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Comparing deliantra/server/server/main.C (file contents):
Revision 1.3 by root, Thu Aug 17 20:23:31 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 1.3 2006/08/17 20:23:31 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} 294}
362
363void set_map_timeout(mapstruct *oldmap)
364{
365#if MAP_MAXTIMEOUT
366 oldmap->timeout = MAP_TIMEOUT(oldmap);
367 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
368 * lower than the min value.
369 */
370#if MAP_MINTIMEOUT
371 if (oldmap->timeout < MAP_MINTIMEOUT) {
372 oldmap->timeout = MAP_MINTIMEOUT;
373 }
374#endif
375 if (oldmap->timeout > MAP_MAXTIMEOUT) {
376 oldmap->timeout = MAP_MAXTIMEOUT;
377 }
378#else
379 /* save out the map */
380 swap_map(oldmap);
381#endif /* MAP_MAXTIMEOUT */
382}
383
384 295
385/* clean_path takes a path and replaces all / with _ 296/* clean_path takes a path and replaces all / with _
386 * 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.
387 */ 298 */
299char *
388char *clean_path(const char *file) 300clean_path (const char *file)
389{ 301{
390 static char newpath[MAX_BUF],*cp; 302 static char newpath[MAX_BUF], *cp;
303 assign (newpath, file);
391 304
392 strncpy(newpath, file, MAX_BUF-1);
393 newpath[MAX_BUF-1]='\0';
394 for (cp=newpath; *cp!='\0'; cp++) { 305 for (cp = newpath; *cp != '\0'; cp++)
395 if (*cp=='/') *cp='_'; 306 if (*cp == '/')
396 } 307 *cp = '_';
308
397 return newpath; 309 return newpath;
398} 310}
399
400 311
401/* unclean_path takes a path and replaces all _ with / 312/* unclean_path takes a path and replaces all _ with /
402 * This basically undoes clean path. 313 * This basically undoes clean path.
403 * 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.
404 * 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
405 * are getting passed a string that points to a unique map 316 * are getting passed a string that points to a unique map
406 * path. 317 * path.
407 */ 318 */
319char *
408char *unclean_path(const char *src) 320unclean_path (const char *src)
409{ 321{
410 static char newpath[MAX_BUF],*cp; 322 static char newpath[MAX_BUF], *cp;
411 323
412 cp=strrchr(src, '/'); 324 cp = strrchr (src, '/');
413 if (cp) 325 assign (newpath, cp ? cp + 1 : src);
414 strncpy(newpath, cp+1, MAX_BUF-1);
415 else
416 strncpy(newpath, src, MAX_BUF-1);
417 newpath[MAX_BUF-1]='\0';
418 326
419 for (cp=newpath; *cp!='\0'; cp++) { 327 for (cp = newpath; *cp != '\0'; cp++)
420 if (*cp=='_') *cp='/'; 328 if (*cp == '_')
421 } 329 *cp = '/';
330
422 return newpath; 331 return newpath;
423}
424
425
426/* The player is trying to enter a randomly generated map. In this case, generate the
427 * random map as needed.
428 */
429
430static void enter_random_map(object *pl, object *exit_ob)
431{
432 mapstruct *new_map;
433 char newmap_name[HUGE_BUF], *cp;
434 static int reference_number = 0;
435 RMParms rp;
436
437 memset(&rp, 0, sizeof(RMParms));
438 rp.Xsize=-1;
439 rp.Ysize=-1;
440 rp.region=get_region_by_map(exit_ob->map);
441 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
442 rp.origin_x = exit_ob->x;
443 rp.origin_y = exit_ob->y;
444 strcpy(rp.origin_map, pl->map->path);
445
446 /* If we have a final_map, use it as a base name to give some clue
447 * as where the player is. Otherwise, use the origin map.
448 * Take the last component (after the last slash) to give
449 * shorter names without bogus slashes.
450 */
451 if (rp.final_map[0]) {
452 cp = strrchr(rp.final_map, '/');
453 if (!cp) cp = rp.final_map;
454 } else {
455 char buf[HUGE_BUF];
456
457 cp = strrchr(rp.origin_map, '/');
458 if (!cp) cp = rp.origin_map;
459 /* Need to strip of any trailing digits, if it has them */
460 strcpy(buf, cp);
461 while (isdigit(buf[strlen(buf) - 1]))
462 buf[strlen(buf) - 1] = 0;
463 cp = buf;
464 }
465
466 sprintf(newmap_name,"/random/%s%04d",cp+1, reference_number++);
467
468 /* now to generate the actual map. */
469 new_map=generate_random_map(newmap_name,&rp);
470
471 /* Update the exit_ob so it now points directly at the newly created
472 * random maps. Not that it is likely to happen, but it does mean that a
473 * exit in a unique map leading to a random map will not work properly.
474 * It also means that if the created random map gets reset before
475 * the exit leading to it, that the exit will no longer work.
476 */
477 if(new_map) {
478 int x, y;
479 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
480 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
481 EXIT_PATH(exit_ob) = add_string(newmap_name);
482 strcpy(new_map->path, newmap_name);
483 enter_map(pl, new_map, x, y);
484 }
485}
486
487/* The player is trying to enter a non-randomly generated template map. In this
488 * case, use a map file for a template
489 */
490
491static void enter_fixed_template_map(object *pl, object *exit_ob)
492{
493 mapstruct *new_map;
494 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
495 const char *new_map_name;
496
497 /* Split the exit path string into two parts, one
498 * for where to store the map, and one for were
499 * to generate the map from.
500 */
501 snprintf(exitpath, sizeof(exitpath), "%s", EXIT_PATH(exit_ob)+2);
502 sourcemap = strchr(exitpath, '!');
503 if (!sourcemap) {
504 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
505 /* Should only occur when no source map is set.
506 */
507 LOG(llevError,"enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
508 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
509 return;
510 }
511 *sourcemap++ = '\0';
512
513 /* If we are not coming from a template map, we can use relative directories
514 * for the map to generate from.
515 */
516 if (!exit_ob->map->templatemap) {
517 sourcemap = path_combine_and_normalize(exit_ob->map->path, sourcemap);
518 }
519
520 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
521 * of the exit, and the name of the map the exit is on, respectively.
522 */
523 sprintf(tmpnum ,"%d", exit_ob->x);
524 replace(exitpath, "%x", tmpnum, resultname, sizeof(resultname));
525
526 sprintf(tmpnum ,"%d", exit_ob->y);
527 sprintf(tmpstring, "%s", resultname);
528 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
529
530 sprintf(tmpstring, "%s", resultname);
531 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
532
533 /* If we are coming from another template map, use reletive paths unless
534 * indicated otherwise.
535 */
536 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
537 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
538 } else {
539 new_map_name = create_template_pathname(resultname);
540 }
541
542 /* Attempt to load the map, if unable to, then
543 * create the map from the template.
544 */
545 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
546 if (!new_map) {
547 new_map = load_original_map(create_pathname(sourcemap), MAP_PLAYER_UNIQUE);
548 if (new_map) fix_auto_apply(new_map);
549 }
550
551 if (new_map) {
552 /* set the path of the map to where it should be
553 * so we don't just save over the source map.
554 */
555 strcpy(new_map->path, new_map_name);
556 new_map->templatemap = 1;
557 enter_map(pl, new_map, EXIT_X(exit_ob), EXIT_Y(exit_ob));
558 } else {
559 new_draw_info_format(NDI_UNIQUE, 0, pl, "The %s is closed.", exit_ob->name);
560 /* Should only occur when an invalid source map is set.
561 */
562 LOG(llevDebug,"enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
563 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
564 }
565}
566
567
568/* The player is trying to enter a randomly generated template map. In this
569 * case, generate the map as needed.
570 */
571
572static void enter_random_template_map(object *pl, object *exit_ob)
573{
574 mapstruct *new_map;
575 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
576 const char *new_map_name;
577 RMParms rp;
578
579 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
580 * of the exit, and the name of the map the exit is on, respectively.
581 */
582 sprintf(tmpnum ,"%d", exit_ob->x);
583 replace(EXIT_PATH(exit_ob)+3, "%x", tmpnum, resultname, sizeof(resultname));
584
585 sprintf(tmpnum ,"%d", exit_ob->y);
586 sprintf(tmpstring, "%s", resultname);
587 replace(tmpstring, "%y", tmpnum, resultname, sizeof(resultname));
588
589 sprintf(tmpstring, "%s", resultname);
590 replace(tmpstring, "%n", exit_ob->map->name, resultname, sizeof(resultname));
591
592 /* If we are coming from another template map, use reletive paths unless
593 * indicated otherwise.
594 */
595 if (exit_ob->map->templatemap && (resultname[0] != '/')) {
596 new_map_name = path_combine_and_normalize(exit_ob->map->path, resultname);
597 } else {
598 new_map_name = create_template_pathname(resultname);
599 }
600
601 new_map = ready_map_name(new_map_name, MAP_PLAYER_UNIQUE);
602 if (!new_map) {
603 memset(&rp, 0, sizeof(RMParms));
604 rp.Xsize=-1;
605 rp.Ysize=-1;
606 rp.region=get_region_by_map(exit_ob->map);
607 if (exit_ob->msg) set_random_map_variable(&rp,exit_ob->msg);
608 rp.origin_x = exit_ob->x;
609 rp.origin_y = exit_ob->y;
610 strcpy(rp.origin_map, pl->map->path);
611
612 /* now to generate the actual map. */
613 new_map=generate_random_map(new_map_name,&rp);
614 }
615
616
617 /* Update the exit_ob so it now points directly at the newly created
618 * random maps. Not that it is likely to happen, but it does mean that a
619 * exit in a unique map leading to a random map will not work properly.
620 * It also means that if the created random map gets reset before
621 * the exit leading to it, that the exit will no longer work.
622 */
623 if(new_map) {
624 int x, y;
625 x=EXIT_X(exit_ob) = MAP_ENTER_X(new_map);
626 y=EXIT_Y(exit_ob) = MAP_ENTER_Y(new_map);
627 new_map->templatemap = 1;
628 enter_map(pl, new_map, x, y);
629 }
630}
631
632
633/* Code to enter/detect a character entering a unique map.
634 */
635static void enter_unique_map(object *op, object *exit_ob)
636{
637 char apartment[HUGE_BUF];
638 mapstruct *newmap;
639
640 if (EXIT_PATH(exit_ob)[0]=='/') {
641 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
642 settings.playerdir, op->name, clean_path(EXIT_PATH(exit_ob)));
643 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
644 if (!newmap) {
645 newmap = load_original_map(create_pathname(EXIT_PATH(exit_ob)), MAP_PLAYER_UNIQUE);
646 if (newmap) fix_auto_apply(newmap);
647 }
648 } else { /* relative directory */
649 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
650
651 if (exit_ob->map->unique) {
652
653 strcpy(reldir, unclean_path(exit_ob->map->path));
654
655 /* Need to copy this over, as clean_path only has one static return buffer */
656 strcpy(tmpc, clean_path(reldir));
657 /* Remove final component, if any */
658 if ((cp=strrchr(tmpc, '_'))!=NULL) *cp=0;
659
660 sprintf(apartment, "%s/%s/%s/%s_%s", settings.localdir,
661 settings.playerdir, op->name, tmpc,
662 clean_path(EXIT_PATH(exit_ob)));
663
664 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
665 if (!newmap) {
666 newmap = load_original_map(create_pathname(path_combine_and_normalize(reldir, EXIT_PATH(exit_ob))), MAP_PLAYER_UNIQUE);
667 if (newmap) fix_auto_apply(newmap);
668 }
669 }
670 else {
671 /* The exit is unique, but the map we are coming from is not unique. So
672 * use the basic logic - don't need to demangle the path name
673 */
674 sprintf(apartment, "%s/%s/%s/%s", settings.localdir,
675 settings.playerdir, op->name,
676 clean_path(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))));
677 newmap = ready_map_name(apartment, MAP_PLAYER_UNIQUE);
678 if (!newmap) {
679 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
680 if (newmap) fix_auto_apply(newmap);
681 }
682 }
683 }
684
685 if (newmap) {
686 strcpy(newmap->path, apartment);
687 newmap->unique = 1;
688 enter_map(op, newmap, EXIT_X(exit_ob), EXIT_Y(exit_ob));
689 } else {
690 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
691 /* Perhaps not critical, but I would think that the unique maps
692 * should be new enough this does not happen. This also creates
693 * a strange situation where some players could perhaps have visited
694 * such a map before it was removed, so they have the private
695 * map, but other players can't get it anymore.
696 */
697 LOG(llevDebug,"enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
698 exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
699 }
700
701}
702
703
704/* Tries to move 'op' to exit_ob. op is the character or monster that is
705 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
706 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
707 * move the object to. This is used when loading the player.
708 *
709 * Largely redone by MSW 2001-01-21 - this function was overly complex
710 * and had some obscure bugs.
711 */
712
713void enter_exit(object *op, object *exit_ob) {
714 #define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
715 object *tmp;
716 /* It may be nice to support other creatures moving across
717 * exits, but right now a lot of the code looks at op->contr,
718 * so thta is an RFE.
719 */
720 if (op->type != PLAYER) return;
721
722 /* Need to remove player from transport */
723 if (op->contr->transport) apply_transport(op, op->contr->transport, AP_UNAPPLY);
724
725 /* First, lets figure out what map the player is going to go to */
726 if (exit_ob){
727
728 /* check to see if we make a template map */
729 if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='@') {
730 if (EXIT_PATH(exit_ob)[2]=='!') {
731 /* generate a template map randomly */
732 enter_random_template_map(op, exit_ob);
733 } else {
734 /* generate a template map from a fixed template */
735 enter_fixed_template_map(op, exit_ob);
736 }
737 }
738 /* check to see if we make a randomly generated map */
739 else if(EXIT_PATH(exit_ob)&&EXIT_PATH(exit_ob)[1]=='!') {
740 enter_random_map(op, exit_ob);
741 }
742 else if (QUERY_FLAG(exit_ob, FLAG_UNIQUE)) {
743 enter_unique_map(op, exit_ob);
744 } else {
745 int x=EXIT_X(exit_ob), y=EXIT_Y(exit_ob);
746 /* 'Normal' exits that do not do anything special
747 * Simple enough we don't need another routine for it.
748 */
749 mapstruct *newmap;
750 if (exit_ob->map) {
751 newmap = ready_map_name(path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)), 0);
752 /* Random map was previously generated, but is no longer about. Lets generate a new
753 * map.
754 */
755 if (!newmap && !strncmp(EXIT_PATH(exit_ob),"/random/",8)) {
756 /* Maps that go down have a message set. However, maps that go
757 * up, don't. If the going home has reset, there isn't much
758 * point generating a random map, because it won't match the maps.
759 */
760 if (exit_ob->msg) {
761 enter_random_map(op, exit_ob);
762 } else {
763 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
764 return;
765 }
766
767 /* For exits that cause damages (like pits). Don't know if any
768 * random maps use this or not.
769 */
770 if(exit_ob->stats.dam && op->type==PLAYER)
771 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
772 return;
773 }
774 } else {
775 /* For word of recall and other force objects
776 * They contain the full pathname of the map to go back to,
777 * so we don't need to normalize it.
778 * But we do need to see if it is unique or not
779 */
780 if (!strncmp(EXIT_PATH(exit_ob), settings.localdir, strlen(settings.localdir)))
781 newmap = ready_map_name(EXIT_PATH(exit_ob), MAP_PLAYER_UNIQUE);
782 else
783 newmap = ready_map_name(EXIT_PATH(exit_ob), 0);
784 }
785 if (!newmap)
786 {
787 if (exit_ob->name)
788 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", exit_ob->name);
789 /* don't cry to momma if name is not set - as in tmp objects
790 * used by the savebed code and character creation */
791 return;
792 }
793
794 /* This supports the old behaviour, but it really should not be used.
795 * I will note for example that with this method, it is impossible to
796 * set 0,0 destination coordinates. Really, if we want to support
797 * using the new maps default coordinates, the exit ob should use
798 * something like -1, -1 so it is clear to do that.
799 */
800 if (x==0 && y==0) {
801 x=MAP_ENTER_X(newmap);
802 y=MAP_ENTER_Y(newmap);
803 LOG(llevDebug,"enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
804 exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
805 exit_ob->map?exit_ob->map->path:"(none)");
806 }
807
808 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
809 if (QUERY_FLAG(exit_ob, FLAG_DAMNED)) {
810 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
811 for(tmp=op->inv; tmp != NULL; tmp = tmp->below) {
812 if(tmp->type == FORCE && tmp->slaying && !strcmp(tmp->slaying, PORTAL_DESTINATION_NAME)) break;
813 }
814 if(tmp) {
815 remove_ob(tmp);
816 free_object(tmp);
817 }
818
819 strcpy(op->contr->savebed_map, path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob)));
820 op->contr->bed_x = EXIT_X(exit_ob), op->contr->bed_y = EXIT_Y(exit_ob);
821 save_player(op, 1);
822 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
823 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
824 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
825 }
826
827 enter_map(op, newmap, x, y);
828 }
829 /* For exits that cause damages (like pits) */
830 if(exit_ob->stats.dam && op->type==PLAYER)
831 hit_player(op,exit_ob->stats.dam,exit_ob,exit_ob->attacktype,1);
832 } else {
833 int flags = 0;
834 mapstruct *newmap;
835
836
837 /* Hypothetically, I guess its possible that a standard map matches
838 * the localdir, but that seems pretty unlikely - unlikely enough that
839 * I'm not going to attempt to try to deal with that possibility.
840 * We use the fact that when a player saves on a unique map, it prepends
841 * the localdir to that name. So its an easy way to see of the map is
842 * unique or not.
843 */
844 if (!strncmp(op->contr->maplevel, settings.localdir, strlen(settings.localdir)))
845 flags = MAP_PLAYER_UNIQUE;
846
847 /* newmap returns the map (if already loaded), or loads it for
848 * us.
849 */
850 newmap = ready_map_name(op->contr->maplevel, flags);
851 if (!newmap)
852 {
853 LOG(llevError,
854 "enter_exit: Pathname to map does not exist! (%s)\n",
855 op->contr->maplevel);
856 newmap = ready_map_name(settings.emergency_mapname, 0);
857 op->x = settings.emergency_x;
858 op->y = settings.emergency_y;
859 /* If we can't load the emergency map, something is probably really
860 * screwed up, so bail out now.
861 */
862 if (!newmap) {
863 LOG(llevError,"enter_exit: could not load emergency map? Fatal error\n");
864 abort();
865 }
866 }
867 enter_map(op, newmap, op->x, op->y);
868 }
869}
870
871/*
872 * process_active_maps(): Works like process_events(), but it only
873 * processes maps which a player is on.
874 * It will check that it isn't called too often, and abort
875 * if time since last call is less than MAX_TIME.
876 *
877 */
878
879void process_active_maps(void) {
880 mapstruct *map;
881
882
883 /*
884 * If enough time has elapsed, do some work.
885 */
886 if(enough_elapsed_time()) {
887 for(map=first_map;map!=NULL;map=map->next) {
888 if(map->in_memory == MAP_IN_MEMORY) {
889 if(players_on_map(map,TRUE))
890 process_events(map);
891 }
892 }
893 }
894} 332}
895 333
896/* process_players1 and process_players2 do all the player related stuff. 334/* process_players1 and process_players2 do all the player related stuff.
897 * 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
898 * 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
899 * by the various functions. process_players1() does the processing before 337 * by the various functions. process_players1() does the processing before
900 * objects have been updated, process_players2() does the processing that 338 * objects have been updated, process_players2() does the processing that
901 * is needed after the players have been updated. 339 * is needed after the players have been updated.
902 */ 340 */
903 341static void
904void process_players1(mapstruct *map) 342process_players1 ()
905{ 343{
906 int flag; 344 int flag;
907 player *pl,*plnext;
908 345
909 /* 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. */
910 for(flag=1;flag!=0;) { 347 for (flag = 1; flag != 0;)
911 flag=0; 348 {
912 for(pl=first_player;pl!=NULL;pl=plnext) { 349 flag = 0;
913 plnext=pl->next; /* In case a player exits the game in handle_player() */ 350 for_all_players (pl)
351 {
352 pl->refcnt_chk ();
914 353
915 if (pl->ob == NULL) continue; 354 if (!pl->ob || !pl->ns)
355 continue;
916 356
917 if (map!=NULL && pl->ob->map!=map) continue;
918
919 if(pl->ob->speed_left>0) { 357 if (pl->ob->speed_left > 0)
920 if (handle_newcs_player(pl->ob)) 358 if (handle_newcs_player (pl->ob))
921 flag=1; 359 flag = 1;
922 } /* end if player has speed left */
923 360
924 /* If the player is not actively playing, don't make a 361 /* If the player is not actively playing, don't make a
925 * backup save - nothing to save anyway. Plus, the 362 * backup save - nothing to save anyway. Plus, the
926 * map may not longer be valid. This can happen when the 363 * map may not longer be valid. This can happen when the
927 * player quits - they exist for purposes of tracking on the map, 364 * player quits - they exist for purposes of tracking on the map,
928 * but don't actually reside on any actual map. 365 * but don't actually reside on any actual map.
929 */ 366 */
930 if (QUERY_FLAG(pl->ob, FLAG_REMOVED)) continue; 367 if (QUERY_FLAG (pl->ob, FLAG_REMOVED))
368 continue;
931 369
932#ifdef AUTOSAVE 370#ifdef AUTOSAVE
933 /* 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
934 * the player is logging in. 372 * the player is logging in.
935 */ 373 */
936 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)
937 /* Don't save the player on unholy ground. Instead, increase the 375 {
938 * tick time so it will be about 10 seconds before we try and save 376 pl->ob->contr->save ();
939 * again.
940 */
941// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
942// pl->last_save_tick += 100;
943// } else {
944 save_player(pl->ob,1);
945 pl->last_save_tick = pticks; 377 pl->last_save_tick = pticks;
946// } 378 }
947 }
948#endif 379#endif
949 } /* end of for loop for all the players */ 380 } /* end of for loop for all the players */
950 } /* for flag */ 381 } /* for flag */
951 for(pl=first_player;pl!=NULL;pl=pl->next) { 382
952 if (map!=NULL && (pl->ob == NULL || pl->ob->map!=map)) 383 for_all_players (pl)
384 {
385 if (!pl->ob || !pl->ns)
953 continue; 386 continue;
387
954 if (settings.casting_time == TRUE) { 388 if (settings.casting_time)
389 {
955 if (pl->ob->casting_time > 0){ 390 if (pl->ob->casting_time > 0)
956 pl->ob->casting_time--; 391 {
392 pl->ob->casting_time--;
957 pl->ob->start_holding = 1; 393 pl->ob->start_holding = 1;
958 } 394 }
395
959 /* 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 */
960 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding ==1)){ 397 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
961 pl->ob->start_holding = 0; 398 pl->ob->start_holding = 0;
399 }
400
401 do_some_living (pl->ob);
962 } 402 }
963 }
964 do_some_living(pl->ob);
965/* draw(pl->ob);*/ /* updated in socket code */
966 }
967} 403}
968 404
969void process_players2(mapstruct *map) 405static void
406process_players2 ()
970{ 407{
971 player *pl;
972
973 /* 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 */
974 for(pl=first_player;pl!=NULL;pl=pl->next) { 409 for_all_players (pl)
975 if (map!=NULL) { 410 {
976 if(pl->ob == NULL || QUERY_FLAG(pl->ob,FLAG_REMOVED))
977 continue;
978 else if(pl->loading != NULL) /* Player is blocked */
979 pl->ob->speed_left -= pl->ob->speed;
980 if (pl->ob->map!=map) continue;
981 }
982
983 /* 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 -
984 * this isn't called until after the player has finished there 412 * this isn't called until after the player has finished there
985 * 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
986 * checking. 414 * checking.
987 */ 415 */
988 if (pl->has_hit) { 416 if (pl->has_hit)
989 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;
990 420
991 /* 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
992 * clear this each tick, but new commands are not being received 422 * clear this each tick, but new commands are not being received
993 * so execute_newserver_command() is never called 423 * so execute_newserver_command() is never called
994 */ 424 */
995 pl->has_hit=0; 425 pl->has_hit = 0;
996 426 }
997 } else if (pl->ob->speed_left>pl->ob->speed) 427 else if (pl->ob->speed_left > pl->ob->speed)
998 pl->ob->speed_left = pl->ob->speed; 428 pl->ob->speed_left = pl->ob->speed;
999 } 429 }
1000} 430}
1001 431
1002#define SPEED_DEBUG 432void
1003 433process_events ()
1004
1005void process_events (mapstruct *map)
1006{ 434{
1007 object *op; 435 object *op;
1008 object marker;
1009 tag_t tag;
1010 436
437 static object_ptr marker_;
438
439 if (!marker_)
440 marker_ = object::create ();
441
442 object *marker = marker_;
443
1011 process_players1 (map); 444 process_players1 ();
1012 445
1013 memset(&marker, 0, sizeof(object));
1014 /* Put marker object at beginning of active list */
1015 marker.active_next = active_objects; 446 marker->active_next = active_objects;
1016 447
1017 if (marker.active_next) 448 if (marker->active_next)
1018 marker.active_next->active_prev = &marker;
1019 marker.active_prev = NULL;
1020 active_objects = &marker;
1021
1022 while (marker.active_next) {
1023 op = marker.active_next;
1024 tag = op->count;
1025
1026 /* Move marker forward - swap op and marker */
1027 op->active_prev = marker.active_prev;
1028
1029 if (op->active_prev)
1030 op->active_prev->active_next = op;
1031 else
1032 active_objects = op;
1033
1034 marker.active_next = op->active_next;
1035
1036 if (marker.active_next)
1037 marker.active_next->active_prev = &marker; 449 marker->active_next->active_prev = marker;
450
1038 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;
1039 op->active_next = &marker; 472 op->active_next = marker;
1040 473
1041 /* Now process op */ 474 /* Now process op */
1042 if (QUERY_FLAG (op, FLAG_FREED)) { 475 if (QUERY_FLAG (op, FLAG_FREED))
476 {
1043 LOG (llevError, "BUG: process_events(): Free object on list\n"); 477 LOG (llevError, "BUG: process_events(): Free object on list\n");
1044 op->speed = 0; 478 op->set_speed (0);
1045 update_ob_speed (op);
1046 continue; 479 continue;
1047 } 480 }
1048 481
1049 /* 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,
1050 * 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
1051 * 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
1052 * is probably calling remove_ob without either an insert_ob or 485 * is probably calling remove_ob without either an insert_ob or
1053 * free_object afterwards, leaving an object dangling. But I'd 486 * free_object afterwards, leaving an object dangling. But I'd
1054 * rather log this and continue on instead of crashing. 487 * rather log this and continue on instead of crashing.
1055 * 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
1056 * 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
1057 * around. 490 * around.
1058 */ 491 */
1059 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)
1060 op->map && op->map->in_memory != MAP_IN_MEMORY) { 493 {
1061 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 494 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1062 dump_object(op); 495 char *dump = dump_object (op);
1063 LOG(llevError, errmsg); 496 LOG (llevError, dump);
1064 free_object(op); 497 free (dump);
498 op->destroy ();
1065 continue; 499 continue;
1066 } 500 }
1067 501
1068 if ( ! op->speed) { 502 if (!op->speed)
503 {
1069 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 504 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1070 "but is on active list\n", op->arch->name); 505 "but is on active list\n", &op->arch->name);
1071 update_ob_speed (op); 506 op->set_speed (0);
1072 continue; 507 continue;
1073 } 508 }
1074 509
1075 if (op->map == NULL && op->env == NULL && op->name && 510 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1076 op->type != MAP && map == NULL) { 511 {
1077 LOG (llevError, "BUG: process_events(): Object without map or " 512 LOG (llevError, "BUG: process_events(): Object without map or "
1078 "inventory is on active list: %s (%d)\n", 513 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1079 op->name, op->count); 514 op->set_speed (0);
1080 op->speed = 0;
1081 update_ob_speed (op);
1082 continue; 515 continue;
1083 } 516 }
1084 517
1085 if (map != NULL && op->map != map)
1086 continue;
1087
1088 /* Animate the object. Bug of feature that andim_speed 518 /* Animate the object. Bug or feature that anim_speed
1089 * is based on ticks, and not the creatures speed? 519 * is based on ticks, and not the creatures speed?
1090 */ 520 */
1091 if (op->anim_speed && op->last_anim >= op->anim_speed) 521 if (op->anim_speed && op->last_anim >= op->anim_speed)
1092 { 522 {
1093 if ((op->type==PLAYER)||(op->type==MONSTER)) 523 if ((op->type == PLAYER))
1094 animate_object(op, op->facing); 524 animate_object (op, op->facing);
1095 else 525 else
1096 animate_object (op, op->direction); 526 animate_object (op, op->direction);
1097 527
1098 op->last_anim = 1; 528 op->last_anim = 1;
1099 } 529 }
1100 else 530 else
1101 op->last_anim++; 531 op->last_anim++;
1102 532
1103 if (op->speed_left > 0) { 533 if (op->speed_left > 0)
534 {
1104#if 0 535#if 0
1105 /* I've seen occasional crashes in move_symptom() with it 536 /* I've seen occasional crashes in move_symptom() with it
1106 * crashing because op is removed - add some debugging to 537 * crashing because op is removed - add some debugging to
1107 * track if it is removed at this point. 538 * track if it is removed at this point.
1108 * This unfortunately is a bit too verbose it seems - not sure 539 * This unfortunately is a bit too verbose it seems - not sure
1109 * 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
1110 * some objects get 'lost' - removed never to be reclaimed. 541 * some objects get 'lost' - removed never to be reclaimed.
1111 * removed objects generally shouldn't exist. 542 * removed objects generally shouldn't exist.
1112 */ 543 */
1113 if (QUERY_FLAG(op, FLAG_REMOVED)) { 544 if (QUERY_FLAG (op, FLAG_REMOVED))
545 {
1114 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");
1115 op->name?op->name:"null"); 547 }
1116 }
1117#endif 548#endif
1118 --op->speed_left; 549 --op->speed_left;
1119 process_object (op); 550 process_object (op);
1120 if (was_destroyed (op, tag)) 551
1121 continue; 552 if (op->destroyed ())
1122 } 553 continue;
554 }
555
1123 if (settings.casting_time == TRUE && op->casting_time > 0) 556 if (settings.casting_time == TRUE && op->casting_time > 0)
1124 op->casting_time--; 557 op->casting_time--;
558
1125 if (op->speed_left <= 0) 559 if (op->speed_left <= 0)
1126 op->speed_left += FABS (op->speed); 560 op->speed_left += FABS (op->speed);
1127 } 561 }
1128 562
1129 /* Remove marker object from active list */ 563 /* Remove marker object from active list */
1130 if (marker.active_prev != NULL) 564 if (marker->active_prev != NULL)
1131 marker.active_prev->active_next = NULL; 565 marker->active_prev->active_next = NULL;
1132 else 566 else
1133 active_objects = NULL; 567 active_objects = NULL;
1134 568
1135 process_players2 (map); 569 process_players2 ();
1136}
1137
1138void clean_tmp_files(void) {
1139 mapstruct *m, *next;
1140
1141 LOG(llevInfo,"Cleaning up...\n");
1142
1143 /* We save the maps - it may not be intuitive why, but if there are unique
1144 * items, we need to save the map so they get saved off. Perhaps we should
1145 * just make a special function that only saves the unique items.
1146 */
1147 for(m=first_map;m!=NULL;m=next) {
1148 next=m->next;
1149 if (m->in_memory == MAP_IN_MEMORY) {
1150 /* If we want to reuse the temp maps, swap it out (note that will also
1151 * update the log file. Otherwise, save the map (mostly for unique item
1152 * stuff). Note that the clean_tmp_map is called after the end of
1153 * the for loop but is in the #else bracket. IF we are recycling the maps,
1154 * we certainly don't want the temp maps removed.
1155 */
1156
1157 /* XXX The above comment is dead wrong */
1158 if (settings.recycle_tmp_maps == TRUE)
1159 swap_map(m);
1160 else {
1161 new_save_map(m, 0); /* note we save here into a overlay map */
1162 clean_tmp_map(m);
1163 }
1164 }
1165 }
1166 write_todclock(); /* lets just write the clock here */
1167} 570}
1168 571
1169/* clean up everything before exiting */ 572/* clean up everything before exiting */
1170void cleanup(void) 573void
574emergency_save ()
1171{ 575{
1172 LOG(llevDebug,"Cleanup called. freeing data.\n"); 576 LOG (llevDebug, "emergency save begin.\n");
1173 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");
1174 write_book_archive(); 590 write_book_archive ();
1175#ifdef MEMORY_DEBUG 591
1176 free_all_maps(); 592 LOG (llevDebug, "emergency save done.\n");
1177 free_style_maps(); 593}
1178 free_all_object_data(); 594
1179 free_all_archs(); 595/* clean up everything before exiting */
1180 free_all_treasures(); 596void
1181 free_all_images(); 597cleanup (bool make_core)
1182 free_all_newserver(); 598{
1183 free_all_recipes(); 599 LOG (llevDebug, "cleanup begin.\n");
1184 free_all_readable(); 600
1185 free_all_god(); 601 in_cleanup = true;
1186 free_all_anim(); 602
1187 /* See what the string data that is out there that hasn't been freed. */ 603 if (init_done)
1188/* LOG(llevDebug, ss_dump_table(0xff));*/ 604 emergency_save ();
1189#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
1190 exit(0); 614 _exit (0);
1191} 615}
1192 616
617void
1193void leave(player *pl, int draw_exit) { 618leave (player *pl, int draw_exit)
1194 if (pl != NULL) { 619{
1195 /* We do this so that the socket handling routine can do the final 620 if (pl)
1196 * cleanup. We also leave that loop to actually handle the freeing 621 {
1197 * of the data.
1198 */
1199 if (pl->ob->type != DEAD_OBJECT) 622 if (pl->ob->type != DEAD_OBJECT)
1200 { 623 {
1201 execute_global_event (EVENT_LOGOUT, pl, pl->socket.host);
1202 LOG (llevInfo,"LOGOUT: Player named %s from ip %s\n", pl->ob->name, pl->socket.host);
1203
1204 pl->socket.status = Ns_Dead;
1205
1206 /* If a hidden dm dropped connection do not create 624 /* If a hidden dm dropped connection do not create
1207 * inconsistencies by showing that they have left the game 625 * inconsistencies by showing that they have left the game
1208 */ 626 */
1209 if (!(QUERY_FLAG(pl->ob,FLAG_WIZ) && pl->ob->contr->hidden) 627 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1210 && draw_exit 628 && draw_exit)
1211 && (pl->state != ST_GET_NAME && pl->state!=ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD)) 629 {
630 if (pl->ob->map)
1212 { 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
1213 char buf[MAX_BUF]; 636 char buf[MAX_BUF];
637
1214 sprintf (buf, "%s left the game.", pl->ob->name); 638 sprintf (buf, "%s left the game.", &pl->ob->name);
1215 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);
1216 } 640 }
1217 641
1218 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 642 pl->ob->remove ();
1219 leave_map (pl->ob);
1220
1221 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */ 643 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1222 } 644 }
1223 }
1224}
1225 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
1226int forbid_play(void) 657forbid_play (void)
1227{ 658{
1228#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE) 659#if !defined(_IBMR2) && !defined(___IBMR2) && defined(PERM_FILE)
1229 char buf[MAX_BUF], day[MAX_BUF]; 660 char buf[MAX_BUF], day[MAX_BUF];
1230 FILE *fp; 661 FILE *fp;
1231 time_t clock; 662 time_t clock;
1232 struct tm *tm; 663 struct tm *tm;
1233 int i, start, stop, forbit=0, comp; 664 int i, start, stop, forbit = 0, comp;
1234 665
1235 clock = time (NULL); 666 clock = time (NULL);
1236 tm = (struct tm *) localtime (&clock); 667 tm = (struct tm *) localtime (&clock);
1237 668
1238 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE); 669 sprintf (buf, "%s/%s", settings.confdir, PERM_FILE);
1239 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL) 670 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
1240 return 0; 671 return 0;
1241 672
1242 while (fgets (buf, MAX_BUF, fp)) { 673 while (fgets (buf, MAX_BUF, fp))
1243 if (buf[0]=='#') continue; 674 {
675 if (buf[0] == '#')
676 continue;
1244 if (!strncmp (buf, "msg", 3)) { 677 if (!strncmp (buf, "msg", 3))
678 {
1245 if (forbit) 679 if (forbit)
1246 while (fgets (buf, MAX_BUF, fp)) /* print message */ 680 while (fgets (buf, MAX_BUF, fp)) /* print message */
1247 fputs (buf, logfile); 681 fputs (buf, logfile);
1248 break; 682 break;
1249 683
684 }
1250 } 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 {
1251 LOG(llevDebug, "Warning: Incomplete line in permission file ignored.\n"); 687 LOG (llevDebug, "Warning: Incomplete line in permission file ignored.\n");
1252 continue; 688 continue;
1253 } 689 }
1254 690
1255 for (i=0; i< 7; i++) { 691 for (i = 0; i < 7; i++)
1256 if (!strncmp (buf, days[i], 3) && (tm->tm_wday == i) && 692 {
1257 (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))
1258 forbit = 1; 694 forbit = 1;
1259 } 695 }
1260 } 696 }
1261 697
1262 close_and_delete(fp, comp); 698 close_and_delete (fp, comp);
1263 699
1264 return forbit; 700 return forbit;
1265#else 701#else
1266 return 0; 702 return 0;
1267#endif 703#endif
1268} 704}
1269 705
1270/* 706/*
1271 * 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.
1281 * doing the various things. 717 * doing the various things.
1282 */ 718 */
1283 719
1284extern unsigned long todtick; 720extern unsigned long todtick;
1285 721
722void
1286void do_specials(void) { 723do_specials (void)
1287 724{
1288#ifdef WATCHDOG
1289 if (!(pticks % 503))
1290 watchdog();
1291#endif
1292
1293 if (!(pticks % PTICKS_PER_CLOCK)) 725 if (!(pticks % PTICKS_PER_CLOCK))
1294 tick_the_clock(); 726 tick_the_clock ();
1295 727
1296 if (!(pticks % 509)) 728 if (!(pticks % 7))
1297 flush_old_maps(); /* Clears the tmp-files of maps which have reset */ 729 shstr::gc ();
1298 730
1299 if (!(pticks % 2503)) 731 if (!(pticks % 2503))
1300 fix_weight(); /* Hack to fix weightproblems caused by bugs */ 732 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1301 733
1302 if (!(pticks % 2521))
1303 metaserver_update(); /* 2500 ticks is about 5 minutes */
1304
1305 if (!(pticks % 5003)) 734 if (!(pticks % 5003))
1306 write_book_archive(); 735 write_book_archive ();
1307 736
1308 if (!(pticks % 5009)) 737 if (!(pticks % 5009))
1309 clean_friendly_list(); 738 clean_friendly_list ();
1310 739
1311 if (!(pticks % 5011)) 740 if (!(pticks % 5011))
1312 obsolete_parties(); 741 obsolete_parties ();
1313 742
1314 if (!(pticks % 12503)) 743 if (!(pticks % 12503))
1315 fix_luck(); 744 fix_luck ();
1316} 745}
1317 746
1318/*
1319 * sleep_delta checks how much time has elapsed since last tick.
1320 * If it is less than max_time, the remaining time is slept with select().
1321 */
1322
1323void 747void
1324sleep_delta(void) 748server_tick ()
1325{ 749{
1326 extern long max_time; 750 // first do the user visible stuff
1327 extern struct timeval last_time; 751 doeric_server ();
1328 extern long process_utime_long_count; 752 INVOKE_GLOBAL (CLOCK);
1329 extern void cfperl_sleep (double delta); 753 process_events (); /* "do" something with objects with speed */
754 flush_sockets ();
1330 755
1331 struct timeval new_time; 756 // then do some bookkeeping, should not really be here
1332 GETTIMEOFDAY (&new_time); 757 do_specials (); /* Routines called from time to time. */
758 attachable::check_mortals ();
1333 759
1334 long sleep_sec = last_time.tv_sec - new_time.tv_sec; 760 ++pticks;
1335 long sleep_usec = max_time - (new_time.tv_usec - last_time.tv_usec);
1336
1337 /* This is very ugly, but probably the fastest for our use: */
1338 while (sleep_usec < 0) {
1339 sleep_usec += 1000000;
1340 sleep_sec -= 1;
1341 }
1342 while (sleep_usec > 1000000) {
1343 sleep_usec -= 1000000;
1344 sleep_sec += 1;
1345 }
1346
1347 log_time((new_time.tv_sec - last_time.tv_sec)*1000000
1348 + new_time.tv_usec - last_time.tv_usec);
1349
1350 /*
1351 * Set last_time to when we're expected to wake up:
1352 */
1353 last_time.tv_usec += max_time;
1354 while (last_time.tv_usec > 1000000) {
1355 last_time.tv_usec -= 1000000;
1356 last_time.tv_sec++;
1357 }
1358
1359 /*
1360 * Don't do too much catching up:
1361 * (Things can still get jerky on a slow/loaded computer)
1362 */
1363 if (last_time.tv_sec * 1000000 + last_time.tv_usec <
1364 new_time.tv_sec * 1000000 + new_time.tv_usec)
1365 {
1366 last_time.tv_sec = new_time.tv_sec;
1367 last_time.tv_usec = new_time.tv_usec;
1368 }
1369
1370 if (sleep_sec >= 0 && sleep_usec > 0)
1371 cfperl_sleep (sleep_sec + sleep_usec * 1e-6);
1372 else
1373 process_utime_long_count++;
1374} 761}
1375 762
763int
1376int main(int argc, char **argv) 764main (int argc, char **argv)
1377{ 765{
1378#ifdef WIN32 /* ---win32 this sets the win32 from 0d0a to 0a handling */
1379 _fmode = _O_BINARY ;
1380 bRunning = 1;
1381#endif
1382
1383#ifdef DEBUG_MALLOC_LEVEL
1384 malloc_debug(DEBUG_MALLOC_LEVEL);
1385#endif
1386
1387 settings.argc=argc; 766 settings.argc = argc;
1388 settings.argv=argv; 767 settings.argv = argv;
768
1389 init(argc, argv); 769 init (argc, argv);
1390 initPlugins(); /* GROS - Init the Plugins */ 770
1391#ifdef WIN32 771 initPlugins ();
1392 while ( bRunning ) 772
1393 {
1394#else
1395 for(;;) { 773 for (;;)
1396#endif 774 cfperl_main ();
1397 nroferrors = 0;
1398 775
1399 doeric_server(); 776 // unreached
1400 process_events(NULL); /* "do" something with objects with speed */
1401 cftimer_process_timers();/* Process the crossfire Timers */
1402 /* Lauwenmark : Here we handle the CLOCK global event */
1403 execute_global_event(EVENT_CLOCK);
1404 flush_sockets();
1405 check_active_maps(); /* Removes unused maps after a certain timeout */
1406 do_specials(); /* Routines called from time to time. */
1407
1408 sleep_delta(); /* Slepp proper amount of time before next tick */
1409 }
1410 emergency_save( 0 );
1411 cleanup( ); 777 cleanup ();
778
1412 return 0; 779 return 0;
1413} 780}

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