401 do_some_living (pl->ob);
965 } 402 }
966 }
967 do_some_living(pl->ob);
968/* draw(pl->ob);*/ /* updated in socket code */
969 }
970} 403}
971 404
972void process_players2(mapstruct *map) 405static void
406process_players2 ()
973{ 407{
974 player *pl;
975
976 /* Then check if any players should use weapon-speed instead of speed */ 408 /* Then check if any players should use weapon-speed instead of speed */
977 for(pl=first_player;pl!=NULL;pl=pl->next) { 409 for_all_players (pl)
978 if (map!=NULL) { 410 {
979 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
980 continue;
981 else if(pl->loading != NULL) /* Player is blocked */
982 pl->ob->speed_left -= pl->ob->speed;
983 if (pl->ob->map!=map) continue;
984 }
985
986 /* The code that did weapon_sp handling here was out of place - 411 /* The code that did weapon_sp handling here was out of place -
987 * this isn't called until after the player has finished there 412 * this isn't called until after the player has finished there
988 * actions, and is thus out of place. All we do here is bounds 413 * actions, and is thus out of place. All we do here is bounds
989 * checking. 414 * checking.
990 */ 415 */
991 if (pl->has_hit) { 416 if (pl->has_hit)
992 if (pl->ob->speed_left > pl->weapon_sp) pl->ob->speed_left = pl->weapon_sp; 417 {
418 if (pl->ob->speed_left > pl->weapon_sp)
419 pl->ob->speed_left = pl->weapon_sp;
993 420
994 /* This needs to be here - if the player is running, we need to 421 /* This needs to be here - if the player is running, we need to
995 * clear this each tick, but new commands are not being received 422 * clear this each tick, but new commands are not being received
996 * so execute_newserver_command() is never called 423 * so execute_newserver_command() is never called
997 */ 424 */
998 pl->has_hit=0; 425 pl->has_hit = 0;
999 426 }
1000 } else if (pl->ob->speed_left>pl->ob->speed) 427 else if (pl->ob->speed_left > pl->ob->speed)
1001 pl->ob->speed_left = pl->ob->speed; 428 pl->ob->speed_left = pl->ob->speed;
1002 } 429 }
1003} 430}
1004 431
1005#define SPEED_DEBUG 432void
1006 433process_events ()
1007
1008void process_events (mapstruct *map)
1009{ 434{
1010 object *op; 435 object *op;
1011 object marker;
1012 tag_t tag;
1013 436
437 static object_ptr marker_;
438
439 if (!marker_)
440 marker_ = object::create ();
441
442 object *marker = marker_;
443
1014 process_players1 (map); 444 process_players1 ();
1015 445
1016 memset(&marker, 0, sizeof(object));
1017 /* Put marker object at beginning of active list */
1018 marker.active_next = active_objects; 446 marker->active_next = active_objects;
1019 447
1020 if (marker.active_next) 448 if (marker->active_next)
1021 marker.active_next->active_prev = &marker;
1022 marker.active_prev = NULL;
1023 active_objects = &marker;
1024
1025 while (marker.active_next) {
1026 op = marker.active_next;
1027 tag = op->count;
1028
1029 /* Move marker forward - swap op and marker */
1030 op->active_prev = marker.active_prev;
1031
1032 if (op->active_prev)
1033 op->active_prev->active_next = op;
1034 else
1035 active_objects = op;
1036
1037 marker.active_next = op->active_next;
1038
1039 if (marker.active_next)
1040 marker.active_next->active_prev = &marker; 449 marker->active_next->active_prev = marker;
450
1041 marker.active_prev = op; 451 marker->active_prev = 0;
452 active_objects = marker;
453
454 while (marker->active_next)
455 {
456 op = marker->active_next;
457
458 /* Move marker forward - swap op and marker */
459 op->active_prev = marker->active_prev;
460
461 if (op->active_prev)
462 op->active_prev->active_next = op;
463 else
464 active_objects = op;
465
466 marker->active_next = op->active_next;
467
468 if (marker->active_next)
469 marker->active_next->active_prev = marker;
470
471 marker->active_prev = op;
1042 op->active_next = &marker; 472 op->active_next = marker;
1043 473
1044 /* Now process op */ 474 /* Now process op */
1045 if (QUERY_FLAG (op, FLAG_FREED)) { 475 if (QUERY_FLAG (op, FLAG_FREED))
476 {
1046 LOG (llevError, "BUG: process_events(): Free object on list\n"); 477 LOG (llevError, "BUG: process_events(): Free object on list\n");
1047 op->speed = 0; 478 op->set_speed (0);
1048 update_ob_speed (op);
1049 continue; 479 continue;
1050 } 480 }
1051 481
1052 /* I've seen occasional crashes due to this - the object is removed, 482 /* I've seen occasional crashes due to this - the object is removed,
1053 * and thus the map it points to (last map it was on) may be bogus 483 * and thus the map it points to (last map it was on) may be bogus
1054 * The real bug is to try to find out the cause of this - someone 484 * The real bug is to try to find out the cause of this - someone
1055 * is probably calling remove_ob without either an insert_ob or 485 * is probably calling remove_ob without either an insert_ob or
1056 * free_object afterwards, leaving an object dangling. But I'd 486 * free_object afterwards, leaving an object dangling. But I'd
1057 * rather log this and continue on instead of crashing. 487 * rather log this and continue on instead of crashing.
1058 * Don't remove players - when a player quits, the object is in 488 * Don't remove players - when a player quits, the object is in
1059 * sort of a limbo, of removed, but something we want to keep 489 * sort of a limbo, of removed, but something we want to keep
1060 * around. 490 * around.
1061 */ 491 */
1062 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && 492 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1063 op->map && op->map->in_memory != MAP_IN_MEMORY) { 493 {
1064 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 494 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1065 dump_object(op); 495 char *dump = dump_object (op);
1066 LOG(llevError, errmsg); 496 LOG (llevError, dump);
1067 free_object(op); 497 free (dump);
498 op->destroy ();
1068 continue; 499 continue;
1069 } 500 }
1070 501
1071 if ( ! op->speed) { 502 if (!op->speed)
503 {
1072 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 504 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1073 "but is on active list\n", op->arch->name); 505 "but is on active list\n", &op->arch->name);
1074 update_ob_speed (op); 506 op->set_speed (0);
1075 continue; 507 continue;
1076 } 508 }
1077 509
1078 if (op->map == NULL && op->env == NULL && op->name && 510 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1079 op->type != MAP && map == NULL) { 511 {
1080 LOG (llevError, "BUG: process_events(): Object without map or " 512 LOG (llevError, "BUG: process_events(): Object without map or "
1081 "inventory is on active list: %s (%d)\n", 513 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1082 op->name, op->count); 514 op->set_speed (0);
1083 op->speed = 0;
1084 update_ob_speed (op);
1085 continue; 515 continue;
1086 } 516 }
1087 517
1088 if (map != NULL && op->map != map)
1089 continue;
1090
1091 /* Animate the object. Bug of feature that andim_speed 518 /* Animate the object. Bug or feature that anim_speed
1092 * is based on ticks, and not the creatures speed? 519 * is based on ticks, and not the creatures speed?
1093 */ 520 */
1094 if (op->anim_speed && op->last_anim >= op->anim_speed) 521 if (op->anim_speed && op->last_anim >= op->anim_speed)
1095 { 522 {
1096 if ((op->type==PLAYER)||(op->type==MONSTER)) 523 if ((op->type == PLAYER))
1097 animate_object(op, op->facing); 524 animate_object (op, op->facing);
1098 else 525 else
1099 animate_object (op, op->direction); 526 animate_object (op, op->direction);
1100 527
1101 op->last_anim = 1; 528 op->last_anim = 1;
1102 } 529 }
1103 else 530 else
1104 op->last_anim++; 531 op->last_anim++;
1105 532
1106 if (op->speed_left > 0) { 533 if (op->speed_left > 0)
534 {
1107#if 0 535#if 0
1108 /* I've seen occasional crashes in move_symptom() with it 536 /* I've seen occasional crashes in move_symptom() with it
1109 * crashing because op is removed - add some debugging to 537 * crashing because op is removed - add some debugging to
1110 * track if it is removed at this point. 538 * track if it is removed at this point.
1111 * This unfortunately is a bit too verbose it seems - not sure 539 * This unfortunately is a bit too verbose it seems - not sure
1112 * why - I think what happens is a map is freed or something and 540 * why - I think what happens is a map is freed or something and
1113 * some objects get 'lost' - removed never to be reclaimed. 541 * some objects get 'lost' - removed never to be reclaimed.
1114 * removed objects generally shouldn't exist. 542 * removed objects generally shouldn't exist.
1115 */ 543 */
1116 if (QUERY_FLAG(op, FLAG_REMOVED)) { 544 if (QUERY_FLAG (op, FLAG_REMOVED))
545 {
1117 LOG(llevDebug,"process_events: calling process_object with removed object %s\n", 546 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1118 op->name?op->name:"null"); 547 }
1119 }
1120#endif 548#endif
1121 --op->speed_left; 549 --op->speed_left;
1122 process_object (op); 550 process_object (op);
1123 if (was_destroyed (op, tag)) 551
1124 continue; 552 if (op->destroyed ())
1125 } 553 continue;
554 }
555
1126 if (settings.casting_time == TRUE && op->casting_time > 0) 556 if (settings.casting_time == TRUE && op->casting_time > 0)
1127 op->casting_time--; 557 op->casting_time--;
558
1128 if (op->speed_left <= 0) 559 if (op->speed_left <= 0)
1129 op->speed_left += FABS (op->speed); 560 op->speed_left += FABS (op->speed);
1130 } 561 }
1131 562
1132 /* Remove marker object from active list */ 563 /* Remove marker object from active list */
1133 if (marker.active_prev != NULL) 564 if (marker->active_prev != NULL)
1134 marker.active_prev->active_next = NULL; 565 marker->active_prev->active_next = NULL;
1135 else 566 else
1136 active_objects = NULL; 567 active_objects = NULL;
1137 568
1138 process_players2 (map); 569 process_players2 ();
1139}
1140
1141void clean_tmp_files(void) {
1142 mapstruct *m, *next;
1143
1144 LOG(llevInfo,"Cleaning up...\n");
1145
1146 /* We save the maps - it may not be intuitive why, but if there are unique
1147 * items, we need to save the map so they get saved off. Perhaps we should
1148 * just make a special function that only saves the unique items.
1149 */
1150 for(m=first_map;m!=NULL;m=next) {
1151 next=m->next;
1152 if (m->in_memory == MAP_IN_MEMORY) {
1153 /* If we want to reuse the temp maps, swap it out (note that will also
1154 * update the log file. Otherwise, save the map (mostly for unique item
1155 * stuff). Note that the clean_tmp_map is called after the end of
1156 * the for loop but is in the #else bracket. IF we are recycling the maps,
1157 * we certainly don't want the temp maps removed.
1158 */
1159
1160 /* XXX The above comment is dead wrong */
1161 if (settings.recycle_tmp_maps == TRUE)
1162 swap_map(m);
1163 else {
1164 new_save_map(m, 0); /* note we save here into a overlay map */
1165 clean_tmp_map(m);
1166 }
1167 }
1168 }
1169 write_todclock(); /* lets just write the clock here */
1170} 570}
1171 571
1172/* clean up everything before exiting */ 572/* clean up everything before exiting */
1173void cleanup(void) 573void
574emergency_save ()
1174{ 575{
1175 LOG(llevDebug,"Cleanup called. freeing data.\n"); 576 LOG (llevDebug, "emergency save begin.\n");
1176 clean_tmp_files(); 577
578 LOG (llevDebug, "saving players.\n");
579 for_all_players (pl)
580 pl->save (1);
581
582// for_all_players (pl)
583// if (pl->ob)
584// pl->ob->remove ();
585
586 LOG (llevDebug, "saving maps.\n");
587 maptile::emergency_save ();
588
589 LOG (llevDebug, "saving book archive.\n");
1177 write_book_archive(); 590 write_book_archive ();
1178#ifdef MEMORY_DEBUG 591
1179 free_all_maps(); 592 LOG (llevDebug, "emergency save done.\n");
1180 free_style_maps(); 593}
1181 free_all_object_data(); 594
1182 free_all_archs(); 595/* clean up everything before exiting */
1183 free_all_treasures(); 596void
1184 free_all_images(); 597cleanup (bool make_core)
1185 free_all_newserver(); 598{
1186 free_all_recipes(); 599 LOG (llevDebug, "cleanup begin.\n");
1187 free_all_readable(); 600
1188 free_all_god(); 601 in_cleanup = true;
1189 free_all_anim(); 602
1190 /* See what the string data that is out there that hasn't been freed. */ 603 if (init_done)
1191/* LOG(llevDebug, ss_dump_table(0xff));*/ 604 emergency_save ();
1192#endif 605
606 LOG (llevDebug, "running cleanup handlers.\n");
607 INVOKE_GLOBAL (CLEANUP);
608
609 LOG (llevDebug, "cleanup done.\n");
610
611 if (make_core)
612 abort ();
613 else
1193 exit(0); 614 _exit (0);
1194} 615}
1195 616
617void
1196void leave(player *pl, int draw_exit) { 618leave (player *pl, int draw_exit)
1197 if (pl != NULL) { 619{
1198 /* We do this so that the socket handling routine can do the final 620 if (pl)
1199 * cleanup. We also leave that loop to actually handle the freeing 621 {
1200 * of the data.
1201 */
1202 if (pl->ob->type != DEAD_OBJECT) 622 if (pl->ob->type != DEAD_OBJECT)
1203 { 623 {
1204 execute_global_event (EVENT_LOGOUT, pl, pl->socket.host);
1205 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host);
1206
1207 pl->socket.status = Ns_Dead;
1208
1209 /* If a hidden dm dropped connection do not create 624 /* If a hidden dm dropped connection do not create
1210 * inconsistencies by showing that they have left the game 625 * inconsistencies by showing that they have left the game
1211 */ 626 */
1212 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden) 627 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1213 && draw_exit 628 && draw_exit)
1214 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD)) 629 {
630 if (pl->ob->map)
1215 { 631 {
632 INVOKE_PLAYER (LOGOUT, pl);
633 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
634 }
635
1216 char buf[MAX_BUF]; 636 char buf[MAX_BUF];
637
1217 sprintf (buf, "%s left the game.", pl->ob->name); 638 sprintf (buf, "%s left the game.", &pl->ob->name);
1218 new_draw_info(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf); 639 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1219 } 640 }
1220 641
1221 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 642 pl->ob->remove ();
1222 leave_map (pl->ob);
1223
1224 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ 643 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1225 } 644 }
1226 }
1227}
1228 645
646 /* We do this so that the socket handling routine can do the final
647 * cleanup. We also leave that loop to actually handle the freeing
648 * of the data.
649 */
650 if (pl->ns)
651 pl->ns->destroy ();
652
653 }
654}
655
656int
1229int forbid_play(void) 657forbid_play (void)
1230{ 658{
1231#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE) 659#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1232 char buf[MAX_BUF], day[MAX_BUF]; 660 char buf[MAX_BUF], day[MAX_BUF];
1233 FILE *fp; 661 FILE *fp;
1234 time_t clock; 662 time_t clock;
1235 struct tm *tm; 663 struct tm *tm;
1236 int i, start, stop, forbit=0, comp; 664 int i, start, stop, forbit = 0, comp;
1237 665
1238 clock = time (NULL); 666 clock = time (NULL);
1239 tm = (struct tm *) localtime (&clock); 667 tm = (struct tm *) localtime (&clock);
1240 668
1241 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); 669 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1242 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL) 670 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1243 return 0; 671 return 0;
1244 672
1245 while (fgets (buf, MAX_BUF, fp)) { 673 while (fgets (buf, MAX_BUF, fp))
1246 if (buf[0]=='#') continue; 674 {
675 if (buf[0] == '#')
676 continue;
1247 if (!strncmp (buf, "msg", 3)) { 677 if (!strncmp (buf, "msg", 3))
678 {
1248 if (forbit) 679 if (forbit)
1249 while (fgets (buf, MAX_BUF, fp)) /* print message */ 680 while (fgets (buf, MAX_BUF, fp)) /* print message */
1250 fputs (buf, logfile); 681 fputs (buf, logfile);
1251 break; 682 break;
1252 683
684 }
1253 } else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3) { 685 else if (sscanf (buf, "%s %d%*c%d\n", day, &start, &stop) != 3)
686 {
1254 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n"); 687 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1255 continue; 688 continue;
1256 } 689 }
1257 690
1258 for (i=0; i< 7; i++) { 691 for (i = 0; i < 7; i++)
1259 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && 692 {
1260 (tm->tm_hour >= start) && (tm->tm_hour < stop)) 693 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && (tm->tm_hour >= start) && (tm->tm_hour < stop))
1261 forbit = 1; 694 forbit = 1;
1262 } 695 }
1263 } 696 }
1264 697
1265 close_and_delete(fp, comp); 698 close_and_delete (fp, comp);
1266 699
1267 return forbit; 700 return forbit;
1268#else 701#else
1269 return 0; 702 return 0;
1270#endif 703#endif
1271} 704}
1272 705
1273/* 706/*
1274 * do_specials() is a collection of functions to call from time to time. 707 * do_specials() is a collection of functions to call from time to time.
1284 * doing the various things. 717 * doing the various things.
1285 */ 718 */
1286 719
1287extern unsigned long todtick; 720extern unsigned long todtick;
1288 721
722void
1289void do_specials(void) { 723do_specials (void)
1290 724{
1291#ifdef WATCHDOG
1292 if (!(pticks % 503))
1293 watchdog();
1294#endif
1295
1296 if (!(pticks % PTICKS_PER_CLOCK)) 725 if (!(pticks % PTICKS_PER_CLOCK))
1297 tick_the_clock(); 726 tick_the_clock ();
1298 727
1299 if (!(pticks % 509)) 728 if (!(pticks % 7))
1300 flush_old_maps(); /* Clears the tmp-files of maps which have reset */ 729 shstr::gc ();
1301 730
1302 if (!(pticks % 2503)) 731 if (!(pticks % 2503))
1303 fix_weight(); /* Hack to fix weightproblems caused by bugs */ 732 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1304 733
1305 if (!(pticks % 2521))
1306 metaserver_update(); /* 2500 ticks is about 5 minutes */
1307
1308 if (!(pticks % 5003)) 734 if (!(pticks % 5003))
1309 write_book_archive(); 735 write_book_archive ();
1310 736
1311 if (!(pticks % 5009)) 737 if (!(pticks % 5009))
1312 clean_friendly_list(); 738 clean_friendly_list ();
1313 739
1314 if (!(pticks % 5011)) 740 if (!(pticks % 5011))
1315 obsolete_parties(); 741 obsolete_parties ();
1316 742
1317 if (!(pticks % 12503)) 743 if (!(pticks % 12503))
1318 fix_luck(); 744 fix_luck ();
1319} 745}
1320 746
1321/*
1322 * sleep_delta checks how much time has elapsed since last tick.
1323 * If it is less than max_time, the remaining time is slept with select().
1324 */
1325
1326void 747void
1327sleep_delta(void) 748server_tick ()
1328{ 749{
1329 extern long max_time; 750 // first do the user visible stuff
1330 extern struct timeval last_time; 751 doeric_server ();
1331 extern long process_utime_long_count; 752 INVOKE_GLOBAL (CLOCK);
1332 extern void cfperl_sleep (double delta); 753 process_events (); /* "do" something with objects with speed */
754 flush_sockets ();
1333 755
1334 struct timeval new_time; 756 // then do some bookkeeping, should not really be here
1335 GETTIMEOFDAY (&new_time); 757 do_specials (); /* Routines called from time to time. */
758 attachable::check_mortals ();
1336 759
1337 long sleep_sec = last_time.tv_sec - new_time.tv_sec; 760 ++pticks;
1338 long sleep_usec = max_time - (new_time.tv_usec - last_time.tv_usec);
1339
1340 /* This is very ugly, but probably the fastest for our use: */
1341 while (sleep_usec < 0) {
1342 sleep_usec += 1000000;
1343 sleep_sec -= 1;
1344 }
1345 while (sleep_usec > 1000000) {
1346 sleep_usec -= 1000000;
1347 sleep_sec += 1;
1348 }
1349
1350 log_time((new_time.tv_sec - last_time.tv_sec)*1000000
1351 + new_time.tv_usec - last_time.tv_usec);
1352
1353 /*
1354 * Set last_time to when we're expected to wake up:
1355 */
1356 last_time.tv_usec += max_time;
1357 while (last_time.tv_usec > 1000000) {
1358 last_time.tv_usec -= 1000000;
1359 last_time.tv_sec++;
1360 }
1361
1362 /*
1363 * Don't do too much catching up:
1364 * (Things can still get jerky on a slow/loaded computer)
1365 */
1366 if (last_time.tv_sec * 1000000 + last_time.tv_usec <
1367 new_time.tv_sec * 1000000 + new_time.tv_usec)
1368 {
1369 last_time.tv_sec = new_time.tv_sec;
1370 last_time.tv_usec = new_time.tv_usec;
1371 }
1372
1373 if (sleep_sec >= 0 && sleep_usec > 0)
1374 cfperl_sleep (sleep_sec + sleep_usec * 1e-6);
1375 else
1376 process_utime_long_count++;
1377} 761}
1378 762
763int
1379int main(int argc, char **argv) 764main (int argc, char **argv)
1380{ 765{
1381#ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
1382 _fmode = _O_BINARY ;
1383 bRunning = 1;
1384#endif
1385
1386#ifdef DEBUG_MALLOC_LEVEL
1387 malloc_debug(DEBUG_MALLOC_LEVEL);
1388#endif
1389
1390 settings.argc=argc; 766 settings.argc = argc;
1391 settings.argv=argv; 767 settings.argv = argv;
768
1392 init(argc, argv); 769 init (argc, argv);
1393 initPlugins(); /* GROS - Init the Plugins */ 770
1394#ifdef WIN32 771 initPlugins ();
1395 while ( bRunning ) 772
1396 {
1397#else
1398 for(;;) { 773 for (;;)
1399#endif 774 cfperl_main ();
1400 nroferrors = 0;
1401 775
1402 doeric_server(); 776 // unreached
1403 process_events(NULL); /* "do" something with objects with speed */
1404 cftimer_process_timers();/* Process the crossfire Timers */
1405 /* Lauwenmark : Here we handle the CLOCK global event */
1406 execute_global_event(EVENT_CLOCK);
1407 flush_sockets();
1408 check_active_maps(); /* Removes unused maps after a certain timeout */
1409 do_specials(); /* Routines called from time to time. */
1410
1411 sleep_delta(); /* Slepp proper amount of time before next tick */
1412 }
1413 emergency_save( 0 );
1414 cleanup( ); 777 cleanup ();
778
1415 return 0; 779 return 0;
1416} 780}

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