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Comparing deliantra/server/server/main.C (file contents):
Revision 1.46 by root, Fri Dec 15 04:21:29 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/* process_players1 and process_players2 do all the player related stuff. 334/* process_players1 and process_players2 do all the player related stuff.
956 * 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
957 * 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
958 * by the various functions. process_players1() does the processing before 337 * by the various functions. process_players1() does the processing before
959 * objects have been updated, process_players2() does the processing that 338 * objects have been updated, process_players2() does the processing that
961 */ 340 */
962static void 341static void
963process_players1 () 342process_players1 ()
964{ 343{
965 int flag; 344 int flag;
345
966 /* 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. */
967 for (flag = 1; flag != 0;) 347 for (flag = 1; flag != 0;)
968 { 348 {
969 flag = 0; 349 flag = 0;
970 for (player *plnext, *pl = first_player; pl; pl = plnext) 350 for_all_players (pl)
971 { 351 {
972 plnext = pl->next; /* In case a player exits the game in handle_player() */ 352 pl->refcnt_chk ();
973 353
974 if (!pl->ob) 354 if (!pl->ob || !pl->ns)
975 continue; 355 continue;
976 356
977 if (pl->ob->speed_left > 0) 357 if (pl->ob->speed_left > 0)
978 {
979 if (handle_newcs_player (pl->ob)) 358 if (handle_newcs_player (pl->ob))
980 flag = 1; 359 flag = 1;
981 } /* end if player has speed left */
982 360
983 /* If the player is not actively playing, don't make a 361 /* If the player is not actively playing, don't make a
984 * backup save - nothing to save anyway. Plus, the 362 * backup save - nothing to save anyway. Plus, the
985 * map may not longer be valid. This can happen when the 363 * map may not longer be valid. This can happen when the
986 * player quits - they exist for purposes of tracking on the map, 364 * player quits - they exist for purposes of tracking on the map,
991 369
992#ifdef AUTOSAVE 370#ifdef AUTOSAVE
993 /* 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
994 * the player is logging in. 372 * the player is logging in.
995 */ 373 */
996 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)
997 { 375 {
998 save_player (pl->ob, 1); 376 pl->ob->contr->save ();
999 pl->last_save_tick = pticks; 377 pl->last_save_tick = pticks;
1000 } 378 }
1001#endif 379#endif
1002 } /* end of for loop for all the players */ 380 } /* end of for loop for all the players */
1003 } /* for flag */ 381 } /* for flag */
1004 382
1005 for (player *pl = first_player; pl; pl = pl->next) 383 for_all_players (pl)
1006 { 384 {
385 if (!pl->ob || !pl->ns)
386 continue;
387
1007 if (settings.casting_time) 388 if (settings.casting_time)
1008 { 389 {
1009 if (pl->ob->casting_time > 0) 390 if (pl->ob->casting_time > 0)
1010 { 391 {
1011 pl->ob->casting_time--; 392 pl->ob->casting_time--;
1023 404
1024static void 405static void
1025process_players2 () 406process_players2 ()
1026{ 407{
1027 /* 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 */
1028 for (player *pl = first_player; pl; pl = pl->next) 409 for_all_players (pl)
1029 { 410 {
1030 /* 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 -
1031 * this isn't called until after the player has finished there 412 * this isn't called until after the player has finished there
1032 * 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
1033 * checking. 414 * checking.
1051void 432void
1052process_events () 433process_events ()
1053{ 434{
1054 object *op; 435 object *op;
1055 436
1056 static object *marker; 437 static object_ptr marker_;
1057 438
1058 if (!marker) 439 if (!marker_)
1059 marker = object::create (); 440 marker_ = object::create ();
441
442 object *marker = marker_;
1060 443
1061 process_players1 (); 444 process_players1 ();
1062 445
1063 marker->active_next = active_objects; 446 marker->active_next = active_objects;
1064 447
1065 if (marker->active_next) 448 if (marker->active_next)
1066 marker->active_next->active_prev = marker; 449 marker->active_next->active_prev = marker;
1067 450
1068 marker->active_prev = NULL; 451 marker->active_prev = 0;
1069 active_objects = marker; 452 active_objects = marker;
1070 453
1071 while (marker->active_next) 454 while (marker->active_next)
1072 { 455 {
1073 op = marker->active_next; 456 op = marker->active_next;
1090 473
1091 /* Now process op */ 474 /* Now process op */
1092 if (QUERY_FLAG (op, FLAG_FREED)) 475 if (QUERY_FLAG (op, FLAG_FREED))
1093 { 476 {
1094 LOG (llevError, "BUG: process_events(): Free object on list\n"); 477 LOG (llevError, "BUG: process_events(): Free object on list\n");
1095 op->speed = 0; 478 op->set_speed (0);
1096 update_ob_speed (op);
1097 continue; 479 continue;
1098 } 480 }
1099 481
1100 /* 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,
1101 * 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
1119 501
1120 if (!op->speed) 502 if (!op->speed)
1121 { 503 {
1122 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 504 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1123 "but is on active list\n", &op->arch->name); 505 "but is on active list\n", &op->arch->name);
1124 update_ob_speed (op); 506 op->set_speed (0);
1125 continue; 507 continue;
1126 } 508 }
1127 509
1128 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP) 510 if (op->map == NULL && op->env == NULL && op->name && op->type != MAP)
1129 { 511 {
1130 LOG (llevError, "BUG: process_events(): Object without map or " 512 LOG (llevError, "BUG: process_events(): Object without map or "
1131 "inventory is on active list: %s (%d)\n", &op->name, op->count); 513 "inventory is on active list: %s (%d)\n", &op->name, op->count);
1132 op->speed = 0; 514 op->set_speed (0);
1133 update_ob_speed (op);
1134 continue; 515 continue;
1135 } 516 }
1136 517
1137 /* Animate the object. Bug or feature that anim_speed 518 /* Animate the object. Bug or feature that anim_speed
1138 * is based on ticks, and not the creatures speed? 519 * is based on ticks, and not the creatures speed?
1139 */ 520 */
1140 if (op->anim_speed && op->last_anim >= op->anim_speed) 521 if (op->anim_speed && op->last_anim >= op->anim_speed)
1141 { 522 {
1142 if ((op->type == PLAYER) || (op->type == MONSTER)) 523 if ((op->type == PLAYER))
1143 animate_object (op, op->facing); 524 animate_object (op, op->facing);
1144 else 525 else
1145 animate_object (op, op->direction); 526 animate_object (op, op->direction);
1146 527
1147 op->last_anim = 1; 528 op->last_anim = 1;
1186 active_objects = NULL; 567 active_objects = NULL;
1187 568
1188 process_players2 (); 569 process_players2 ();
1189} 570}
1190 571
572/* clean up everything before exiting */
1191void 573void
1192clean_tmp_files (void) 574emergency_save ()
1193{ 575{
1194 maptile *m, *next; 576 LOG (llevDebug, "emergency save begin.\n");
1195 577
1196 LOG (llevInfo, "Cleaning up...\n"); 578 LOG (llevDebug, "saving players.\n");
579 for_all_players (pl)
580 pl->save (1);
1197 581
1198 /* We save the maps - it may not be intuitive why, but if there are unique 582// for_all_players (pl)
1199 * items, we need to save the map so they get saved off. Perhaps we should 583// if (pl->ob)
1200 * just make a special function that only saves the unique items. 584// pl->ob->remove ();
1201 */ 585
1202 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)
1203 { 621 {
1204 next = m->next; 622 if (pl->ob->type != DEAD_OBJECT)
1205 if (m->in_memory == MAP_IN_MEMORY)
1206 { 623 {
1207 /* 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
1208 * update the log file. Otherwise, save the map (mostly for unique item 625 * inconsistencies by showing that they have left the game
1209 * stuff). Note that the clean_tmp_map is called after the end of
1210 * the for loop but is in the #else bracket. IF we are recycling the maps,
1211 * we certainly don't want the temp maps removed.
1212 */ 626 */
1213 627 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1214 /* XXX The above comment is dead wrong */ 628 && draw_exit)
1215 if (settings.recycle_tmp_maps == TRUE)
1216 swap_map (m);
1217 else
1218 { 629 {
1219 new_save_map (m, 0); /* note we save here into a overlay map */ 630 if (pl->ob->map)
1220 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);
1221 } 640 }
1222 }
1223 }
1224 write_todclock (); /* lets just write the clock here */
1225}
1226 641
1227/* clean up everything before exiting */ 642 pl->ob->remove ();
1228void 643 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1229cleanup (void) 644 }
1230{
1231 LOG (llevDebug, "Cleanup called.\n");
1232 645
1233 for (player *pl = first_player; pl != NULL; pl = pl->next)
1234 save_player (pl->ob, 0);
1235
1236 for (player *pl = first_player; pl != NULL; pl = pl->next)
1237 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1238 leave_map (pl->ob);
1239
1240 clean_tmp_files ();
1241 write_book_archive ();
1242
1243 INVOKE_GLOBAL (CLEANUP);
1244
1245 _exit (0);
1246}
1247
1248void
1249leave (player *pl, int draw_exit)
1250{
1251 if (pl != NULL)
1252 {
1253 /* 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
1254 * cleanup. We also leave that loop to actually handle the freeing 647 * cleanup. We also leave that loop to actually handle the freeing
1255 * of the data. 648 * of the data.
1256 */ 649 */
1257 if (pl->ob->type != DEAD_OBJECT) 650 if (pl->ns)
1258 { 651 pl->ns->destroy ();
1259 pl->socket->status = Ns_Dead;
1260 652
1261 /* If a hidden dm dropped connection do not create
1262 * inconsistencies by showing that they have left the game
1263 */
1264 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1265 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1266 {
1267 if (pl->ob->map)
1268 {
1269 INVOKE_PLAYER (LOGOUT, pl);
1270 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket->host);
1271 }
1272
1273 char buf[MAX_BUF];
1274
1275 sprintf (buf, "%s left the game.", &pl->ob->name);
1276 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1277 }
1278
1279 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1280 leave_map (pl->ob);
1281
1282 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1283 }
1284 } 653 }
1285} 654}
1286 655
1287int 656int
1288forbid_play (void) 657forbid_play (void)
1357 tick_the_clock (); 726 tick_the_clock ();
1358 727
1359 if (!(pticks % 7)) 728 if (!(pticks % 7))
1360 shstr::gc (); 729 shstr::gc ();
1361 730
1362 if (!(pticks % 79))
1363 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1364
1365 if (!(pticks % 2503)) 731 if (!(pticks % 2503))
1366 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 732 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1367 733
1368 if (!(pticks % 5003)) 734 if (!(pticks % 5003))
1369 write_book_archive (); 735 write_book_archive ();
1379} 745}
1380 746
1381void 747void
1382server_tick () 748server_tick ()
1383{ 749{
1384 nroferrors = 0;
1385
1386 // first do the user visible stuff 750 // first do the user visible stuff
1387 doeric_server (); 751 doeric_server ();
1388 INVOKE_GLOBAL (CLOCK); 752 INVOKE_GLOBAL (CLOCK);
1389 process_events (); /* "do" something with objects with speed */ 753 process_events (); /* "do" something with objects with speed */
1390 flush_sockets (); 754 flush_sockets ();
1391 755
1392 // then do some bookkeeping, should not really be here 756 // then do some bookkeeping, should not really be here
1393 check_active_maps (); /* Removes unused maps after a certain timeout */
1394 do_specials (); /* Routines called from time to time. */ 757 do_specials (); /* Routines called from time to time. */
1395 object::free_mortals (); 758 attachable::check_mortals ();
1396 759
1397 ++pticks; 760 ++pticks;
1398} 761}
1399 762
1400int 763int
1409 772
1410 for (;;) 773 for (;;)
1411 cfperl_main (); 774 cfperl_main ();
1412 775
1413 // unreached 776 // unreached
1414 emergency_save (0);
1415 cleanup (); 777 cleanup ();
1416 778
1417 return 0; 779 return 0;
1418} 780}

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