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Comparing deliantra/server/server/main.C (file contents):
Revision 1.38 by root, Mon Dec 11 02:41:26 2006 UTC vs.
Revision 1.62 by root, Sat Dec 30 10:16:11 2006 UTC

31# ifdef HAVE_CRYPT_H 31# ifdef HAVE_CRYPT_H
32# include <crypt.h> 32# include <crypt.h>
33# endif 33# endif
34#endif 34#endif
35 35
36#ifndef __CEXTRACT__
37# include <sproto.h> 36#include <sproto.h>
38#endif
39
40#ifdef HAVE_TIME_H
41# include <time.h> 37#include <time.h>
42#endif
43 38
44#include <../random_maps/random_map.h> 39#include <../random_maps/random_map.h>
45#include <../random_maps/rproto.h> 40#include <../random_maps/rproto.h>
46#include "path.h" 41#include "path.h"
47 42
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 */
194enter_player_savebed (object *op) 139enter_player_savebed (object *op)
195{ 140{
196 maptile *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 maptile *oldmap = op->map;
232
233 remove_ob (op);
234
235 if (oldmap)
236 { 168 }
237 if (!op->contr->hidden)
238 oldmap->players--;
239 169
240 if (oldmap->players <= 0) 170 tmp->destroy ();
241 /* can be less than zero due to errors in tracking this */
242 set_map_timeout (oldmap);
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, maptile *newmap, int x, int y) 181object::enter_map (maptile *newmap, int x, int y)
255{ 182{
256 maptile *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 }
271 199
272 /* try to find a spot for the player */ 200 /* try to find a spot for the player */
273 if (ob_blocked (op, newmap, x, y)) 201 if (ob_blocked (this, newmap, x, y))
274 { /* First choice blocked */ 202 { /* First choice blocked */
275 /* 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.
276 * 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,
277 * 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
278 * if other spaces around are available. 206 * if other spaces around are available.
279 * 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
280 * 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.
281 */ 209 */
282 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);
283 211
284 if (i == -1) 212 if (i == -1)
285 { 213 {
286 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 214 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
287 if (i == -1) 215 if (i == -1)
288 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 216 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
289 } 217 }
290 218
291 if (i != -1) 219 if (i != -1)
292 { 220 {
293 x += freearr_x[i]; 221 x += freearr_x[i];
294 y += freearr_y[i]; 222 y += freearr_y[i];
295 } 223 }
296 else 224 else
297 {
298 /* not much we can do in this case. */ 225 /* not much we can do in this case. */
299 LOG (llevInfo, "enter_map: Could not find free spot for player - will dump on top of object (%s: %d, %d)\n", newmap->path, x, y); 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);
300 } 227 }
301 } /* end if looking for free spot */
302 228
303 if (op->map) 229 if (map)
304 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 230 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
305 return; 231 return;
306 232
307 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) 233 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y)))
308 return; 234 return;
309 235
310 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (op->contr), ARG_INT (x), ARG_INT (y))) 236 if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y)))
311 return; 237 return;
312 238
313 /* 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.
314 * otherwise, we need to deal with removing the player here. 240 * otherwise, we need to deal with removing the player here.
315 */ 241 */
316 remove_ob (op); 242 remove ();
317 243
318 /* remove_ob clears these so they must be reset after the remove_ob call */
319 op->x = x; 244 this->x = x;
320 op->y = y; 245 this->y = y;
321 op->map = newmap; 246 map = newmap;
322 247
323 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 248 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
324
325 if (!op->contr->hidden)
326 newmap->players++;
327 249
328 newmap->timeout = 0; 250 newmap->timeout = 0;
329 op->enemy = NULL; 251 enemy = NULL;
330 252
331 if (op->contr) 253 if (contr)
332 { 254 {
333 strcpy (op->contr->maplevel, newmap->path); 255 strcpy (contr->maplevel, newmap->path);
334 op->contr->count = 0; 256 contr->count = 0;
335 } 257 }
336 258
337 /* Update any golems */ 259 /* Update any golems */
338 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 260 if (type == PLAYER && contr->ranges[range_golem])
339 { 261 {
340 int i = find_free_spot (op->contr->ranges[range_golem], newmap, 262 int i = find_free_spot (contr->ranges[range_golem], newmap,
341 x, y, 1, SIZEOFFREE); 263 x, y, 1, SIZEOFFREE);
342 264
343 remove_ob (op->contr->ranges[range_golem]); 265 contr->ranges[range_golem]->remove ();
344 266
345 if (i == -1) 267 if (i == -1)
346 { 268 {
347 remove_friendly_object (op->contr->ranges[range_golem]); 269 remove_friendly_object (contr->ranges[range_golem]);
348 free_object (op->contr->ranges[range_golem]); 270 contr->ranges[range_golem]->destroy ();
349 op->contr->ranges[range_golem] = 0; 271 contr->ranges[range_golem] = 0;
350 } 272 }
351 else 273 else
352 { 274 {
353 for (object *tmp = op->contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more) 275 for (object *tmp = contr->ranges[range_golem]; tmp != NULL; tmp = tmp->more)
354 { 276 {
355 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);
356 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);
357 tmp->map = newmap; 279 tmp->map = newmap;
358 } 280 }
359 281
360 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0); 282 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
361 op->contr->ranges[range_golem]->direction = 283 contr->ranges[range_golem]->direction =
362 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);
363 } 285 }
364 } 286 }
365 287
366 op->direction = 0; 288 direction = 0;
367 289
368 /* 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
369 * about pending objects. 291 * about pending objects.
370 */ 292 */
371 remove_all_pets (newmap); 293 remove_all_pets (newmap);
372
373 /* If the player is changing maps, we need to do some special things
374 * Do this after the player is on the new map - otherwise the force swap of the
375 * old map does not work.
376 */
377 if (oldmap != newmap)
378 {
379 if (oldmap) /* adjust old map */
380 {
381 oldmap->players--;
382
383 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
384 set_map_timeout (oldmap);
385 }
386 }
387} 294}
388
389void
390set_map_timeout (maptile *oldmap)
391{
392#if MAP_MAXTIMEOUT
393 oldmap->timeout = MAP_TIMEOUT (oldmap);
394 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
395 * lower than the min value.
396 */
397# if MAP_MINTIMEOUT
398 if (oldmap->timeout < MAP_MINTIMEOUT)
399 oldmap->timeout = MAP_MINTIMEOUT;
400# endif
401
402 if (oldmap->timeout > MAP_MAXTIMEOUT)
403 oldmap->timeout = MAP_MAXTIMEOUT;
404
405#else
406 /* save out the map */
407 swap_map (oldmap);
408#endif /* MAP_MAXTIMEOUT */
409}
410
411 295
412/* clean_path takes a path and replaces all / with _ 296/* clean_path takes a path and replaces all / with _
413 * 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.
414 */ 298 */
415char * 299char *
422 if (*cp == '/') 306 if (*cp == '/')
423 *cp = '_'; 307 *cp = '_';
424 308
425 return newpath; 309 return newpath;
426} 310}
427
428 311
429/* unclean_path takes a path and replaces all _ with / 312/* unclean_path takes a path and replaces all _ with /
430 * This basically undoes clean path. 313 * This basically undoes clean path.
431 * 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.
432 * 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
446 *cp = '/'; 329 *cp = '/';
447 330
448 return newpath; 331 return newpath;
449} 332}
450 333
451
452/* The player is trying to enter a randomly generated map. In this case, generate the
453 * random map as needed.
454 */
455
456static void
457enter_random_map (object *pl, object *exit_ob)
458{
459 maptile *new_map;
460 char newmap_name[HUGE_BUF], *cp;
461 static int reference_number = 0;
462 RMParms rp;
463
464 memset (&rp, 0, sizeof (RMParms));
465 rp.Xsize = -1;
466 rp.Ysize = -1;
467 rp.region = get_region_by_map (exit_ob->map);
468 if (exit_ob->msg)
469 set_random_map_variable (&rp, exit_ob->msg);
470 rp.origin_x = exit_ob->x;
471 rp.origin_y = exit_ob->y;
472 strcpy (rp.origin_map, pl->map->path);
473
474 /* If we have a final_map, use it as a base name to give some clue
475 * as where the player is. Otherwise, use the origin map.
476 * Take the last component (after the last slash) to give
477 * shorter names without bogus slashes.
478 */
479 if (rp.final_map[0])
480 {
481 cp = strrchr (rp.final_map, '/');
482 if (!cp)
483 cp = rp.final_map;
484 }
485 else
486 {
487 char buf[HUGE_BUF];
488
489 cp = strrchr (rp.origin_map, '/');
490 if (!cp)
491 cp = rp.origin_map;
492 /* Need to strip of any trailing digits, if it has them */
493 strcpy (buf, cp);
494 while (isdigit (buf[strlen (buf) - 1]))
495 buf[strlen (buf) - 1] = 0;
496 cp = buf;
497 }
498
499 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
500
501 /* now to generate the actual map. */
502 new_map = generate_random_map (newmap_name, &rp);
503
504 /* Update the exit_ob so it now points directly at the newly created
505 * random maps. Not that it is likely to happen, but it does mean that a
506 * exit in a unique map leading to a random map will not work properly.
507 * It also means that if the created random map gets reset before
508 * the exit leading to it, that the exit will no longer work.
509 */
510 if (new_map)
511 {
512 int x, y;
513
514 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
515 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
516 EXIT_PATH (exit_ob) = newmap_name;
517 strcpy (new_map->path, newmap_name);
518 enter_map (pl, new_map, x, y);
519 }
520}
521
522/* The player is trying to enter a non-randomly generated template map. In this
523 * case, use a map file for a template
524 */
525
526static void
527enter_fixed_template_map (object *pl, object *exit_ob)
528{
529 maptile *new_map;
530 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
531 const char *new_map_name;
532
533 /* Split the exit path string into two parts, one
534 * for where to store the map, and one for were
535 * to generate the map from.
536 */
537 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
538 sourcemap = strchr (exitpath, '!');
539 if (!sourcemap)
540 {
541 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
542 /* Should only occur when no source map is set.
543 */
544 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
545 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
546 return;
547 }
548
549 *sourcemap++ = '\0';
550
551 /* If we are not coming from a template map, we can use relative directories
552 * for the map to generate from.
553 */
554 if (!exit_ob->map->templatemap)
555 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
556
557 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
558 * of the exit, and the name of the map the exit is on, respectively.
559 */
560 sprintf (tmpnum, "%d", exit_ob->x);
561 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
562
563 sprintf (tmpnum, "%d", exit_ob->y);
564 sprintf (tmpstring, "%s", resultname);
565 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
566
567 sprintf (tmpstring, "%s", resultname);
568 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
569
570 /* If we are coming from another template map, use reletive paths unless
571 * indicated otherwise.
572 */
573 if (exit_ob->map->templatemap && (resultname[0] != '/'))
574 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
575 else
576 new_map_name = create_template_pathname (resultname);
577
578 /* Attempt to load the map, if unable to, then
579 * create the map from the template.
580 */
581 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
582 if (!new_map)
583 {
584 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
585 if (new_map)
586 fix_auto_apply (new_map);
587 }
588
589 if (new_map)
590 {
591 /* set the path of the map to where it should be
592 * so we don't just save over the source map.
593 */
594 strcpy (new_map->path, new_map_name);
595 new_map->templatemap = 1;
596 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
597 }
598 else
599 {
600 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
601 /* Should only occur when an invalid source map is set.
602 */
603 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
604 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
605 }
606}
607
608/* The player is trying to enter a randomly generated template map. In this
609 * case, generate the map as needed.
610 */
611
612static void
613enter_random_template_map (object *pl, object *exit_ob)
614{
615 maptile *new_map;
616 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
617 const char *new_map_name;
618 RMParms rp;
619
620 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
621 * of the exit, and the name of the map the exit is on, respectively.
622 */
623 sprintf (tmpnum, "%d", exit_ob->x);
624 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
625
626 sprintf (tmpnum, "%d", exit_ob->y);
627 sprintf (tmpstring, "%s", resultname);
628 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
629
630 sprintf (tmpstring, "%s", resultname);
631 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
632
633 /* If we are coming from another template map, use reletive paths unless
634 * indicated otherwise.
635 */
636 if (exit_ob->map->templatemap && (resultname[0] != '/'))
637 {
638 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
639 }
640 else
641 {
642 new_map_name = create_template_pathname (resultname);
643 }
644
645 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
646 if (!new_map)
647 {
648 memset (&rp, 0, sizeof (RMParms));
649 rp.Xsize = -1;
650 rp.Ysize = -1;
651 rp.region = get_region_by_map (exit_ob->map);
652 if (exit_ob->msg)
653 set_random_map_variable (&rp, exit_ob->msg);
654 rp.origin_x = exit_ob->x;
655 rp.origin_y = exit_ob->y;
656 strcpy (rp.origin_map, pl->map->path);
657
658 /* now to generate the actual map. */
659 new_map = generate_random_map (new_map_name, &rp);
660 }
661
662
663 /* Update the exit_ob so it now points directly at the newly created
664 * random maps. Not that it is likely to happen, but it does mean that a
665 * exit in a unique map leading to a random map will not work properly.
666 * It also means that if the created random map gets reset before
667 * the exit leading to it, that the exit will no longer work.
668 */
669 if (new_map)
670 {
671 int x, y;
672
673 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
674 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
675 new_map->templatemap = 1;
676 enter_map (pl, new_map, x, y);
677 }
678}
679
680
681/* Code to enter/detect a character entering a unique map.
682 */
683static void
684enter_unique_map (object *op, object *exit_ob)
685{
686 char apartment[HUGE_BUF];
687 maptile *newmap;
688
689 if (EXIT_PATH (exit_ob)[0] == '/')
690 {
691 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
692 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
693 if (!newmap)
694 {
695 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
696 if (newmap)
697 fix_auto_apply (newmap);
698 }
699 }
700 else
701 { /* relative directory */
702 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
703
704 if (exit_ob->map->unique)
705 {
706
707 strcpy (reldir, unclean_path (exit_ob->map->path));
708
709 /* Need to copy this over, as clean_path only has one static return buffer */
710 strcpy (tmpc, clean_path (reldir));
711 /* Remove final component, if any */
712 if ((cp = strrchr (tmpc, '_')) != NULL)
713 *cp = 0;
714
715 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
716
717 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
718 if (!newmap)
719 {
720 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
721 if (newmap)
722 fix_auto_apply (newmap);
723 }
724 }
725 else
726 {
727 /* The exit is unique, but the map we are coming from is not unique. So
728 * use the basic logic - don't need to demangle the path name
729 */
730 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
731 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
732 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
733 if (!newmap)
734 {
735 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
736 if (newmap)
737 fix_auto_apply (newmap);
738 }
739 }
740 }
741
742 if (newmap)
743 {
744 strcpy (newmap->path, apartment);
745 newmap->unique = 1;
746 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
747 }
748 else
749 {
750 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
751 /* Perhaps not critical, but I would think that the unique maps
752 * should be new enough this does not happen. This also creates
753 * a strange situation where some players could perhaps have visited
754 * such a map before it was removed, so they have the private
755 * map, but other players can't get it anymore.
756 */
757 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
758 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
759 }
760
761}
762
763
764/* Tries to move 'op' to exit_ob. op is the character or monster that is
765 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
766 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
767 * move the object to. This is used when loading the player.
768 *
769 * Largely redone by MSW 2001-01-21 - this function was overly complex
770 * and had some obscure bugs.
771 */
772
773void
774enter_exit (object *op, object *exit_ob)
775{
776#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
777 object *tmp;
778
779 /* It may be nice to support other creatures moving across
780 * exits, but right now a lot of the code looks at op->contr,
781 * so that is an RFE.
782 */
783 if (op->type != PLAYER)
784 return;
785
786 /* First, lets figure out what map the player is going to go to */
787 if (exit_ob)
788 {
789 /* check to see if we make a template map */
790 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
791 {
792 if (EXIT_PATH (exit_ob)[2] == '!')
793 {
794 /* generate a template map randomly */
795 enter_random_template_map (op, exit_ob);
796 }
797 else
798 {
799 /* generate a template map from a fixed template */
800 enter_fixed_template_map (op, exit_ob);
801 }
802 }
803 /* check to see if we make a randomly generated map */
804 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
805 {
806 enter_random_map (op, exit_ob);
807 }
808 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
809 {
810 enter_unique_map (op, exit_ob);
811 }
812 else
813 {
814 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
815
816 /* 'Normal' exits that do not do anything special
817 * Simple enough we don't need another routine for it.
818 */
819 maptile *newmap;
820
821 if (exit_ob->map)
822 {
823 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
824 /* Random map was previously generated, but is no longer about. Lets generate a new
825 * map.
826 */
827 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
828 {
829 /* Maps that go down have a message set. However, maps that go
830 * up, don't. If the going home has reset, there isn't much
831 * point generating a random map, because it won't match the maps.
832 */
833 if (exit_ob->msg)
834 {
835 enter_random_map (op, exit_ob);
836 }
837 else
838 {
839 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
840 return;
841 }
842
843 /* For exits that cause damages (like pits). Don't know if any
844 * random maps use this or not.
845 */
846 if (exit_ob->stats.dam && op->type == PLAYER)
847 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
848 return;
849 }
850 }
851 else
852 {
853 /* For word of recall and other force objects
854 * They contain the full pathname of the map to go back to,
855 * so we don't need to normalize it.
856 * But we do need to see if it is unique or not
857 */
858 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
859 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
860 else
861 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
862 }
863 if (!newmap)
864 {
865 if (exit_ob->name)
866 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
867 /* don't cry to momma if name is not set - as in tmp objects
868 * used by the savebed code and character creation */
869 return;
870 }
871
872 /* This supports the old behaviour, but it really should not be used.
873 * I will note for example that with this method, it is impossible to
874 * set 0,0 destination coordinates. Really, if we want to support
875 * using the new maps default coordinates, the exit ob should use
876 * something like -1, -1 so it is clear to do that.
877 */
878 if (x == 0 && y == 0)
879 {
880 x = MAP_ENTER_X (newmap);
881 y = MAP_ENTER_Y (newmap);
882 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
883 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
884 }
885
886 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
887 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
888 {
889 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
890 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
891 {
892 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
893 break;
894 }
895 if (tmp)
896 {
897 remove_ob (tmp);
898 free_object (tmp);
899 }
900
901 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
902 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
903 save_player (op, 1);
904 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
905 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
906 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
907 }
908
909 enter_map (op, newmap, x, y);
910 }
911 /* For exits that cause damages (like pits) */
912 if (exit_ob->stats.dam && op->type == PLAYER)
913 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
914 }
915 else
916 {
917 int flags = 0;
918 maptile *newmap;
919
920 /* Hypothetically, I guess its possible that a standard map matches
921 * the localdir, but that seems pretty unlikely - unlikely enough that
922 * I'm not going to attempt to try to deal with that possibility.
923 * We use the fact that when a player saves on a unique map, it prepends
924 * the localdir to that name. So its an easy way to see of the map is
925 * unique or not.
926 */
927 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
928 flags = MAP_PLAYER_UNIQUE;
929
930 /* newmap returns the map (if already loaded), or loads it for
931 * us.
932 */
933 newmap = ready_map_name (op->contr->maplevel, flags);
934 if (!newmap)
935 {
936 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
937 newmap = ready_map_name (settings.emergency_mapname, 0);
938 op->x = settings.emergency_x;
939 op->y = settings.emergency_y;
940 /* If we can't load the emergency map, something is probably really
941 * screwed up, so bail out now.
942 */
943 if (!newmap)
944 {
945 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
946 abort ();
947 }
948 }
949
950 enter_map (op, newmap, op->x, op->y);
951 }
952}
953
954/*
955 * process_active_maps(): Works like process_events(), but it only
956 * processes maps which a player is on.
957 *
958 */
959
960#if 0 // dead code, schmorp
961void
962process_active_maps ()
963{
964 for (maptile *map = first_map; map != NULL; map = map->next)
965 if (map->in_memory == MAP_IN_MEMORY)
966 if (players_on_map (map, TRUE))
967 process_events (map);
968}
969#endif
970
971/* process_players1 and process_players2 do all the player related stuff. 334/* process_players1 and process_players2 do all the player related stuff.
972 * 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
973 * 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
974 * by the various functions. process_players1() does the processing before 337 * by the various functions. process_players1() does the processing before
975 * objects have been updated, process_players2() does the processing that 338 * objects have been updated, process_players2() does the processing that
976 * is needed after the players have been updated. 339 * is needed after the players have been updated.
977 */ 340 */
978 341static void
979void
980process_players1 (maptile *map) 342process_players1 ()
981{ 343{
982 int flag; 344 int flag;
983 player *pl, *plnext;
984 345
985 /* 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. */
986 for (flag = 1; flag != 0;) 347 for (flag = 1; flag != 0;)
987 { 348 {
988 flag = 0; 349 flag = 0;
989 for (pl = first_player; pl != NULL; pl = plnext) 350 for_all_players (pl)
990 { 351 {
991 plnext = pl->next; /* In case a player exits the game in handle_player() */ 352 pl->refcnt_chk ();
992 353
993 if (pl->ob == NULL) 354 if (!pl->ob || !pl->ns)
994 continue; 355 continue;
995 356
996 if (map != NULL && pl->ob->map != map)
997 continue;
998
999 if (pl->ob->speed_left > 0) 357 if (pl->ob->speed_left > 0)
1000 {
1001 if (handle_newcs_player (pl->ob)) 358 if (handle_newcs_player (pl->ob))
1002 flag = 1; 359 flag = 1;
1003 } /* end if player has speed left */
1004 360
1005 /* If the player is not actively playing, don't make a 361 /* If the player is not actively playing, don't make a
1006 * backup save - nothing to save anyway. Plus, the 362 * backup save - nothing to save anyway. Plus, the
1007 * map may not longer be valid. This can happen when the 363 * map may not longer be valid. This can happen when the
1008 * player quits - they exist for purposes of tracking on the map, 364 * player quits - they exist for purposes of tracking on the map,
1013 369
1014#ifdef AUTOSAVE 370#ifdef AUTOSAVE
1015 /* 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
1016 * the player is logging in. 372 * the player is logging in.
1017 */ 373 */
1018 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)
1019 { 375 {
1020 /* Don't save the player on unholy ground. Instead, increase the 376 pl->ob->contr->save ();
1021 * tick time so it will be about 10 seconds before we try and save
1022 * again.
1023 */
1024// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1025// pl->last_save_tick += 100;
1026// } else {
1027 save_player (pl->ob, 1);
1028 pl->last_save_tick = pticks; 377 pl->last_save_tick = pticks;
1029// }
1030 } 378 }
1031#endif 379#endif
1032 } /* end of for loop for all the players */ 380 } /* end of for loop for all the players */
1033 } /* for flag */ 381 } /* for flag */
1034 for (pl = first_player; pl != NULL; pl = pl->next) 382
383 for_all_players (pl)
1035 { 384 {
1036 if (map != NULL && (pl->ob == NULL || pl->ob->map != map)) 385 if (!pl->ob || !pl->ns)
1037 continue; 386 continue;
387
1038 if (settings.casting_time == TRUE) 388 if (settings.casting_time)
1039 { 389 {
1040 if (pl->ob->casting_time > 0) 390 if (pl->ob->casting_time > 0)
1041 { 391 {
1042 pl->ob->casting_time--; 392 pl->ob->casting_time--;
1043 pl->ob->start_holding = 1; 393 pl->ob->start_holding = 1;
1044 } 394 }
395
1045 /* 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 */
1046 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) 397 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1047 {
1048 pl->ob->start_holding = 0; 398 pl->ob->start_holding = 0;
1049 } 399 }
1050 } 400
1051 do_some_living (pl->ob); 401 do_some_living (pl->ob);
1052 /* draw(pl->ob); *//* updated in socket code */
1053 } 402 }
1054} 403}
1055 404
1056void 405static void
1057process_players2 (maptile *map) 406process_players2 ()
1058{ 407{
1059 player *pl;
1060
1061 /* 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 */
1062 for (pl = first_player; pl != NULL; pl = pl->next) 409 for_all_players (pl)
1063 { 410 {
1064 if (map != NULL)
1065 {
1066 if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1067 continue;
1068 else if (pl->loading != NULL) /* Player is blocked */
1069 pl->ob->speed_left -= pl->ob->speed;
1070 if (pl->ob->map != map)
1071 continue;
1072 }
1073
1074 /* 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 -
1075 * this isn't called until after the player has finished there 412 * this isn't called until after the player has finished there
1076 * 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
1077 * checking. 414 * checking.
1078 */ 415 */
1084 /* 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
1085 * clear this each tick, but new commands are not being received 422 * clear this each tick, but new commands are not being received
1086 * so execute_newserver_command() is never called 423 * so execute_newserver_command() is never called
1087 */ 424 */
1088 pl->has_hit = 0; 425 pl->has_hit = 0;
1089
1090 } 426 }
1091 else if (pl->ob->speed_left > pl->ob->speed) 427 else if (pl->ob->speed_left > pl->ob->speed)
1092 pl->ob->speed_left = pl->ob->speed; 428 pl->ob->speed_left = pl->ob->speed;
1093 } 429 }
1094} 430}
1095 431
1096void 432void
1097process_events (maptile *map) 433process_events ()
1098{ 434{
1099 object *op; 435 object *op;
1100 436
1101 static object *marker; 437 static object_ptr marker_;
438
1102 if (!marker) 439 if (!marker_)
1103 marker = get_object (); 440 marker_ = object::create ();
1104 441
442 object *marker = marker_;
443
1105 process_players1 (map); 444 process_players1 ();
1106 445
1107 marker->active_next = active_objects; 446 marker->active_next = active_objects;
1108 447
1109 if (marker->active_next) 448 if (marker->active_next)
1110 marker->active_next->active_prev = marker; 449 marker->active_next->active_prev = marker;
1111 450
1112 marker->active_prev = NULL; 451 marker->active_prev = 0;
1113 active_objects = marker; 452 active_objects = marker;
1114 453
1115 while (marker->active_next) 454 while (marker->active_next)
1116 { 455 {
1117 op = marker->active_next; 456 op = marker->active_next;
1134 473
1135 /* Now process op */ 474 /* Now process op */
1136 if (QUERY_FLAG (op, FLAG_FREED)) 475 if (QUERY_FLAG (op, FLAG_FREED))
1137 { 476 {
1138 LOG (llevError, "BUG: process_events(): Free object on list\n"); 477 LOG (llevError, "BUG: process_events(): Free object on list\n");
1139 op->speed = 0; 478 op->set_speed (0);
1140 update_ob_speed (op);
1141 continue; 479 continue;
1142 } 480 }
1143 481
1144 /* 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,
1145 * 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
1155 { 493 {
1156 LOG (llevError, "BUG: process_events(): Removed object on list\n"); 494 LOG (llevError, "BUG: process_events(): Removed object on list\n");
1157 char *dump = dump_object (op); 495 char *dump = dump_object (op);
1158 LOG (llevError, dump); 496 LOG (llevError, dump);
1159 free (dump); 497 free (dump);
1160 free_object (op); 498 op->destroy ();
1161 continue; 499 continue;
1162 } 500 }
1163 501
1164 if (!op->speed) 502 if (!op->speed)
1165 { 503 {
1166 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, "
1167 update_ob_speed (op); 505 "but is on active list\n", &op->arch->name);
506 op->set_speed (0);
1168 continue; 507 continue;
1169 } 508 }
1170 509
1171 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)
1172 { 511 {
1173 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);
1174 op->speed = 0; 514 op->set_speed (0);
1175 update_ob_speed (op);
1176 continue; 515 continue;
1177 } 516 }
1178 517
1179 if (map != NULL && op->map != map)
1180 continue;
1181
1182 /* Animate the object. Bug of feature that andim_speed 518 /* Animate the object. Bug or feature that anim_speed
1183 * is based on ticks, and not the creatures speed? 519 * is based on ticks, and not the creatures speed?
1184 */ 520 */
1185 if (op->anim_speed && op->last_anim >= op->anim_speed) 521 if (op->anim_speed && op->last_anim >= op->anim_speed)
1186 { 522 {
1187 if ((op->type == PLAYER) || (op->type == MONSTER)) 523 if ((op->type == PLAYER))
1188 animate_object (op, op->facing); 524 animate_object (op, op->facing);
1189 else 525 else
1190 animate_object (op, op->direction); 526 animate_object (op, op->direction);
1191 527
1192 op->last_anim = 1; 528 op->last_anim = 1;
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} 570}
1235 571
572/* clean up everything before exiting */
1236void 573void
1237clean_tmp_files (void) 574emergency_save ()
1238{ 575{
1239 maptile *m, *next; 576 LOG (llevDebug, "emergency save begin.\n");
1240 577
1241 LOG (llevInfo, "Cleaning up...\n"); 578 LOG (llevDebug, "saving players.\n");
579 for_all_players (pl)
580 pl->save (1);
1242 581
1243 /* We save the maps - it may not be intuitive why, but if there are unique 582// for_all_players (pl)
1244 * items, we need to save the map so they get saved off. Perhaps we should 583// if (pl->ob)
1245 * just make a special function that only saves the unique items. 584// pl->ob->remove ();
1246 */ 585
1247 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)
1248 { 621 {
1249 next = m->next; 622 if (pl->ob->type != DEAD_OBJECT)
1250 if (m->in_memory == MAP_IN_MEMORY)
1251 { 623 {
1252 /* 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
1253 * update the log file. Otherwise, save the map (mostly for unique item 625 * inconsistencies by showing that they have left the game
1254 * stuff). Note that the clean_tmp_map is called after the end of
1255 * the for loop but is in the #else bracket. IF we are recycling the maps,
1256 * we certainly don't want the temp maps removed.
1257 */ 626 */
1258 627 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1259 /* XXX The above comment is dead wrong */ 628 && draw_exit)
1260 if (settings.recycle_tmp_maps == TRUE)
1261 swap_map (m);
1262 else
1263 { 629 {
1264 new_save_map (m, 0); /* note we save here into a overlay map */ 630 if (pl->ob->map)
1265 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);
1266 } 640 }
1267 }
1268 }
1269 write_todclock (); /* lets just write the clock here */
1270}
1271 641
1272/* clean up everything before exiting */ 642 pl->ob->remove ();
1273void 643 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1274cleanup (void) 644 }
1275{
1276 LOG (llevDebug, "Cleanup called.\n");
1277 645
1278 for (player *pl = first_player; pl != NULL; pl = pl->next)
1279 save_player (pl->ob, 0);
1280
1281 for (player *pl = first_player; pl != NULL; pl = pl->next)
1282 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1283 leave_map (pl->ob);
1284
1285 clean_tmp_files ();
1286 write_book_archive ();
1287
1288 INVOKE_GLOBAL (CLEANUP);
1289
1290 _exit (0);
1291}
1292
1293void
1294leave (player *pl, int draw_exit)
1295{
1296 if (pl != NULL)
1297 {
1298 /* We do this so that the socket handling routine can do the final 646 /* We do this so that the socket handling routine can do the final
1299 * cleanup. We also leave that loop to actually handle the freeing 647 * cleanup. We also leave that loop to actually handle the freeing
1300 * of the data. 648 * of the data.
1301 */ 649 */
1302 if (pl->ob->type != DEAD_OBJECT) 650 if (pl->ns)
1303 { 651 pl->ns->destroy ();
1304 pl->socket.status = Ns_Dead;
1305 652
1306 /* If a hidden dm dropped connection do not create
1307 * inconsistencies by showing that they have left the game
1308 */
1309 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1310 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1311 {
1312 if (pl->ob->map)
1313 {
1314 INVOKE_PLAYER (LOGOUT, pl);
1315 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1316 }
1317
1318 char buf[MAX_BUF];
1319
1320 sprintf (buf, "%s left the game.", &pl->ob->name);
1321 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1322 }
1323
1324 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1325 leave_map (pl->ob);
1326
1327 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1328 }
1329 } 653 }
1330} 654}
1331 655
1332int 656int
1333forbid_play (void) 657forbid_play (void)
1396extern unsigned long todtick; 720extern unsigned long todtick;
1397 721
1398void 722void
1399do_specials (void) 723do_specials (void)
1400{ 724{
1401
1402#ifdef WATCHDOG
1403 if (!(pticks % 503))
1404 watchdog ();
1405#endif
1406
1407 if (!(pticks % PTICKS_PER_CLOCK)) 725 if (!(pticks % PTICKS_PER_CLOCK))
1408 tick_the_clock (); 726 tick_the_clock ();
1409 727
1410 if (!(pticks % 7)) 728 if (!(pticks % 7))
1411 shstr::gc (); 729 shstr::gc ();
1412 730
1413 if (!(pticks % 79))
1414 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1415
1416 if (!(pticks % 2503)) 731 if (!(pticks % 2503))
1417 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 732 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1418 733
1419 if (!(pticks % 5003)) 734 if (!(pticks % 5003))
1420 write_book_archive (); 735 write_book_archive ();
1430} 745}
1431 746
1432void 747void
1433server_tick () 748server_tick ()
1434{ 749{
1435 nroferrors = 0; 750 // first do the user visible stuff
1436
1437 doeric_server (); 751 doeric_server ();
1438 INVOKE_GLOBAL (CLOCK); 752 INVOKE_GLOBAL (CLOCK);
1439 process_events (NULL); /* "do" something with objects with speed */ 753 process_events (); /* "do" something with objects with speed */
1440 flush_sockets (); 754 flush_sockets ();
1441 check_active_maps (); /* Removes unused maps after a certain timeout */ 755
756 // then do some bookkeeping, should not really be here
1442 do_specials (); /* Routines called from time to time. */ 757 do_specials (); /* Routines called from time to time. */
1443 object::free_mortals (); 758 attachable::check_mortals ();
1444 759
1445 ++pticks; 760 ++pticks;
1446} 761}
1447 762
1448int 763int
1457 772
1458 for (;;) 773 for (;;)
1459 cfperl_main (); 774 cfperl_main ();
1460 775
1461 // unreached 776 // unreached
1462 emergency_save (0);
1463 cleanup (); 777 cleanup ();
1464 778
1465 return 0; 779 return 0;
1466} 780}

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