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Comparing deliantra/server/server/main.C (file contents):
Revision 1.42 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.62 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(__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 */
199 tmp = object::create (); 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 } 168 }
222 169
223 tmp->destroy (); 170 tmp->destroy ();
224} 171}
225 172
226/* All this really is is a glorified remove_object that also updates
227 * the counts on the map if needed.
228 */
229void
230leave_map (object *op)
231{
232 maptile *oldmap = op->map;
233
234 op->remove ();
235
236 if (oldmap)
237 {
238 if (!op->contr->hidden)
239 oldmap->players--;
240
241 if (oldmap->players <= 0)
242 /* can be less than zero due to errors in tracking this */
243 set_map_timeout (oldmap);
244 }
245}
246
247/* 173/*
248 * 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
249 * 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
250 * 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
251 * whatever reason. If default map coordinates are to be used, then 177 * whatever reason. If default map coordinates are to be used, then
252 * the function that calls this should figure them out. 178 * the function that calls this should figure them out.
253 */ 179 */
254static void 180void
255enter_map (object *op, maptile *newmap, int x, int y) 181object::enter_map (maptile *newmap, int x, int y)
256{ 182{
257 maptile *oldmap = op->map; 183 if (!newmap->load ())
184 return;
258 185
259 if (out_of_map (newmap, x, y)) 186 if (out_of_map (newmap, x, y))
260 { 187 {
261 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);
262 x = MAP_ENTER_X (newmap); 189 x = newmap->enter_x;
263 y = MAP_ENTER_Y (newmap); 190 y = newmap->enter_y;
264 if (out_of_map (newmap, x, y)) 191 if (out_of_map (newmap, x, y))
265 { 192 {
266 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",
267 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); 194 &newmap->path, x, y, newmap->width, newmap->height);
268 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 195 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
269 return; 196 return;
270 } 197 }
271 } 198 }
272 199
273 /* try to find a spot for the player */ 200 /* try to find a spot for the player */
274 if (ob_blocked (op, newmap, x, y)) 201 if (ob_blocked (this, newmap, x, y))
275 { /* First choice blocked */ 202 { /* First choice blocked */
276 /* 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.
277 * 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,
278 * 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
279 * if other spaces around are available. 206 * if other spaces around are available.
280 * 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
281 * 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.
282 */ 209 */
283 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);
284 211
285 if (i == -1) 212 if (i == -1)
286 { 213 {
287 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 214 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
288 if (i == -1) 215 if (i == -1)
289 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 216 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
290 } 217 }
291 218
292 if (i != -1) 219 if (i != -1)
293 { 220 {
294 x += freearr_x[i]; 221 x += freearr_x[i];
295 y += freearr_y[i]; 222 y += freearr_y[i];
296 } 223 }
297 else 224 else
298 {
299 /* not much we can do in this case. */ 225 /* not much we can do in this case. */
300 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);
301 } 227 }
302 } /* end if looking for free spot */
303 228
304 if (op->map) 229 if (map)
305 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 230 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
306 return; 231 return;
307 232
308 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)))
309 return; 234 return;
310 235
311 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)))
312 return; 237 return;
313 238
314 /* 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.
315 * otherwise, we need to deal with removing the player here. 240 * otherwise, we need to deal with removing the player here.
316 */ 241 */
317 op->remove (); 242 remove ();
318 243
319 /* remove_ob clears these so they must be reset after the remove_ob call */
320 op->x = x; 244 this->x = x;
321 op->y = y; 245 this->y = y;
322 op->map = newmap; 246 map = newmap;
323 247
324 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 248 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
325
326 if (!op->contr->hidden)
327 newmap->players++;
328 249
329 newmap->timeout = 0; 250 newmap->timeout = 0;
330 op->enemy = NULL; 251 enemy = NULL;
331 252
332 if (op->contr) 253 if (contr)
333 { 254 {
334 strcpy (op->contr->maplevel, newmap->path); 255 strcpy (contr->maplevel, newmap->path);
335 op->contr->count = 0; 256 contr->count = 0;
336 } 257 }
337 258
338 /* Update any golems */ 259 /* Update any golems */
339 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 260 if (type == PLAYER && contr->ranges[range_golem])
340 { 261 {
341 int i = find_free_spot (op->contr->ranges[range_golem], newmap, 262 int i = find_free_spot (contr->ranges[range_golem], newmap,
342 x, y, 1, SIZEOFFREE); 263 x, y, 1, SIZEOFFREE);
343 264
344 op->contr->ranges[range_golem]->remove (); 265 contr->ranges[range_golem]->remove ();
345 266
346 if (i == -1) 267 if (i == -1)
347 { 268 {
348 remove_friendly_object (op->contr->ranges[range_golem]); 269 remove_friendly_object (contr->ranges[range_golem]);
349 op->contr->ranges[range_golem]->destroy (); 270 contr->ranges[range_golem]->destroy ();
350 op->contr->ranges[range_golem] = 0; 271 contr->ranges[range_golem] = 0;
351 } 272 }
352 else 273 else
353 { 274 {
354 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)
355 { 276 {
356 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);
357 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);
358 tmp->map = newmap; 279 tmp->map = newmap;
359 } 280 }
360 281
361 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0); 282 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
362 op->contr->ranges[range_golem]->direction = 283 contr->ranges[range_golem]->direction =
363 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);
364 } 285 }
365 } 286 }
366 287
367 op->direction = 0; 288 direction = 0;
368 289
369 /* 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
370 * about pending objects. 291 * about pending objects.
371 */ 292 */
372 remove_all_pets (newmap); 293 remove_all_pets (newmap);
373
374 /* If the player is changing maps, we need to do some special things
375 * Do this after the player is on the new map - otherwise the force swap of the
376 * old map does not work.
377 */
378 if (oldmap != newmap)
379 {
380 if (oldmap) /* adjust old map */
381 {
382 oldmap->players--;
383
384 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
385 set_map_timeout (oldmap);
386 }
387 }
388} 294}
389
390void
391set_map_timeout (maptile *oldmap)
392{
393#if MAP_MAXTIMEOUT
394 oldmap->timeout = MAP_TIMEOUT (oldmap);
395 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
396 * lower than the min value.
397 */
398# if MAP_MINTIMEOUT
399 if (oldmap->timeout < MAP_MINTIMEOUT)
400 oldmap->timeout = MAP_MINTIMEOUT;
401# endif
402
403 if (oldmap->timeout > MAP_MAXTIMEOUT)
404 oldmap->timeout = MAP_MAXTIMEOUT;
405
406#else
407 /* save out the map */
408 swap_map (oldmap);
409#endif /* MAP_MAXTIMEOUT */
410}
411
412 295
413/* clean_path takes a path and replaces all / with _ 296/* clean_path takes a path and replaces all / with _
414 * 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.
415 */ 298 */
416char * 299char *
423 if (*cp == '/') 306 if (*cp == '/')
424 *cp = '_'; 307 *cp = '_';
425 308
426 return newpath; 309 return newpath;
427} 310}
428
429 311
430/* unclean_path takes a path and replaces all _ with / 312/* unclean_path takes a path and replaces all _ with /
431 * This basically undoes clean path. 313 * This basically undoes clean path.
432 * 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.
433 * 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
447 *cp = '/'; 329 *cp = '/';
448 330
449 return newpath; 331 return newpath;
450} 332}
451 333
452
453/* The player is trying to enter a randomly generated map. In this case, generate the
454 * random map as needed.
455 */
456
457static void
458enter_random_map (object *pl, object *exit_ob)
459{
460 maptile *new_map;
461 char newmap_name[HUGE_BUF], *cp;
462 static int reference_number = 0;
463 RMParms rp;
464
465 memset (&rp, 0, sizeof (RMParms));
466 rp.Xsize = -1;
467 rp.Ysize = -1;
468 rp.region = get_region_by_map (exit_ob->map);
469 if (exit_ob->msg)
470 set_random_map_variable (&rp, exit_ob->msg);
471 rp.origin_x = exit_ob->x;
472 rp.origin_y = exit_ob->y;
473 strcpy (rp.origin_map, pl->map->path);
474
475 /* If we have a final_map, use it as a base name to give some clue
476 * as where the player is. Otherwise, use the origin map.
477 * Take the last component (after the last slash) to give
478 * shorter names without bogus slashes.
479 */
480 if (rp.final_map[0])
481 {
482 cp = strrchr (rp.final_map, '/');
483 if (!cp)
484 cp = rp.final_map;
485 }
486 else
487 {
488 char buf[HUGE_BUF];
489
490 cp = strrchr (rp.origin_map, '/');
491 if (!cp)
492 cp = rp.origin_map;
493 /* Need to strip of any trailing digits, if it has them */
494 strcpy (buf, cp);
495 while (isdigit (buf[strlen (buf) - 1]))
496 buf[strlen (buf) - 1] = 0;
497 cp = buf;
498 }
499
500 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
501
502 /* now to generate the actual map. */
503 new_map = generate_random_map (newmap_name, &rp);
504
505 /* Update the exit_ob so it now points directly at the newly created
506 * random maps. Not that it is likely to happen, but it does mean that a
507 * exit in a unique map leading to a random map will not work properly.
508 * It also means that if the created random map gets reset before
509 * the exit leading to it, that the exit will no longer work.
510 */
511 if (new_map)
512 {
513 int x, y;
514
515 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
516 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
517 EXIT_PATH (exit_ob) = newmap_name;
518 strcpy (new_map->path, newmap_name);
519 enter_map (pl, new_map, x, y);
520 }
521}
522
523/* The player is trying to enter a non-randomly generated template map. In this
524 * case, use a map file for a template
525 */
526
527static void
528enter_fixed_template_map (object *pl, object *exit_ob)
529{
530 maptile *new_map;
531 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
532 const char *new_map_name;
533
534 /* Split the exit path string into two parts, one
535 * for where to store the map, and one for were
536 * to generate the map from.
537 */
538 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
539 sourcemap = strchr (exitpath, '!');
540 if (!sourcemap)
541 {
542 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
543 /* Should only occur when no source map is set.
544 */
545 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
546 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
547 return;
548 }
549
550 *sourcemap++ = '\0';
551
552 /* If we are not coming from a template map, we can use relative directories
553 * for the map to generate from.
554 */
555 if (!exit_ob->map->templatemap)
556 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
557
558 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
559 * of the exit, and the name of the map the exit is on, respectively.
560 */
561 sprintf (tmpnum, "%d", exit_ob->x);
562 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
563
564 sprintf (tmpnum, "%d", exit_ob->y);
565 sprintf (tmpstring, "%s", resultname);
566 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
567
568 sprintf (tmpstring, "%s", resultname);
569 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
570
571 /* If we are coming from another template map, use reletive paths unless
572 * indicated otherwise.
573 */
574 if (exit_ob->map->templatemap && (resultname[0] != '/'))
575 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
576 else
577 new_map_name = create_template_pathname (resultname);
578
579 /* Attempt to load the map, if unable to, then
580 * create the map from the template.
581 */
582 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
583 if (!new_map)
584 {
585 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
586 if (new_map)
587 fix_auto_apply (new_map);
588 }
589
590 if (new_map)
591 {
592 /* set the path of the map to where it should be
593 * so we don't just save over the source map.
594 */
595 strcpy (new_map->path, new_map_name);
596 new_map->templatemap = 1;
597 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
598 }
599 else
600 {
601 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
602 /* Should only occur when an invalid source map is set.
603 */
604 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
605 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
606 }
607}
608
609/* The player is trying to enter a randomly generated template map. In this
610 * case, generate the map as needed.
611 */
612
613static void
614enter_random_template_map (object *pl, object *exit_ob)
615{
616 maptile *new_map;
617 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
618 const char *new_map_name;
619 RMParms rp;
620
621 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
622 * of the exit, and the name of the map the exit is on, respectively.
623 */
624 sprintf (tmpnum, "%d", exit_ob->x);
625 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
626
627 sprintf (tmpnum, "%d", exit_ob->y);
628 sprintf (tmpstring, "%s", resultname);
629 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
630
631 sprintf (tmpstring, "%s", resultname);
632 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
633
634 /* If we are coming from another template map, use reletive paths unless
635 * indicated otherwise.
636 */
637 if (exit_ob->map->templatemap && (resultname[0] != '/'))
638 {
639 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
640 }
641 else
642 {
643 new_map_name = create_template_pathname (resultname);
644 }
645
646 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
647 if (!new_map)
648 {
649 memset (&rp, 0, sizeof (RMParms));
650 rp.Xsize = -1;
651 rp.Ysize = -1;
652 rp.region = get_region_by_map (exit_ob->map);
653 if (exit_ob->msg)
654 set_random_map_variable (&rp, exit_ob->msg);
655 rp.origin_x = exit_ob->x;
656 rp.origin_y = exit_ob->y;
657 strcpy (rp.origin_map, pl->map->path);
658
659 /* now to generate the actual map. */
660 new_map = generate_random_map (new_map_name, &rp);
661 }
662
663
664 /* Update the exit_ob so it now points directly at the newly created
665 * random maps. Not that it is likely to happen, but it does mean that a
666 * exit in a unique map leading to a random map will not work properly.
667 * It also means that if the created random map gets reset before
668 * the exit leading to it, that the exit will no longer work.
669 */
670 if (new_map)
671 {
672 int x, y;
673
674 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
675 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
676 new_map->templatemap = 1;
677 enter_map (pl, new_map, x, y);
678 }
679}
680
681
682/* Code to enter/detect a character entering a unique map.
683 */
684static void
685enter_unique_map (object *op, object *exit_ob)
686{
687 char apartment[HUGE_BUF];
688 maptile *newmap;
689
690 if (EXIT_PATH (exit_ob)[0] == '/')
691 {
692 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
693 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
694 if (!newmap)
695 {
696 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
697 if (newmap)
698 fix_auto_apply (newmap);
699 }
700 }
701 else
702 { /* relative directory */
703 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
704
705 if (exit_ob->map->unique)
706 {
707
708 strcpy (reldir, unclean_path (exit_ob->map->path));
709
710 /* Need to copy this over, as clean_path only has one static return buffer */
711 strcpy (tmpc, clean_path (reldir));
712 /* Remove final component, if any */
713 if ((cp = strrchr (tmpc, '_')) != NULL)
714 *cp = 0;
715
716 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
717
718 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
719 if (!newmap)
720 {
721 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
722 if (newmap)
723 fix_auto_apply (newmap);
724 }
725 }
726 else
727 {
728 /* The exit is unique, but the map we are coming from is not unique. So
729 * use the basic logic - don't need to demangle the path name
730 */
731 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
732 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
733 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
734 if (!newmap)
735 {
736 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
737 if (newmap)
738 fix_auto_apply (newmap);
739 }
740 }
741 }
742
743 if (newmap)
744 {
745 strcpy (newmap->path, apartment);
746 newmap->unique = 1;
747 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
748 }
749 else
750 {
751 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
752 /* Perhaps not critical, but I would think that the unique maps
753 * should be new enough this does not happen. This also creates
754 * a strange situation where some players could perhaps have visited
755 * such a map before it was removed, so they have the private
756 * map, but other players can't get it anymore.
757 */
758 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
759 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
760 }
761
762}
763
764
765/* Tries to move 'op' to exit_ob. op is the character or monster that is
766 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
767 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
768 * move the object to. This is used when loading the player.
769 *
770 * Largely redone by MSW 2001-01-21 - this function was overly complex
771 * and had some obscure bugs.
772 */
773
774void
775enter_exit (object *op, object *exit_ob)
776{
777#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
778 object *tmp;
779
780 /* It may be nice to support other creatures moving across
781 * exits, but right now a lot of the code looks at op->contr,
782 * so that is an RFE.
783 */
784 if (op->type != PLAYER)
785 return;
786
787 /* First, lets figure out what map the player is going to go to */
788 if (exit_ob)
789 {
790 /* check to see if we make a template map */
791 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
792 {
793 if (EXIT_PATH (exit_ob)[2] == '!')
794 {
795 /* generate a template map randomly */
796 enter_random_template_map (op, exit_ob);
797 }
798 else
799 {
800 /* generate a template map from a fixed template */
801 enter_fixed_template_map (op, exit_ob);
802 }
803 }
804 /* check to see if we make a randomly generated map */
805 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
806 {
807 enter_random_map (op, exit_ob);
808 }
809 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
810 {
811 enter_unique_map (op, exit_ob);
812 }
813 else
814 {
815 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
816
817 /* 'Normal' exits that do not do anything special
818 * Simple enough we don't need another routine for it.
819 */
820 maptile *newmap;
821
822 if (exit_ob->map)
823 {
824 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
825 /* Random map was previously generated, but is no longer about. Lets generate a new
826 * map.
827 */
828 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
829 {
830 /* Maps that go down have a message set. However, maps that go
831 * up, don't. If the going home has reset, there isn't much
832 * point generating a random map, because it won't match the maps.
833 */
834 if (exit_ob->msg)
835 {
836 enter_random_map (op, exit_ob);
837 }
838 else
839 {
840 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
841 return;
842 }
843
844 /* For exits that cause damages (like pits). Don't know if any
845 * random maps use this or not.
846 */
847 if (exit_ob->stats.dam && op->type == PLAYER)
848 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
849 return;
850 }
851 }
852 else
853 {
854 /* For word of recall and other force objects
855 * They contain the full pathname of the map to go back to,
856 * so we don't need to normalize it.
857 * But we do need to see if it is unique or not
858 */
859 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
860 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
861 else
862 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
863 }
864 if (!newmap)
865 {
866 if (exit_ob->name)
867 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
868 /* don't cry to momma if name is not set - as in tmp objects
869 * used by the savebed code and character creation */
870 return;
871 }
872
873 /* This supports the old behaviour, but it really should not be used.
874 * I will note for example that with this method, it is impossible to
875 * set 0,0 destination coordinates. Really, if we want to support
876 * using the new maps default coordinates, the exit ob should use
877 * something like -1, -1 so it is clear to do that.
878 */
879 if (x == 0 && y == 0)
880 {
881 x = MAP_ENTER_X (newmap);
882 y = MAP_ENTER_Y (newmap);
883 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
884 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
885 }
886
887 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
888 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
889 {
890 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
892 {
893 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
894 break;
895 }
896 if (tmp)
897 {
898 tmp->remove ();
899 tmp->destroy ();
900 }
901
902 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
903 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
904 save_player (op, 1);
905 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
906 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
907 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
908 }
909
910 enter_map (op, newmap, x, y);
911 }
912 /* For exits that cause damages (like pits) */
913 if (exit_ob->stats.dam && op->type == PLAYER)
914 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
915 }
916 else
917 {
918 int flags = 0;
919 maptile *newmap;
920
921 /* Hypothetically, I guess its possible that a standard map matches
922 * the localdir, but that seems pretty unlikely - unlikely enough that
923 * I'm not going to attempt to try to deal with that possibility.
924 * We use the fact that when a player saves on a unique map, it prepends
925 * the localdir to that name. So its an easy way to see of the map is
926 * unique or not.
927 */
928 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
929 flags = MAP_PLAYER_UNIQUE;
930
931 /* newmap returns the map (if already loaded), or loads it for
932 * us.
933 */
934 newmap = ready_map_name (op->contr->maplevel, flags);
935 if (!newmap)
936 {
937 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
938 newmap = ready_map_name (settings.emergency_mapname, 0);
939 op->x = settings.emergency_x;
940 op->y = settings.emergency_y;
941 /* If we can't load the emergency map, something is probably really
942 * screwed up, so bail out now.
943 */
944 if (!newmap)
945 {
946 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
947 abort ();
948 }
949 }
950
951 enter_map (op, newmap, op->x, op->y);
952 }
953}
954
955/*
956 * process_active_maps(): Works like process_events(), but it only
957 * processes maps which a player is on.
958 *
959 */
960
961#if 0 // dead code, schmorp
962void
963process_active_maps ()
964{
965 for (maptile *map = first_map; map != NULL; map = map->next)
966 if (map->in_memory == MAP_IN_MEMORY)
967 if (players_on_map (map, TRUE))
968 process_events (map);
969}
970#endif
971
972/* process_players1 and process_players2 do all the player related stuff. 334/* process_players1 and process_players2 do all the player related stuff.
973 * I moved it out of process events and process_map. This was to some 335 * I moved it out of process events and process_map. This was to some
974 * extent for debugging as well as to get a better idea of the time used 336 * extent for debugging as well as to get a better idea of the time used
975 * by the various functions. process_players1() does the processing before 337 * by the various functions. process_players1() does the processing before
976 * objects have been updated, process_players2() does the processing that 338 * objects have been updated, process_players2() does the processing that
977 * is needed after the players have been updated. 339 * is needed after the players have been updated.
978 */ 340 */
979 341static void
980void
981process_players1 (maptile *map) 342process_players1 ()
982{ 343{
983 int flag; 344 int flag;
984 player *pl, *plnext;
985 345
986 /* 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. */
987 for (flag = 1; flag != 0;) 347 for (flag = 1; flag != 0;)
988 { 348 {
989 flag = 0; 349 flag = 0;
990 for (pl = first_player; pl != NULL; pl = plnext) 350 for_all_players (pl)
991 { 351 {
992 plnext = pl->next; /* In case a player exits the game in handle_player() */ 352 pl->refcnt_chk ();
993 353
994 if (pl->ob == NULL) 354 if (!pl->ob || !pl->ns)
995 continue; 355 continue;
996 356
997 if (map != NULL && pl->ob->map != map)
998 continue;
999
1000 if (pl->ob->speed_left > 0) 357 if (pl->ob->speed_left > 0)
1001 {
1002 if (handle_newcs_player (pl->ob)) 358 if (handle_newcs_player (pl->ob))
1003 flag = 1; 359 flag = 1;
1004 } /* end if player has speed left */
1005 360
1006 /* If the player is not actively playing, don't make a 361 /* If the player is not actively playing, don't make a
1007 * backup save - nothing to save anyway. Plus, the 362 * backup save - nothing to save anyway. Plus, the
1008 * map may not longer be valid. This can happen when the 363 * map may not longer be valid. This can happen when the
1009 * player quits - they exist for purposes of tracking on the map, 364 * player quits - they exist for purposes of tracking on the map,
1014 369
1015#ifdef AUTOSAVE 370#ifdef AUTOSAVE
1016 /* 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
1017 * the player is logging in. 372 * the player is logging in.
1018 */ 373 */
1019 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)
1020 { 375 {
1021 /* Don't save the player on unholy ground. Instead, increase the 376 pl->ob->contr->save ();
1022 * tick time so it will be about 10 seconds before we try and save
1023 * again.
1024 */
1025// if (get_map_flags(pl->ob->map, NULL, pl->ob->x, pl->ob->y, NULL, NULL) & P_NO_CLERIC) {
1026// pl->last_save_tick += 100;
1027// } else {
1028 save_player (pl->ob, 1);
1029 pl->last_save_tick = pticks; 377 pl->last_save_tick = pticks;
1030// }
1031 } 378 }
1032#endif 379#endif
1033 } /* end of for loop for all the players */ 380 } /* end of for loop for all the players */
1034 } /* for flag */ 381 } /* for flag */
1035 for (pl = first_player; pl != NULL; pl = pl->next) 382
383 for_all_players (pl)
1036 { 384 {
1037 if (map != NULL && (pl->ob == NULL || pl->ob->map != map)) 385 if (!pl->ob || !pl->ns)
1038 continue; 386 continue;
387
1039 if (settings.casting_time == TRUE) 388 if (settings.casting_time)
1040 { 389 {
1041 if (pl->ob->casting_time > 0) 390 if (pl->ob->casting_time > 0)
1042 { 391 {
1043 pl->ob->casting_time--; 392 pl->ob->casting_time--;
1044 pl->ob->start_holding = 1; 393 pl->ob->start_holding = 1;
1045 } 394 }
395
1046 /* 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 */
1047 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1)) 397 if ((pl->ob->casting_time == 0) && (pl->ob->start_holding == 1))
1048 {
1049 pl->ob->start_holding = 0; 398 pl->ob->start_holding = 0;
1050 } 399 }
1051 } 400
1052 do_some_living (pl->ob); 401 do_some_living (pl->ob);
1053 /* draw(pl->ob); *//* updated in socket code */
1054 } 402 }
1055} 403}
1056 404
1057void 405static void
1058process_players2 (maptile *map) 406process_players2 ()
1059{ 407{
1060 player *pl;
1061
1062 /* 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 */
1063 for (pl = first_player; pl != NULL; pl = pl->next) 409 for_all_players (pl)
1064 { 410 {
1065 if (map != NULL)
1066 {
1067 if (pl->ob == NULL || QUERY_FLAG (pl->ob, FLAG_REMOVED))
1068 continue;
1069 else if (pl->loading != NULL) /* Player is blocked */
1070 pl->ob->speed_left -= pl->ob->speed;
1071 if (pl->ob->map != map)
1072 continue;
1073 }
1074
1075 /* The code that did weapon_sp handling here was out of place - 411 /* The code that did weapon_sp handling here was out of place -
1076 * this isn't called until after the player has finished there 412 * this isn't called until after the player has finished there
1077 * actions, and is thus out of place. All we do here is bounds 413 * actions, and is thus out of place. All we do here is bounds
1078 * checking. 414 * checking.
1079 */ 415 */
1085 /* 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
1086 * clear this each tick, but new commands are not being received 422 * clear this each tick, but new commands are not being received
1087 * so execute_newserver_command() is never called 423 * so execute_newserver_command() is never called
1088 */ 424 */
1089 pl->has_hit = 0; 425 pl->has_hit = 0;
1090
1091 } 426 }
1092 else if (pl->ob->speed_left > pl->ob->speed) 427 else if (pl->ob->speed_left > pl->ob->speed)
1093 pl->ob->speed_left = pl->ob->speed; 428 pl->ob->speed_left = pl->ob->speed;
1094 } 429 }
1095} 430}
1096 431
1097void 432void
1098process_events (maptile *map) 433process_events ()
1099{ 434{
1100 object *op; 435 object *op;
1101 436
1102 static object *marker; 437 static object_ptr marker_;
1103 438
1104 if (!marker) 439 if (!marker_)
1105 marker = object::create (); 440 marker_ = object::create ();
1106 441
442 object *marker = marker_;
443
1107 process_players1 (map); 444 process_players1 ();
1108 445
1109 marker->active_next = active_objects; 446 marker->active_next = active_objects;
1110 447
1111 if (marker->active_next) 448 if (marker->active_next)
1112 marker->active_next->active_prev = marker; 449 marker->active_next->active_prev = marker;
1113 450
1114 marker->active_prev = NULL; 451 marker->active_prev = 0;
1115 active_objects = marker; 452 active_objects = marker;
1116 453
1117 while (marker->active_next) 454 while (marker->active_next)
1118 { 455 {
1119 op = marker->active_next; 456 op = marker->active_next;
1136 473
1137 /* Now process op */ 474 /* Now process op */
1138 if (QUERY_FLAG (op, FLAG_FREED)) 475 if (QUERY_FLAG (op, FLAG_FREED))
1139 { 476 {
1140 LOG (llevError, "BUG: process_events(): Free object on list\n"); 477 LOG (llevError, "BUG: process_events(): Free object on list\n");
1141 op->speed = 0; 478 op->set_speed (0);
1142 update_ob_speed (op);
1143 continue; 479 continue;
1144 } 480 }
1145 481
1146 /* 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,
1147 * 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
1163 continue; 499 continue;
1164 } 500 }
1165 501
1166 if (!op->speed) 502 if (!op->speed)
1167 { 503 {
1168 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, "
1169 update_ob_speed (op); 505 "but is on active list\n", &op->arch->name);
506 op->set_speed (0);
1170 continue; 507 continue;
1171 } 508 }
1172 509
1173 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)
1174 { 511 {
1175 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);
1176 op->speed = 0; 514 op->set_speed (0);
1177 update_ob_speed (op);
1178 continue; 515 continue;
1179 } 516 }
1180 517
1181 if (map != NULL && op->map != map)
1182 continue;
1183
1184 /* Animate the object. Bug of feature that andim_speed 518 /* Animate the object. Bug or feature that anim_speed
1185 * is based on ticks, and not the creatures speed? 519 * is based on ticks, and not the creatures speed?
1186 */ 520 */
1187 if (op->anim_speed && op->last_anim >= op->anim_speed) 521 if (op->anim_speed && op->last_anim >= op->anim_speed)
1188 { 522 {
1189 if ((op->type == PLAYER) || (op->type == MONSTER)) 523 if ((op->type == PLAYER))
1190 animate_object (op, op->facing); 524 animate_object (op, op->facing);
1191 else 525 else
1192 animate_object (op, op->direction); 526 animate_object (op, op->direction);
1193 527
1194 op->last_anim = 1; 528 op->last_anim = 1;
1230 if (marker->active_prev != NULL) 564 if (marker->active_prev != NULL)
1231 marker->active_prev->active_next = NULL; 565 marker->active_prev->active_next = NULL;
1232 else 566 else
1233 active_objects = NULL; 567 active_objects = NULL;
1234 568
1235 process_players2 (map); 569 process_players2 ();
1236} 570}
1237 571
572/* clean up everything before exiting */
1238void 573void
1239clean_tmp_files (void) 574emergency_save ()
1240{ 575{
1241 maptile *m, *next; 576 LOG (llevDebug, "emergency save begin.\n");
1242 577
1243 LOG (llevInfo, "Cleaning up...\n"); 578 LOG (llevDebug, "saving players.\n");
579 for_all_players (pl)
580 pl->save (1);
1244 581
1245 /* We save the maps - it may not be intuitive why, but if there are unique 582// for_all_players (pl)
1246 * items, we need to save the map so they get saved off. Perhaps we should 583// if (pl->ob)
1247 * just make a special function that only saves the unique items. 584// pl->ob->remove ();
1248 */ 585
1249 for (m = first_map; m != NULL; m = next) 586 LOG (llevDebug, "saving maps.\n");
587 maptile::emergency_save ();
588
589 LOG (llevDebug, "saving book archive.\n");
590 write_book_archive ();
591
592 LOG (llevDebug, "emergency save done.\n");
593}
594
595/* clean up everything before exiting */
596void
597cleanup (bool make_core)
598{
599 LOG (llevDebug, "cleanup begin.\n");
600
601 in_cleanup = true;
602
603 if (init_done)
604 emergency_save ();
605
606 LOG (llevDebug, "running cleanup handlers.\n");
607 INVOKE_GLOBAL (CLEANUP);
608
609 LOG (llevDebug, "cleanup done.\n");
610
611 if (make_core)
612 abort ();
613 else
614 _exit (0);
615}
616
617void
618leave (player *pl, int draw_exit)
619{
620 if (pl)
1250 { 621 {
1251 next = m->next; 622 if (pl->ob->type != DEAD_OBJECT)
1252 if (m->in_memory == MAP_IN_MEMORY)
1253 { 623 {
1254 /* If we want to reuse the temp maps, swap it out (note that will also 624 /* If a hidden dm dropped connection do not create
1255 * update the log file. Otherwise, save the map (mostly for unique item 625 * inconsistencies by showing that they have left the game
1256 * stuff). Note that the clean_tmp_map is called after the end of
1257 * the for loop but is in the #else bracket. IF we are recycling the maps,
1258 * we certainly don't want the temp maps removed.
1259 */ 626 */
1260 627 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1261 /* XXX The above comment is dead wrong */ 628 && draw_exit)
1262 if (settings.recycle_tmp_maps == TRUE)
1263 swap_map (m);
1264 else
1265 { 629 {
1266 new_save_map (m, 0); /* note we save here into a overlay map */ 630 if (pl->ob->map)
1267 clean_tmp_map (m); 631 {
632 INVOKE_PLAYER (LOGOUT, pl);
633 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
634 }
635
636 char buf[MAX_BUF];
637
638 sprintf (buf, "%s left the game.", &pl->ob->name);
639 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, 0, buf);
1268 } 640 }
1269 }
1270 }
1271 write_todclock (); /* lets just write the clock here */
1272}
1273 641
1274/* clean up everything before exiting */ 642 pl->ob->remove ();
1275void 643 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1276cleanup (void) 644 }
1277{
1278 LOG (llevDebug, "Cleanup called.\n");
1279 645
1280 for (player *pl = first_player; pl != NULL; pl = pl->next)
1281 save_player (pl->ob, 0);
1282
1283 for (player *pl = first_player; pl != NULL; pl = pl->next)
1284 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1285 leave_map (pl->ob);
1286
1287 clean_tmp_files ();
1288 write_book_archive ();
1289
1290 INVOKE_GLOBAL (CLEANUP);
1291
1292 _exit (0);
1293}
1294
1295void
1296leave (player *pl, int draw_exit)
1297{
1298 if (pl != NULL)
1299 {
1300 /* 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
1301 * cleanup. We also leave that loop to actually handle the freeing 647 * cleanup. We also leave that loop to actually handle the freeing
1302 * of the data. 648 * of the data.
1303 */ 649 */
1304 if (pl->ob->type != DEAD_OBJECT) 650 if (pl->ns)
1305 { 651 pl->ns->destroy ();
1306 pl->socket.status = Ns_Dead;
1307 652
1308 /* If a hidden dm dropped connection do not create
1309 * inconsistencies by showing that they have left the game
1310 */
1311 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1312 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1313 {
1314 if (pl->ob->map)
1315 {
1316 INVOKE_PLAYER (LOGOUT, pl);
1317 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket.host);
1318 }
1319
1320 char buf[MAX_BUF];
1321
1322 sprintf (buf, "%s left the game.", &pl->ob->name);
1323 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1324 }
1325
1326 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1327 leave_map (pl->ob);
1328
1329 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1330 }
1331 } 653 }
1332} 654}
1333 655
1334int 656int
1335forbid_play (void) 657forbid_play (void)
1398extern unsigned long todtick; 720extern unsigned long todtick;
1399 721
1400void 722void
1401do_specials (void) 723do_specials (void)
1402{ 724{
1403
1404#ifdef WATCHDOG
1405 if (!(pticks % 503))
1406 watchdog ();
1407#endif
1408
1409 if (!(pticks % PTICKS_PER_CLOCK)) 725 if (!(pticks % PTICKS_PER_CLOCK))
1410 tick_the_clock (); 726 tick_the_clock ();
1411 727
1412 if (!(pticks % 7)) 728 if (!(pticks % 7))
1413 shstr::gc (); 729 shstr::gc ();
1414 730
1415 if (!(pticks % 79))
1416 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1417
1418 if (!(pticks % 2503)) 731 if (!(pticks % 2503))
1419 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 732 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1420 733
1421 if (!(pticks % 5003)) 734 if (!(pticks % 5003))
1422 write_book_archive (); 735 write_book_archive ();
1432} 745}
1433 746
1434void 747void
1435server_tick () 748server_tick ()
1436{ 749{
1437 nroferrors = 0; 750 // first do the user visible stuff
1438
1439 doeric_server (); 751 doeric_server ();
1440 INVOKE_GLOBAL (CLOCK); 752 INVOKE_GLOBAL (CLOCK);
1441 process_events (NULL); /* "do" something with objects with speed */ 753 process_events (); /* "do" something with objects with speed */
1442 flush_sockets (); 754 flush_sockets ();
1443 check_active_maps (); /* Removes unused maps after a certain timeout */ 755
756 // then do some bookkeeping, should not really be here
1444 do_specials (); /* Routines called from time to time. */ 757 do_specials (); /* Routines called from time to time. */
1445 object::free_mortals (); 758 attachable::check_mortals ();
1446 759
1447 ++pticks; 760 ++pticks;
1448} 761}
1449 762
1450int 763int
1459 772
1460 for (;;) 773 for (;;)
1461 cfperl_main (); 774 cfperl_main ();
1462 775
1463 // unreached 776 // unreached
1464 emergency_save (0);
1465 cleanup (); 777 cleanup ();
1466 778
1467 return 0; 779 return 0;
1468} 780}

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