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Comparing deliantra/server/server/main.C (file contents):
Revision 1.24 by root, Tue Sep 12 19:20:08 2006 UTC vs.
Revision 1.62 by root, Sat Dec 30 10:16:11 2006 UTC

16 16
17 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
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 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>
22*/ 22*/
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <tod.h> 26#include <tod.h>
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
106 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:"); 101 new_draw_info (NDI_UNIQUE, 0, op, "Images and art:");
107 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner"); 102 new_draw_info (NDI_UNIQUE, 0, op, "Peter Gardner");
108 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]");
109 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]");
110 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]");
111 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]");
112 new_draw_info (NDI_UNIQUE, 0, op, "And many more!"); 107 new_draw_info (NDI_UNIQUE, 0, op, "And many more!");
113} 108}
114 109
115void 110void
116info_keys (object *op) 111info_keys (object *op)
133 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");
134 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.");
135 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.)");
136} 131}
137 132
138void
139start_info (object *op)
140{
141 char buf[MAX_BUF];
142
143 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
144 new_draw_info (NDI_UNIQUE, 0, op, buf);
145 new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
146 new_draw_info (NDI_UNIQUE, 0, op, " ");
147 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
148 if (!op->contr->name_changed)
149 {
150 new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
151 new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
152 new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
153 }
154}
155
156/* Really, there is no reason to crypt the passwords any system. But easier
157 * to just leave this enabled for backward compatibility. Put the
158 * simple case at top - no encryption - makes it easier to read.
159 */
160char *
161crypt_string (char *str, char *salt)
162{
163#if defined(WIN32) || (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
164 return (str);
165#else
166 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
167 char s[2];
168
169 if (salt == NULL)
170 s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
171 else
172 s[0] = salt[0], s[1] = salt[1];
173
174# ifdef HAVE_LIBDES
175 return (char *) des_crypt (str, s);
176# endif
177 /* Default case - just use crypt */
178 return (char *) crypt (str, s);
179#endif
180}
181
182int
183check_password (char *typed, char *crypted)
184{
185 return !strcmp (crypt_string (typed, crypted), crypted);
186}
187
188/* 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
189 * savebed. We do some error checking - its possible that the 134 * savebed. We do some error checking - its possible that the
190 * 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
191 * goes someplace. 136 * goes someplace.
192 */ 137 */
193void 138void
194enter_player_savebed (object *op) 139enter_player_savebed (object *op)
195{ 140{
196 mapstruct *oldmap = op->map; 141 maptile *oldmap = op->map;
197 object *tmp; 142 object *tmp;
198 143
199 tmp = get_object (); 144 tmp = object::create ();
200 145
201 EXIT_PATH (tmp) = op->contr->savebed_map; 146 EXIT_PATH (tmp) = op->contr->savebed_map;
202 EXIT_X (tmp) = op->contr->bed_x; 147 EXIT_X (tmp) = op->contr->bed_x;
203 EXIT_Y (tmp) = op->contr->bed_y; 148 EXIT_Y (tmp) = op->contr->bed_y;
204 enter_exit (op, tmp); 149 op->enter_exit (tmp);
150
205 /* 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
206 * 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
207 * to the emergency path. Update what the players savebed is 153 * to the emergency path. Update what the players savebed is
208 * while we're at it. 154 * while we're at it.
209 */ 155 */
156 //TODO: must go - move to interim map
210 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path)) 157 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
211 { 158 {
212 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",
213 settings.emergency_mapname, &op->name, op->contr->savebed_map); 160 &op->name, op->contr->savebed_map);
214 strcpy (op->contr->savebed_map, settings.emergency_mapname); 161 strcpy (op->contr->savebed_map, "/world/world_105_115");
215 op->contr->bed_x = settings.emergency_x; 162 op->contr->bed_x = 5;
216 op->contr->bed_y = settings.emergency_y; 163 op->contr->bed_y = 37;
217 EXIT_PATH (tmp) = op->contr->savebed_map; 164 EXIT_PATH (tmp) = op->contr->savebed_map;
218 EXIT_X (tmp) = op->contr->bed_x; 165 EXIT_X (tmp) = op->contr->bed_x;
219 EXIT_Y (tmp) = op->contr->bed_y; 166 EXIT_Y (tmp) = op->contr->bed_y;
220 enter_exit (op, tmp); 167 op->enter_exit (tmp);
221 }
222 free_object (tmp);
223}
224
225/* All this really is is a glorified remove_object that also updates
226 * the counts on the map if needed.
227 */
228void
229leave_map (object *op)
230{
231 mapstruct *oldmap = op->map;
232
233 remove_ob (op);
234
235 if (oldmap)
236 { 168 }
237 if (!op->contr->hidden) 169
238 oldmap->players--; 170 tmp->destroy ();
239 if (oldmap->players <= 0)
240 { /* can be less than zero due to errors in tracking this */
241 set_map_timeout (oldmap);
242 }
243 }
244} 171}
245 172
246/* 173/*
247 * 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
248 * 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
249 * 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
250 * whatever reason. If default map coordinates are to be used, then 177 * whatever reason. If default map coordinates are to be used, then
251 * the function that calls this should figure them out. 178 * the function that calls this should figure them out.
252 */ 179 */
253static void 180void
254enter_map (object *op, mapstruct *newmap, int x, int y) 181object::enter_map (maptile *newmap, int x, int y)
255{ 182{
256 mapstruct *oldmap = op->map; 183 if (!newmap->load ())
184 return;
257 185
258 if (out_of_map (newmap, x, y)) 186 if (out_of_map (newmap, x, y))
259 { 187 {
260 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", newmap->path, x, y); 188 LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y);
261 x = MAP_ENTER_X (newmap); 189 x = newmap->enter_x;
262 y = MAP_ENTER_Y (newmap); 190 y = newmap->enter_y;
263 if (out_of_map (newmap, x, y)) 191 if (out_of_map (newmap, x, y))
264 { 192 {
265 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",
266 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); 194 &newmap->path, x, y, newmap->width, newmap->height);
267 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 195 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
268 return; 196 return;
269 } 197 }
270 } 198 }
199
271 /* try to find a spot for the player */ 200 /* try to find a spot for the player */
272 if (ob_blocked (op, newmap, x, y)) 201 if (ob_blocked (this, newmap, x, y))
273 { /* First choice blocked */ 202 { /* First choice blocked */
274 /* 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.
275 * 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,
276 * 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
277 * if other spaces around are available. 206 * if other spaces around are available.
278 * 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
279 * 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.
280 */ 209 */
281 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);
282 211
283 if (i == -1) 212 if (i == -1)
284 { 213 {
285 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 214 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
286 if (i == -1) 215 if (i == -1)
287 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 216 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
288 } 217 }
218
289 if (i != -1) 219 if (i != -1)
290 { 220 {
291 x += freearr_x[i]; 221 x += freearr_x[i];
292 y += freearr_y[i]; 222 y += freearr_y[i];
293 } 223 }
294 else 224 else
295 {
296 /* not much we can do in this case. */ 225 /* not much we can do in this case. */
297 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); 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);
298 }
299 } /* end if looking for free spot */
300
301 if (op->map != NULL)
302 { 227 }
303 INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (op->map), ARG_MAP (newmap)); 228
229 if (map)
304 INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)); 230 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
305 } 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;
306 238
307 /* 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.
308 * otherwise, we need to deal with removing the player here. 240 * otherwise, we need to deal with removing the player here.
309 */ 241 */
310 if (!QUERY_FLAG (op, FLAG_REMOVED))
311 remove_ob (op); 242 remove ();
312 243
313 /* remove_ob clears these so they must be reset after the remove_ob call */
314 op->x = x; 244 this->x = x;
315 op->y = y; 245 this->y = y;
316 op->map = newmap; 246 map = newmap;
247
317 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 248 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
318
319 INVOKE_MAP (ENTER, op->map, ARG_PLAYER (op->contr));
320
321 if (!op->contr->hidden)
322 newmap->players++;
323 249
324 newmap->timeout = 0; 250 newmap->timeout = 0;
325 op->enemy = NULL; 251 enemy = NULL;
326 252
327 if (op->contr) 253 if (contr)
328 { 254 {
329 strcpy (op->contr->maplevel, newmap->path); 255 strcpy (contr->maplevel, newmap->path);
330 op->contr->count = 0; 256 contr->count = 0;
331 } 257 }
332 258
333 /* Update any golems */ 259 /* Update any golems */
334 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 260 if (type == PLAYER && contr->ranges[range_golem])
335 { 261 {
336 int i = find_free_spot (op->contr->ranges[range_golem], newmap, 262 int i = find_free_spot (contr->ranges[range_golem], newmap,
337 x, y, 1, SIZEOFFREE); 263 x, y, 1, SIZEOFFREE);
338 264
339 remove_ob (op->contr->ranges[range_golem]); 265 contr->ranges[range_golem]->remove ();
266
340 if (i == -1) 267 if (i == -1)
341 { 268 {
342 remove_friendly_object (op->contr->ranges[range_golem]); 269 remove_friendly_object (contr->ranges[range_golem]);
343 free_object (op->contr->ranges[range_golem]); 270 contr->ranges[range_golem]->destroy ();
344 op->contr->ranges[range_golem] = NULL; 271 contr->ranges[range_golem] = 0;
345 op->contr->golem_count = 0;
346 } 272 }
347 else 273 else
348 { 274 {
349 object *tmp;
350
351 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)
352 { 276 {
353 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);
354 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);
355 tmp->map = newmap; 279 tmp->map = newmap;
356 } 280 }
281
357 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0); 282 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
358 op->contr->ranges[range_golem]->direction = 283 contr->ranges[range_golem]->direction =
359 find_dir_2 (op->x - op->contr->ranges[range_golem]->x, op->y - op->contr->ranges[range_golem]->y); 284 find_dir_2 (x - contr->ranges[range_golem]->x, y - contr->ranges[range_golem]->y);
360 } 285 }
361 } 286 }
287
362 op->direction = 0; 288 direction = 0;
363 289
364 /* 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
365 * about pending objects. 291 * about pending objects.
366 */ 292 */
367 remove_all_pets (newmap); 293 remove_all_pets (newmap);
368
369 /* If the player is changing maps, we need to do some special things
370 * Do this after the player is on the new map - otherwise the force swap of the
371 * old map does not work.
372 */
373 if (oldmap != newmap)
374 {
375 if (oldmap) /* adjust old map */
376 {
377 oldmap->players--;
378
379 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
380 set_map_timeout (oldmap);
381 }
382 }
383} 294}
384
385void
386set_map_timeout (mapstruct *oldmap)
387{
388#if MAP_MAXTIMEOUT
389 oldmap->timeout = MAP_TIMEOUT (oldmap);
390 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
391 * lower than the min value.
392 */
393# if MAP_MINTIMEOUT
394 if (oldmap->timeout < MAP_MINTIMEOUT)
395 {
396 oldmap->timeout = MAP_MINTIMEOUT;
397 }
398# endif
399 if (oldmap->timeout > MAP_MAXTIMEOUT)
400 {
401 oldmap->timeout = MAP_MAXTIMEOUT;
402 }
403#else
404 /* save out the map */
405 swap_map (oldmap);
406#endif /* MAP_MAXTIMEOUT */
407}
408
409 295
410/* clean_path takes a path and replaces all / with _ 296/* clean_path takes a path and replaces all / with _
411 * 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.
412 */ 298 */
413char * 299char *
420 if (*cp == '/') 306 if (*cp == '/')
421 *cp = '_'; 307 *cp = '_';
422 308
423 return newpath; 309 return newpath;
424} 310}
425
426 311
427/* unclean_path takes a path and replaces all _ with / 312/* unclean_path takes a path and replaces all _ with /
428 * This basically undoes clean path. 313 * This basically undoes clean path.
429 * 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.
430 * 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
444 *cp = '/'; 329 *cp = '/';
445 330
446 return newpath; 331 return newpath;
447} 332}
448 333
449
450/* The player is trying to enter a randomly generated map. In this case, generate the
451 * random map as needed.
452 */
453
454static void
455enter_random_map (object *pl, object *exit_ob)
456{
457 mapstruct *new_map;
458 char newmap_name[HUGE_BUF], *cp;
459 static int reference_number = 0;
460 RMParms rp;
461
462 memset (&rp, 0, sizeof (RMParms));
463 rp.Xsize = -1;
464 rp.Ysize = -1;
465 rp.region = get_region_by_map (exit_ob->map);
466 if (exit_ob->msg)
467 set_random_map_variable (&rp, exit_ob->msg);
468 rp.origin_x = exit_ob->x;
469 rp.origin_y = exit_ob->y;
470 strcpy (rp.origin_map, pl->map->path);
471
472 /* If we have a final_map, use it as a base name to give some clue
473 * as where the player is. Otherwise, use the origin map.
474 * Take the last component (after the last slash) to give
475 * shorter names without bogus slashes.
476 */
477 if (rp.final_map[0])
478 {
479 cp = strrchr (rp.final_map, '/');
480 if (!cp)
481 cp = rp.final_map;
482 }
483 else
484 {
485 char buf[HUGE_BUF];
486
487 cp = strrchr (rp.origin_map, '/');
488 if (!cp)
489 cp = rp.origin_map;
490 /* Need to strip of any trailing digits, if it has them */
491 strcpy (buf, cp);
492 while (isdigit (buf[strlen (buf) - 1]))
493 buf[strlen (buf) - 1] = 0;
494 cp = buf;
495 }
496
497 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
498
499 /* now to generate the actual map. */
500 new_map = generate_random_map (newmap_name, &rp);
501
502 /* Update the exit_ob so it now points directly at the newly created
503 * random maps. Not that it is likely to happen, but it does mean that a
504 * exit in a unique map leading to a random map will not work properly.
505 * It also means that if the created random map gets reset before
506 * the exit leading to it, that the exit will no longer work.
507 */
508 if (new_map)
509 {
510 int x, y;
511
512 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
513 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
514 EXIT_PATH (exit_ob) = newmap_name;
515 strcpy (new_map->path, newmap_name);
516 enter_map (pl, new_map, x, y);
517 }
518}
519
520/* The player is trying to enter a non-randomly generated template map. In this
521 * case, use a map file for a template
522 */
523
524static void
525enter_fixed_template_map (object *pl, object *exit_ob)
526{
527 mapstruct *new_map;
528 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
529 const char *new_map_name;
530
531 /* Split the exit path string into two parts, one
532 * for where to store the map, and one for were
533 * to generate the map from.
534 */
535 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
536 sourcemap = strchr (exitpath, '!');
537 if (!sourcemap)
538 {
539 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
540 /* Should only occur when no source map is set.
541 */
542 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
543 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
544 return;
545 }
546 *sourcemap++ = '\0';
547
548 /* If we are not coming from a template map, we can use relative directories
549 * for the map to generate from.
550 */
551 if (!exit_ob->map->templatemap)
552 {
553 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
554 }
555
556 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
557 * of the exit, and the name of the map the exit is on, respectively.
558 */
559 sprintf (tmpnum, "%d", exit_ob->x);
560 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
561
562 sprintf (tmpnum, "%d", exit_ob->y);
563 sprintf (tmpstring, "%s", resultname);
564 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
565
566 sprintf (tmpstring, "%s", resultname);
567 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
568
569 /* If we are coming from another template map, use reletive paths unless
570 * indicated otherwise.
571 */
572 if (exit_ob->map->templatemap && (resultname[0] != '/'))
573 {
574 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
575 }
576 else
577 {
578 new_map_name = create_template_pathname (resultname);
579 }
580
581 /* Attempt to load the map, if unable to, then
582 * create the map from the template.
583 */
584 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
585 if (!new_map)
586 {
587 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
588 if (new_map)
589 fix_auto_apply (new_map);
590 }
591
592 if (new_map)
593 {
594 /* set the path of the map to where it should be
595 * so we don't just save over the source map.
596 */
597 strcpy (new_map->path, new_map_name);
598 new_map->templatemap = 1;
599 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
600 }
601 else
602 {
603 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
604 /* Should only occur when an invalid source map is set.
605 */
606 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
607 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
608 }
609}
610
611
612/* The player is trying to enter a randomly generated template map. In this
613 * case, generate the map as needed.
614 */
615
616static void
617enter_random_template_map (object *pl, object *exit_ob)
618{
619 mapstruct *new_map;
620 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
621 const char *new_map_name;
622 RMParms rp;
623
624 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
625 * of the exit, and the name of the map the exit is on, respectively.
626 */
627 sprintf (tmpnum, "%d", exit_ob->x);
628 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
629
630 sprintf (tmpnum, "%d", exit_ob->y);
631 sprintf (tmpstring, "%s", resultname);
632 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
633
634 sprintf (tmpstring, "%s", resultname);
635 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
636
637 /* If we are coming from another template map, use reletive paths unless
638 * indicated otherwise.
639 */
640 if (exit_ob->map->templatemap && (resultname[0] != '/'))
641 {
642 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
643 }
644 else
645 {
646 new_map_name = create_template_pathname (resultname);
647 }
648
649 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
650 if (!new_map)
651 {
652 memset (&rp, 0, sizeof (RMParms));
653 rp.Xsize = -1;
654 rp.Ysize = -1;
655 rp.region = get_region_by_map (exit_ob->map);
656 if (exit_ob->msg)
657 set_random_map_variable (&rp, exit_ob->msg);
658 rp.origin_x = exit_ob->x;
659 rp.origin_y = exit_ob->y;
660 strcpy (rp.origin_map, pl->map->path);
661
662 /* now to generate the actual map. */
663 new_map = generate_random_map (new_map_name, &rp);
664 }
665
666
667 /* Update the exit_ob so it now points directly at the newly created
668 * random maps. Not that it is likely to happen, but it does mean that a
669 * exit in a unique map leading to a random map will not work properly.
670 * It also means that if the created random map gets reset before
671 * the exit leading to it, that the exit will no longer work.
672 */
673 if (new_map)
674 {
675 int x, y;
676
677 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
678 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
679 new_map->templatemap = 1;
680 enter_map (pl, new_map, x, y);
681 }
682}
683
684
685/* Code to enter/detect a character entering a unique map.
686 */
687static void
688enter_unique_map (object *op, object *exit_ob)
689{
690 char apartment[HUGE_BUF];
691 mapstruct *newmap;
692
693 if (EXIT_PATH (exit_ob)[0] == '/')
694 {
695 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
696 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
697 if (!newmap)
698 {
699 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
700 if (newmap)
701 fix_auto_apply (newmap);
702 }
703 }
704 else
705 { /* relative directory */
706 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
707
708 if (exit_ob->map->unique)
709 {
710
711 strcpy (reldir, unclean_path (exit_ob->map->path));
712
713 /* Need to copy this over, as clean_path only has one static return buffer */
714 strcpy (tmpc, clean_path (reldir));
715 /* Remove final component, if any */
716 if ((cp = strrchr (tmpc, '_')) != NULL)
717 *cp = 0;
718
719 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
720
721 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
722 if (!newmap)
723 {
724 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
725 if (newmap)
726 fix_auto_apply (newmap);
727 }
728 }
729 else
730 {
731 /* The exit is unique, but the map we are coming from is not unique. So
732 * use the basic logic - don't need to demangle the path name
733 */
734 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
735 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
736 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
737 if (!newmap)
738 {
739 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
740 if (newmap)
741 fix_auto_apply (newmap);
742 }
743 }
744 }
745
746 if (newmap)
747 {
748 strcpy (newmap->path, apartment);
749 newmap->unique = 1;
750 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
751 }
752 else
753 {
754 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
755 /* Perhaps not critical, but I would think that the unique maps
756 * should be new enough this does not happen. This also creates
757 * a strange situation where some players could perhaps have visited
758 * such a map before it was removed, so they have the private
759 * map, but other players can't get it anymore.
760 */
761 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
762 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
763 }
764
765}
766
767
768/* Tries to move 'op' to exit_ob. op is the character or monster that is
769 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
770 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
771 * move the object to. This is used when loading the player.
772 *
773 * Largely redone by MSW 2001-01-21 - this function was overly complex
774 * and had some obscure bugs.
775 */
776
777void
778enter_exit (object *op, object *exit_ob)
779{
780#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
781 object *tmp;
782
783 /* It may be nice to support other creatures moving across
784 * exits, but right now a lot of the code looks at op->contr,
785 * so thta is an RFE.
786 */
787 if (op->type != PLAYER)
788 return;
789
790 /* First, lets figure out what map the player is going to go to */
791 if (exit_ob)
792 {
793
794 /* check to see if we make a template map */
795 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
796 {
797 if (EXIT_PATH (exit_ob)[2] == '!')
798 {
799 /* generate a template map randomly */
800 enter_random_template_map (op, exit_ob);
801 }
802 else
803 {
804 /* generate a template map from a fixed template */
805 enter_fixed_template_map (op, exit_ob);
806 }
807 }
808 /* check to see if we make a randomly generated map */
809 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
810 {
811 enter_random_map (op, exit_ob);
812 }
813 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
814 {
815 enter_unique_map (op, exit_ob);
816 }
817 else
818 {
819 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
820
821 /* 'Normal' exits that do not do anything special
822 * Simple enough we don't need another routine for it.
823 */
824 mapstruct *newmap;
825
826 if (exit_ob->map)
827 {
828 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
829 /* Random map was previously generated, but is no longer about. Lets generate a new
830 * map.
831 */
832 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
833 {
834 /* Maps that go down have a message set. However, maps that go
835 * up, don't. If the going home has reset, there isn't much
836 * point generating a random map, because it won't match the maps.
837 */
838 if (exit_ob->msg)
839 {
840 enter_random_map (op, exit_ob);
841 }
842 else
843 {
844 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
845 return;
846 }
847
848 /* For exits that cause damages (like pits). Don't know if any
849 * random maps use this or not.
850 */
851 if (exit_ob->stats.dam && op->type == PLAYER)
852 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
853 return;
854 }
855 }
856 else
857 {
858 /* For word of recall and other force objects
859 * They contain the full pathname of the map to go back to,
860 * so we don't need to normalize it.
861 * But we do need to see if it is unique or not
862 */
863 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
864 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
865 else
866 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
867 }
868 if (!newmap)
869 {
870 if (exit_ob->name)
871 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
872 /* don't cry to momma if name is not set - as in tmp objects
873 * used by the savebed code and character creation */
874 return;
875 }
876
877 /* This supports the old behaviour, but it really should not be used.
878 * I will note for example that with this method, it is impossible to
879 * set 0,0 destination coordinates. Really, if we want to support
880 * using the new maps default coordinates, the exit ob should use
881 * something like -1, -1 so it is clear to do that.
882 */
883 if (x == 0 && y == 0)
884 {
885 x = MAP_ENTER_X (newmap);
886 y = MAP_ENTER_Y (newmap);
887 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
888 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
889 }
890
891 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
892 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
893 {
894 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
896 {
897 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
898 break;
899 }
900 if (tmp)
901 {
902 remove_ob (tmp);
903 free_object (tmp);
904 }
905
906 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
907 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
908 save_player (op, 1);
909 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
910 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
911 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
912 }
913
914 enter_map (op, newmap, x, y);
915 }
916 /* For exits that cause damages (like pits) */
917 if (exit_ob->stats.dam && op->type == PLAYER)
918 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
919 }
920 else
921 {
922 int flags = 0;
923 mapstruct *newmap;
924
925
926 /* Hypothetically, I guess its possible that a standard map matches
927 * the localdir, but that seems pretty unlikely - unlikely enough that
928 * I'm not going to attempt to try to deal with that possibility.
929 * We use the fact that when a player saves on a unique map, it prepends
930 * the localdir to that name. So its an easy way to see of the map is
931 * unique or not.
932 */
933 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
934 flags = MAP_PLAYER_UNIQUE;
935
936 /* newmap returns the map (if already loaded), or loads it for
937 * us.
938 */
939 newmap = ready_map_name (op->contr->maplevel, flags);
940 if (!newmap)
941 {
942 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
943 newmap = ready_map_name (settings.emergency_mapname, 0);
944 op->x = settings.emergency_x;
945 op->y = settings.emergency_y;
946 /* If we can't load the emergency map, something is probably really
947 * screwed up, so bail out now.
948 */
949 if (!newmap)
950 {
951 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
952 abort ();
953 }
954 }
955 enter_map (op, newmap, op->x, op->y);
956 }
957}
958
959/*
960 * process_active_maps(): Works like process_events(), but it only
961 * processes maps which a player is on.
962 *
963 */
964
965#if 0 // dead code, schmorp
966void
967process_active_maps ()
968{
969 for (mapstruct *map = first_map; map != NULL; map = map->next)
970 if (map->in_memory == MAP_IN_MEMORY)
971 if (players_on_map (map, TRUE))
972 process_events (map);
973}
974#endif
975
976/* process_players1 and process_players2 do all the player related stuff. 334/* process_players1 and process_players2 do all the player related stuff.
977 * 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
978 * 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
979 * by the various functions. process_players1() does the processing before 337 * by the various functions. process_players1() does the processing before
980 * objects have been updated, process_players2() does the processing that 338 * objects have been updated, process_players2() does the processing that
981 * is needed after the players have been updated. 339 * is needed after the players have been updated.
982 */ 340 */
983 341static void
984void 342process_players1 ()
985process_players1 (mapstruct *map)
986{ 343{
987 int flag; 344 int flag;
988 player *pl, *plnext;
989 345
990 /* 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. */
991 for (flag = 1; flag != 0;) 347 for (flag = 1; flag != 0;)
992 { 348 {
993 flag = 0; 349 flag = 0;
994 for (pl = first_player; pl != NULL; pl = plnext) 350 for_all_players (pl)
995 { 351 {
996 plnext = pl->next; /* In case a player exits the game in handle_player() */ 352 pl->refcnt_chk ();
997 353
998 if (pl->ob == NULL) 354 if (!pl->ob || !pl->ns)
999 continue; 355 continue;
1000 356
1001 if (map != NULL && pl->ob->map != map)
1002 continue;
1003
1004 if (pl->ob->speed_left > 0) 357 if (pl->ob->speed_left > 0)
1005 {
1006 if (handle_newcs_player (pl->ob)) 358 if (handle_newcs_player (pl->ob))
1007 flag = 1; 359 flag = 1;
1008 } /* end if player has speed left */
1009 360
1010 /* If the player is not actively playing, don't make a 361 /* If the player is not actively playing, don't make a
1011 * backup save - nothing to save anyway. Plus, the 362 * backup save - nothing to save anyway. Plus, the
1012 * map may not longer be valid. This can happen when the 363 * map may not longer be valid. This can happen when the
1013 * player quits - they exist for purposes of tracking on the map, 364 * player quits - they exist for purposes of tracking on the map,
1018 369
1019#ifdef AUTOSAVE 370#ifdef AUTOSAVE
1020 /* 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
1021 * the player is logging in. 372 * the player is logging in.
1022 */ 373 */
1023 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->state == ST_PLAYING) 374 if ((pl->last_save_tick + AUTOSAVE) < (uint32) pticks && pl->ns->state == ST_PLAYING)
1024 { 375 {
1025 /* Don't save the player on unholy ground. Instead, increase the 376 pl->ob->contr->save ();
1026 * tick time so it will be about 10 seconds before we try and save
1027 * again.
1028 */
1029// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1030// pl->last_save_tick += 100;
1031// } else {
1032 save_player (pl->ob, 1);
1033 pl->last_save_tick = pticks; 377 pl->last_save_tick = pticks;
1034// }
1035 } 378 }
1036#endif 379#endif
1037 } /* end of for loop for all the players */ 380 } /* end of for loop for all the players */
1038 } /* for flag */ 381 } /* for flag */
1039 for (pl = first_player; pl != NULL; pl = pl->next) 382
383 for_all_players (pl)
1040 { 384 {
1041 if (map != NULL && (pl->ob == NULL || pl->ob->map != map)) 385 if (!pl->ob || !pl->ns)
1042 continue; 386 continue;
387
1043 if (settings.casting_time == TRUE) 388 if (settings.casting_time)
1044 { 389 {
1045 if (pl->ob->casting_time > 0) 390 if (pl->ob->casting_time > 0)
1046 { 391 {
1047 pl->ob->casting_time--; 392 pl->ob->casting_time--;
1048 pl->ob->start_holding = 1; 393 pl->ob->start_holding = 1;
1049 } 394 }
395
1050 /* 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 */
1051 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) 397 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1052 {
1053 pl->ob->start_holding = 0; 398 pl->ob->start_holding = 0;
1054 } 399 }
1055 } 400
1056 do_some_living (pl->ob); 401 do_some_living (pl->ob);
1057 /* draw(pl->ob); *//* updated in socket code */
1058 } 402 }
1059} 403}
1060 404
1061void 405static void
1062process_players2 (mapstruct *map) 406process_players2 ()
1063{ 407{
1064 player *pl;
1065
1066 /* 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 */
1067 for (pl = first_player; pl != NULL; pl = pl->next) 409 for_all_players (pl)
1068 { 410 {
1069 if (map != NULL)
1070 {
1071 if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1072 continue;
1073 else if (pl->loading != NULL) /* Player is blocked */
1074 pl->ob->speed_left -= pl->ob->speed;
1075 if (pl->ob->map != map)
1076 continue;
1077 }
1078
1079 /* 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 -
1080 * this isn't called until after the player has finished there 412 * this isn't called until after the player has finished there
1081 * 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
1082 * checking. 414 * checking.
1083 */ 415 */
1089 /* 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
1090 * clear this each tick, but new commands are not being received 422 * clear this each tick, but new commands are not being received
1091 * so execute_newserver_command() is never called 423 * so execute_newserver_command() is never called
1092 */ 424 */
1093 pl->has_hit = 0; 425 pl->has_hit = 0;
1094
1095 } 426 }
1096 else if (pl->ob->speed_left > pl->ob->speed) 427 else if (pl->ob->speed_left > pl->ob->speed)
1097 pl->ob->speed_left = pl->ob->speed; 428 pl->ob->speed_left = pl->ob->speed;
1098 } 429 }
1099} 430}
1100 431
1101void 432void
1102process_events (mapstruct *map) 433process_events ()
1103{ 434{
1104 object *op; 435 object *op;
1105 object *marker = get_object ();
1106 tag_t tag;
1107 436
437 static object_ptr marker_;
438
439 if (!marker_)
440 marker_ = object::create ();
441
442 object *marker = marker_;
443
1108 process_players1 (map); 444 process_players1 ();
1109 445
1110 marker->active_next = active_objects; 446 marker->active_next = active_objects;
1111 447
1112 if (marker->active_next) 448 if (marker->active_next)
1113 marker->active_next->active_prev = marker; 449 marker->active_next->active_prev = marker;
1114 450
1115 marker->active_prev = NULL; 451 marker->active_prev = 0;
1116 active_objects = marker; 452 active_objects = marker;
1117 453
1118 while (marker->active_next) 454 while (marker->active_next)
1119 { 455 {
1120 op = marker->active_next; 456 op = marker->active_next;
1121 tag = op->count;
1122 457
1123 /* Move marker forward - swap op and marker */ 458 /* Move marker forward - swap op and marker */
1124 op->active_prev = marker->active_prev; 459 op->active_prev = marker->active_prev;
1125 460
1126 if (op->active_prev) 461 if (op->active_prev)
1138 473
1139 /* Now process op */ 474 /* Now process op */
1140 if (QUERY_FLAG (op, FLAG_FREED)) 475 if (QUERY_FLAG (op, FLAG_FREED))
1141 { 476 {
1142 LOG (llevError, "BUG: process_events(): Free object on list\n"); 477 LOG (llevError, "BUG: process_events(): Free object on list\n");
1143 op->speed = 0; 478 op->set_speed (0);
1144 update_ob_speed (op);
1145 continue; 479 continue;
1146 } 480 }
1147 481
1148 /* 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,
1149 * 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
1156 * around. 490 * around.
1157 */ 491 */
1158 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY) 492 if (QUERY_FLAG (op, FLAG_REMOVED) && op->type != PLAYER && op->map && op->map->in_memory != MAP_IN_MEMORY)
1159 { 493 {
1160 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 494 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1161 dump_object (op); 495 char *dump = dump_object (op);
1162 LOG (llevError, errmsg); 496 LOG (llevError, dump);
1163 free_object (op); 497 free (dump);
498 op->destroy ();
1164 continue; 499 continue;
1165 } 500 }
1166 501
1167 if (!op->speed) 502 if (!op->speed)
1168 { 503 {
1169 LOG (llevError, "BUG: process_events(): Object %s has no speed, " "but is on active list\n", &op->arch->name); 504 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1170 update_ob_speed (op); 505 "but is on active list\n", &op->arch->name);
506 op->set_speed (0);
1171 continue; 507 continue;
1172 } 508 }
1173 509
1174 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP && map == NULL) 510 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1175 { 511 {
1176 LOG (llevError, "BUG: process_events(): Object without map or " "inventory is on active list: %s (%d)\n", &op->name, op->count); 512 LOG (llevError, "BUG: process_events(): Object without map or "
513 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1177 op->speed = 0; 514 op->set_speed (0);
1178 update_ob_speed (op);
1179 continue; 515 continue;
1180 } 516 }
1181 517
1182 if (map != NULL && op->map != map)
1183 continue;
1184
1185 /* Animate the object. Bug of feature that andim_speed 518 /* Animate the object. Bug or feature that anim_speed
1186 * is based on ticks, and not the creatures speed? 519 * is based on ticks, and not the creatures speed?
1187 */ 520 */
1188 if (op->anim_speed && op->last_anim >= op->anim_speed) 521 if (op->anim_speed && op->last_anim >= op->anim_speed)
1189 { 522 {
1190 if ((op->type == PLAYER) || (op->type == MONSTER)) 523 if ((op->type == PLAYER))
1191 animate_object (op, op->facing); 524 animate_object (op, op->facing);
1192 else 525 else
1193 animate_object (op, op->direction); 526 animate_object (op, op->direction);
1194 527
1195 op->last_anim = 1; 528 op->last_anim = 1;
1213 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null"); 546 LOG (llevDebug, "process_events: calling process_object with removed object %s\n", op->name ? op->name : "null");
1214 } 547 }
1215#endif 548#endif
1216 --op->speed_left; 549 --op->speed_left;
1217 process_object (op); 550 process_object (op);
551
1218 if (was_destroyed (op, tag)) 552 if (op->destroyed ())
1219 continue; 553 continue;
1220 } 554 }
555
1221 if (settings.casting_time == TRUE && op->casting_time > 0) 556 if (settings.casting_time == TRUE && op->casting_time > 0)
1222 op->casting_time--; 557 op->casting_time--;
558
1223 if (op->speed_left <= 0) 559 if (op->speed_left <= 0)
1224 op->speed_left += FABS (op->speed); 560 op->speed_left += FABS (op->speed);
1225 } 561 }
1226 562
1227 /* Remove marker object from active list */ 563 /* Remove marker object from active list */
1228 if (marker->active_prev != NULL) 564 if (marker->active_prev != NULL)
1229 marker->active_prev->active_next = NULL; 565 marker->active_prev->active_next = NULL;
1230 else 566 else
1231 active_objects = NULL; 567 active_objects = NULL;
1232 568
1233 process_players2 (map); 569 process_players2 ();
1234
1235 free_object (marker);
1236} 570}
1237 571
572/* clean up everything before exiting */
1238void 573void
1239clean_tmp_files (void) 574emergency_save ()
1240{ 575{
1241 mapstruct *m, *next; 576 LOG (llevDebug, "emergency save begin.\n");
1242 577
1243 LOG (llevInfo, "Cleaning up...\n"); 578 LOG (llevDebug, "saving players.\n");
579 for_all_players (pl)
580 pl->save (1);
1244 581
1245 /* We save the maps - it may not be intuitive why, but if there are unique 582// for_all_players (pl)
1246 * items, we need to save the map so they get saved off. Perhaps we should 583// if (pl->ob)
1247 * just make a special function that only saves the unique items. 584// pl->ob->remove ();
1248 */ 585
1249 for (m = first_map; m != NULL; m = next) 586 LOG (llevDebug, "saving maps.\n");
587 maptile::emergency_save ();
588
589 LOG (llevDebug, "saving book archive.\n");
590 write_book_archive ();
591
592 LOG (llevDebug, "emergency save done.\n");
593}
594
595/* clean up everything before exiting */
596void
597cleanup (bool make_core)
598{
599 LOG (llevDebug, "cleanup begin.\n");
600
601 in_cleanup = true;
602
603 if (init_done)
604 emergency_save ();
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
614 _exit (0);
615}
616
617void
618leave (player *pl, int draw_exit)
619{
620 if (pl)
1250 { 621 {
1251 next = m->next; 622 if (pl->ob->type != DEAD_OBJECT)
1252 if (m->in_memory == MAP_IN_MEMORY)
1253 { 623 {
1254 /* If we want to reuse the temp maps, swap it out (note that will also 624 /* If a hidden dm dropped connection do not create
1255 * update the log file. Otherwise, save the map (mostly for unique item 625 * inconsistencies by showing that they have left the game
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 */ 626 */
1260 627 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1261 /* XXX The above comment is dead wrong */ 628 && draw_exit)
1262 if (settings.recycle_tmp_maps == TRUE)
1263 swap_map (m);
1264 else
1265 { 629 {
1266 new_save_map (m, 0); /* note we save here into a overlay map */ 630 if (pl->ob->map)
1267 clean_tmp_map (m); 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
636 char buf[MAX_BUF];
637
638 sprintf (buf, "%s left the game.", &pl->ob->name);
639 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1268 } 640 }
1269 }
1270 }
1271 write_todclock (); /* lets just write the clock here */
1272}
1273 641
1274/* clean up everything before exiting */ 642 pl->ob->remove ();
1275void 643 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1276cleanup (void) 644 }
1277{
1278 LOG (llevDebug, "Cleanup called. freeing data.\n");
1279 clean_tmp_files ();
1280 write_book_archive ();
1281#ifdef MEMORY_DEBUG
1282 free_all_maps ();
1283 free_style_maps ();
1284 free_all_object_data ();
1285 free_all_archs ();
1286 free_all_treasures ();
1287 free_all_images ();
1288 free_all_newserver ();
1289 free_all_recipes ();
1290 free_all_readable ();
1291 free_all_god ();
1292 free_all_anim ();
1293 /* See what the string data that is out there that hasn't been freed. */
1294 645
1295/* LOG(llevDebug, ss_dump_table(0xff));*/
1296#endif
1297 exit (0);
1298}
1299
1300void
1301leave (player *pl, int draw_exit)
1302{
1303 if (pl != NULL)
1304 {
1305 /* We do this so that the socket handling routine can do the final 646 /* We do this so that the socket handling routine can do the final
1306 * cleanup. We also leave that loop to actually handle the freeing 647 * cleanup. We also leave that loop to actually handle the freeing
1307 * of the data. 648 * of the data.
1308 */ 649 */
1309 if (pl->ob->type != DEAD_OBJECT) 650 if (pl->ns)
1310 { 651 pl->ns->destroy ();
1311 pl->socket.status = Ns_Dead;
1312 652
1313 /* If a hidden dm dropped connection do not create
1314 * inconsistencies by showing that they have left the game
1315 */
1316 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1317 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1318 {
1319 if (pl->ob->map)
1320 {
1321 INVOKE_PLAYER (LOGOUT, pl);
1322 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1323 }
1324
1325 char buf[MAX_BUF];
1326
1327 sprintf (buf, "%s left the game.", &pl->ob->name);
1328 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1329 }
1330
1331 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1332 leave_map (pl->ob);
1333
1334 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1335 }
1336 } 653 }
1337} 654}
1338 655
1339int 656int
1340forbid_play (void) 657forbid_play (void)
1403extern unsigned long todtick; 720extern unsigned long todtick;
1404 721
1405void 722void
1406do_specials (void) 723do_specials (void)
1407{ 724{
1408
1409#ifdef WATCHDOG
1410 if (!(pticks % 503))
1411 watchdog ();
1412#endif
1413
1414 if (!(pticks % PTICKS_PER_CLOCK)) 725 if (!(pticks % PTICKS_PER_CLOCK))
1415 tick_the_clock (); 726 tick_the_clock ();
1416 727
1417 if (!(pticks % 7)) 728 if (!(pticks % 7))
1418 shstr::gc (); 729 shstr::gc ();
1419 730
1420 if (!(pticks % 79))
1421 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1422
1423 if (!(pticks % 2503)) 731 if (!(pticks % 2503))
1424 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 732 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1425 733
1426 if (!(pticks % 2521))
1427 metaserver_update (); /* 2500 ticks is about 5 minutes */
1428
1429 if (!(pticks % 5003)) 734 if (!(pticks % 5003))
1430 write_book_archive (); 735 write_book_archive ();
1431 736
1432 if (!(pticks % 5009)) 737 if (!(pticks % 5009))
1433 clean_friendly_list (); 738 clean_friendly_list ();
1440} 745}
1441 746
1442void 747void
1443server_tick () 748server_tick ()
1444{ 749{
1445 nroferrors = 0; 750 // first do the user visible stuff
1446
1447 doeric_server (); 751 doeric_server ();
1448 INVOKE_GLOBAL (CLOCK); 752 INVOKE_GLOBAL (CLOCK);
1449 process_events (NULL); /* "do" something with objects with speed */ 753 process_events (); /* "do" something with objects with speed */
1450 flush_sockets (); 754 flush_sockets ();
1451 check_active_maps (); /* Removes unused maps after a certain timeout */ 755
756 // then do some bookkeeping, should not really be here
1452 do_specials (); /* Routines called from time to time. */ 757 do_specials (); /* Routines called from time to time. */
1453 object::free_mortals (); 758 attachable::check_mortals ();
1454 759
1455 ++pticks; 760 ++pticks;
1456} 761}
1457 762
1458int 763int
1459main (int argc, char **argv) 764main (int argc, char **argv)
1460{ 765{
1461 settings.argc = argc; 766 settings.argc = argc;
1462 settings.argv = argv; 767 settings.argv = argv;
1463 768
1464 cfperl_init ();
1465
1466 init (argc, argv); 769 init (argc, argv);
1467 770
1468 initPlugins (); 771 initPlugins ();
1469 772
1470 for (;;) 773 for (;;)
1471 cfperl_main (); 774 cfperl_main ();
1472 775
1473 // unreached 776 // unreached
1474 emergency_save (0);
1475 cleanup (); 777 cleanup ();
1476 778
1477 return 0; 779 return 0;
1478} 780}

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