ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/main.C
(Generate patch)

Comparing deliantra/server/server/main.C (file contents):
Revision 1.47 by root, Mon Dec 18 02:35:01 2006 UTC vs.
Revision 1.62 by root, Sat Dec 30 10:16:11 2006 UTC

128 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");
129 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.");
130 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.)");
131} 131}
132 132
133void
134start_info (object *op)
135{
136 char buf[MAX_BUF];
137
138 sprintf (buf, "Welcome to Crossfire, v%s!", VERSION);
139 new_draw_info (NDI_UNIQUE, 0, op, buf);
140 new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
141 new_draw_info (NDI_UNIQUE, 0, op, " ");
142 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, op, "%s entered the game.", &op->name);
143 if (!op->contr->name_changed)
144 {
145 new_draw_info (NDI_UNIQUE, 0, op, "Note that you must set your name with the name");
146 new_draw_info (NDI_UNIQUE, 0, op, "command to enter the highscore list.");
147 new_draw_info (NDI_UNIQUE, 0, op, "(You can also use the crossfire.name X-resource.)");
148 }
149}
150
151/* Really, there is no reason to crypt the passwords any system. But easier
152 * to just leave this enabled for backward compatibility. Put the
153 * simple case at top - no encryption - makes it easier to read.
154 */
155char *
156crypt_string (char *str, char *salt)
157{
158#if (defined(__FreeBSD__) && !defined(HAVE_LIBDES))
159 return (str);
160#else
161 static char *c = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
162 char s[2];
163
164 if (salt == NULL)
165 s[0] = c[RANDOM () % (int) strlen (c)], s[1] = c[RANDOM () % (int) strlen (c)];
166 else
167 s[0] = salt[0], s[1] = salt[1];
168
169# ifdef HAVE_LIBDES
170 return (char *) des_crypt (str, s);
171# endif
172 /* Default case - just use crypt */
173 return (char *) crypt (str, s);
174#endif
175}
176
177int
178check_password (char *typed, char *crypted)
179{
180 return !strcmp (crypt_string (typed, crypted), crypted);
181}
182
183/* 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
184 * savebed. We do some error checking - its possible that the 134 * savebed. We do some error checking - its possible that the
185 * 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
186 * goes someplace. 136 * goes someplace.
187 */ 137 */
194 tmp = object::create (); 144 tmp = object::create ();
195 145
196 EXIT_PATH (tmp) = op->contr->savebed_map; 146 EXIT_PATH (tmp) = op->contr->savebed_map;
197 EXIT_X (tmp) = op->contr->bed_x; 147 EXIT_X (tmp) = op->contr->bed_x;
198 EXIT_Y (tmp) = op->contr->bed_y; 148 EXIT_Y (tmp) = op->contr->bed_y;
199 enter_exit (op, tmp); 149 op->enter_exit (tmp);
150
200 /* If the player has not changed maps and the name does not match 151 /* If the player has not changed maps and the name does not match
201 * that of the savebed, his savebed map is gone. Lets go back 152 * that of the savebed, his savebed map is gone. Lets go back
202 * to the emergency path. Update what the players savebed is 153 * to the emergency path. Update what the players savebed is
203 * while we're at it. 154 * while we're at it.
204 */ 155 */
156 //TODO: must go - move to interim map
205 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path)) 157 if (oldmap == op->map && strcmp (op->contr->savebed_map, oldmap->path))
206 { 158 {
207 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",
208 settings.emergency_mapname, &op->name, op->contr->savebed_map); 160 &op->name, op->contr->savebed_map);
209 strcpy (op->contr->savebed_map, settings.emergency_mapname); 161 strcpy (op->contr->savebed_map, "/world/world_105_115");
210 op->contr->bed_x = settings.emergency_x; 162 op->contr->bed_x = 5;
211 op->contr->bed_y = settings.emergency_y; 163 op->contr->bed_y = 37;
212 EXIT_PATH (tmp) = op->contr->savebed_map; 164 EXIT_PATH (tmp) = op->contr->savebed_map;
213 EXIT_X (tmp) = op->contr->bed_x; 165 EXIT_X (tmp) = op->contr->bed_x;
214 EXIT_Y (tmp) = op->contr->bed_y; 166 EXIT_Y (tmp) = op->contr->bed_y;
215 enter_exit (op, tmp); 167 op->enter_exit (tmp);
216 } 168 }
217 169
218 tmp->destroy (); 170 tmp->destroy ();
219} 171}
220 172
221/* All this really is is a glorified remove_object that also updates
222 * the counts on the map if needed.
223 */
224void
225leave_map (object *op)
226{
227 maptile *oldmap = op->map;
228
229 op->remove ();
230
231 if (oldmap)
232 {
233 if (!op->contr->hidden)
234 oldmap->players--;
235
236 if (oldmap->players <= 0)
237 /* can be less than zero due to errors in tracking this */
238 set_map_timeout (oldmap);
239 }
240}
241
242/* 173/*
243 * 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
244 * 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
245 * 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
246 * whatever reason. If default map coordinates are to be used, then 177 * whatever reason. If default map coordinates are to be used, then
247 * the function that calls this should figure them out. 178 * the function that calls this should figure them out.
248 */ 179 */
249static void 180void
250enter_map (object *op, maptile *newmap, int x, int y) 181object::enter_map (maptile *newmap, int x, int y)
251{ 182{
252 maptile *oldmap = op->map; 183 if (!newmap->load ())
184 return;
253 185
254 if (out_of_map (newmap, x, y)) 186 if (out_of_map (newmap, x, y))
255 { 187 {
256 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);
257 x = MAP_ENTER_X (newmap); 189 x = newmap->enter_x;
258 y = MAP_ENTER_Y (newmap); 190 y = newmap->enter_y;
259 if (out_of_map (newmap, x, y)) 191 if (out_of_map (newmap, x, y))
260 { 192 {
261 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",
262 newmap->path, x, y, MAP_WIDTH (newmap), MAP_HEIGHT (newmap)); 194 &newmap->path, x, y, newmap->width, newmap->height);
263 new_draw_info (NDI_UNIQUE, 0, op, "The exit is closed"); 195 new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed");
264 return; 196 return;
265 } 197 }
266 } 198 }
267 199
268 /* try to find a spot for the player */ 200 /* try to find a spot for the player */
269 if (ob_blocked (op, newmap, x, y)) 201 if (ob_blocked (this, newmap, x, y))
270 { /* First choice blocked */ 202 { /* First choice blocked */
271 /* 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.
272 * 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,
273 * 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
274 * if other spaces around are available. 206 * if other spaces around are available.
275 * 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
276 * 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.
277 */ 209 */
278 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);
279 211
280 if (i == -1) 212 if (i == -1)
281 { 213 {
282 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE2 + 1); 214 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1);
283 if (i == -1) 215 if (i == -1)
284 i = find_free_spot (op, newmap, x, y, 1, SIZEOFFREE); 216 i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE);
285 } 217 }
286 218
287 if (i != -1) 219 if (i != -1)
288 { 220 {
289 x += freearr_x[i]; 221 x += freearr_x[i];
290 y += freearr_y[i]; 222 y += freearr_y[i];
291 } 223 }
292 else 224 else
293 {
294 /* not much we can do in this case. */ 225 /* not much we can do in this case. */
295 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);
296 } 227 }
297 } /* end if looking for free spot */
298 228
299 if (op->map) 229 if (map)
300 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 230 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
301 return; 231 return;
302 232
303 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)))
304 return; 234 return;
305 235
306 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)))
307 return; 237 return;
308 238
309 /* 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.
310 * otherwise, we need to deal with removing the player here. 240 * otherwise, we need to deal with removing the player here.
311 */ 241 */
312 op->remove (); 242 remove ();
313 243
314 /* remove_ob clears these so they must be reset after the remove_ob call */
315 op->x = x; 244 this->x = x;
316 op->y = y; 245 this->y = y;
317 op->map = newmap; 246 map = newmap;
318 247
319 insert_ob_in_map (op, op->map, NULL, INS_NO_WALK_ON); 248 insert_ob_in_map (this, map, 0, INS_NO_WALK_ON);
320
321 if (!op->contr->hidden)
322 newmap->players++;
323 249
324 newmap->timeout = 0; 250 newmap->timeout = 0;
325 op->enemy = NULL; 251 enemy = NULL;
326 252
327 if (op->contr) 253 if (contr)
328 { 254 {
329 strcpy (op->contr->maplevel, newmap->path); 255 strcpy (contr->maplevel, newmap->path);
330 op->contr->count = 0; 256 contr->count = 0;
331 } 257 }
332 258
333 /* Update any golems */ 259 /* Update any golems */
334 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL) 260 if (type == PLAYER && contr->ranges[range_golem])
335 { 261 {
336 int i = find_free_spot (op->contr->ranges[range_golem], newmap, 262 int i = find_free_spot (contr->ranges[range_golem], newmap,
337 x, y, 1, SIZEOFFREE); 263 x, y, 1, SIZEOFFREE);
338 264
339 op->contr->ranges[range_golem]->remove (); 265 contr->ranges[range_golem]->remove ();
340 266
341 if (i == -1) 267 if (i == -1)
342 { 268 {
343 remove_friendly_object (op->contr->ranges[range_golem]); 269 remove_friendly_object (contr->ranges[range_golem]);
344 op->contr->ranges[range_golem]->destroy (); 270 contr->ranges[range_golem]->destroy ();
345 op->contr->ranges[range_golem] = 0; 271 contr->ranges[range_golem] = 0;
346 } 272 }
347 else 273 else
348 { 274 {
349 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)
350 { 276 {
351 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);
352 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);
353 tmp->map = newmap; 279 tmp->map = newmap;
354 } 280 }
355 281
356 insert_ob_in_map (op->contr->ranges[range_golem], newmap, NULL, 0); 282 insert_ob_in_map (contr->ranges[range_golem], newmap, NULL, 0);
357 op->contr->ranges[range_golem]->direction = 283 contr->ranges[range_golem]->direction =
358 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);
359 } 285 }
360 } 286 }
361 287
362 op->direction = 0; 288 direction = 0;
363 289
364 /* since the players map is already loaded, we don't need to worry 290 /* since the players map is already loaded, we don't need to worry
365 * about pending objects. 291 * about pending objects.
366 */ 292 */
367 remove_all_pets (newmap); 293 remove_all_pets (newmap);
368
369 /* If the player is changing maps, we need to do some special things
370 * Do this after the player is on the new map - otherwise the force swap of the
371 * old map does not work.
372 */
373 if (oldmap != newmap)
374 {
375 if (oldmap) /* adjust old map */
376 {
377 oldmap->players--;
378
379 if (oldmap->players <= 0) /* can be less than zero due to errors in tracking this */
380 set_map_timeout (oldmap);
381 }
382 }
383} 294}
384
385void
386set_map_timeout (maptile *oldmap)
387{
388#if MAP_MAXTIMEOUT
389 oldmap->timeout = MAP_TIMEOUT (oldmap);
390 /* Do MINTIMEOUT first, so that MAXTIMEOUT is used if that is
391 * lower than the min value.
392 */
393# if MAP_MINTIMEOUT
394 if (oldmap->timeout < MAP_MINTIMEOUT)
395 oldmap->timeout = MAP_MINTIMEOUT;
396# endif
397
398 if (oldmap->timeout > MAP_MAXTIMEOUT)
399 oldmap->timeout = MAP_MAXTIMEOUT;
400
401#else
402 /* save out the map */
403 swap_map (oldmap);
404#endif /* MAP_MAXTIMEOUT */
405}
406
407 295
408/* clean_path takes a path and replaces all / with _ 296/* clean_path takes a path and replaces all / with _
409 * 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.
410 */ 298 */
411char * 299char *
418 if (*cp == '/') 306 if (*cp == '/')
419 *cp = '_'; 307 *cp = '_';
420 308
421 return newpath; 309 return newpath;
422} 310}
423
424 311
425/* unclean_path takes a path and replaces all _ with / 312/* unclean_path takes a path and replaces all _ with /
426 * This basically undoes clean path. 313 * This basically undoes clean path.
427 * 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.
428 * 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
442 *cp = '/'; 329 *cp = '/';
443 330
444 return newpath; 331 return newpath;
445} 332}
446 333
447
448/* The player is trying to enter a randomly generated map. In this case, generate the
449 * random map as needed.
450 */
451
452static void
453enter_random_map (object *pl, object *exit_ob)
454{
455 maptile *new_map;
456 char newmap_name[HUGE_BUF], *cp;
457 static int reference_number = 0;
458 RMParms rp;
459
460 memset (&rp, 0, sizeof (RMParms));
461 rp.Xsize = -1;
462 rp.Ysize = -1;
463 rp.region = get_region_by_map (exit_ob->map);
464 if (exit_ob->msg)
465 set_random_map_variable (&rp, exit_ob->msg);
466 rp.origin_x = exit_ob->x;
467 rp.origin_y = exit_ob->y;
468 strcpy (rp.origin_map, pl->map->path);
469
470 /* If we have a final_map, use it as a base name to give some clue
471 * as where the player is. Otherwise, use the origin map.
472 * Take the last component (after the last slash) to give
473 * shorter names without bogus slashes.
474 */
475 if (rp.final_map[0])
476 {
477 cp = strrchr (rp.final_map, '/');
478 if (!cp)
479 cp = rp.final_map;
480 }
481 else
482 {
483 char buf[HUGE_BUF];
484
485 cp = strrchr (rp.origin_map, '/');
486 if (!cp)
487 cp = rp.origin_map;
488 /* Need to strip of any trailing digits, if it has them */
489 strcpy (buf, cp);
490 while (isdigit (buf[strlen (buf) - 1]))
491 buf[strlen (buf) - 1] = 0;
492 cp = buf;
493 }
494
495 sprintf (newmap_name, "/random/%s%04d", cp + 1, reference_number++);
496
497 /* now to generate the actual map. */
498 new_map = generate_random_map (newmap_name, &rp);
499
500 /* Update the exit_ob so it now points directly at the newly created
501 * random maps. Not that it is likely to happen, but it does mean that a
502 * exit in a unique map leading to a random map will not work properly.
503 * It also means that if the created random map gets reset before
504 * the exit leading to it, that the exit will no longer work.
505 */
506 if (new_map)
507 {
508 int x, y;
509
510 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
511 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
512 EXIT_PATH (exit_ob) = newmap_name;
513 strcpy (new_map->path, newmap_name);
514 enter_map (pl, new_map, x, y);
515 }
516}
517
518/* The player is trying to enter a non-randomly generated template map. In this
519 * case, use a map file for a template
520 */
521
522static void
523enter_fixed_template_map (object *pl, object *exit_ob)
524{
525 maptile *new_map;
526 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
527 const char *new_map_name;
528
529 /* Split the exit path string into two parts, one
530 * for where to store the map, and one for were
531 * to generate the map from.
532 */
533 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
534 sourcemap = strchr (exitpath, '!');
535 if (!sourcemap)
536 {
537 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
538 /* Should only occur when no source map is set.
539 */
540 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
541 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
542 return;
543 }
544
545 *sourcemap++ = '\0';
546
547 /* If we are not coming from a template map, we can use relative directories
548 * for the map to generate from.
549 */
550 if (!exit_ob->map->templatemap)
551 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
552
553 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
554 * of the exit, and the name of the map the exit is on, respectively.
555 */
556 sprintf (tmpnum, "%d", exit_ob->x);
557 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
558
559 sprintf (tmpnum, "%d", exit_ob->y);
560 sprintf (tmpstring, "%s", resultname);
561 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
562
563 sprintf (tmpstring, "%s", resultname);
564 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
565
566 /* If we are coming from another template map, use reletive paths unless
567 * indicated otherwise.
568 */
569 if (exit_ob->map->templatemap && (resultname[0] != '/'))
570 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
571 else
572 new_map_name = create_template_pathname (resultname);
573
574 /* Attempt to load the map, if unable to, then
575 * create the map from the template.
576 */
577 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
578 if (!new_map)
579 {
580 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
581 if (new_map)
582 fix_auto_apply (new_map);
583 }
584
585 if (new_map)
586 {
587 /* set the path of the map to where it should be
588 * so we don't just save over the source map.
589 */
590 strcpy (new_map->path, new_map_name);
591 new_map->templatemap = 1;
592 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
593 }
594 else
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
597 /* Should only occur when an invalid source map is set.
598 */
599 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
600 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
601 }
602}
603
604/* The player is trying to enter a randomly generated template map. In this
605 * case, generate the map as needed.
606 */
607
608static void
609enter_random_template_map (object *pl, object *exit_ob)
610{
611 maptile *new_map;
612 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
613 const char *new_map_name;
614 RMParms rp;
615
616 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
617 * of the exit, and the name of the map the exit is on, respectively.
618 */
619 sprintf (tmpnum, "%d", exit_ob->x);
620 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
621
622 sprintf (tmpnum, "%d", exit_ob->y);
623 sprintf (tmpstring, "%s", resultname);
624 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
625
626 sprintf (tmpstring, "%s", resultname);
627 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
628
629 /* If we are coming from another template map, use reletive paths unless
630 * indicated otherwise.
631 */
632 if (exit_ob->map->templatemap && (resultname[0] != '/'))
633 {
634 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
635 }
636 else
637 {
638 new_map_name = create_template_pathname (resultname);
639 }
640
641 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
642 if (!new_map)
643 {
644 memset (&rp, 0, sizeof (RMParms));
645 rp.Xsize = -1;
646 rp.Ysize = -1;
647 rp.region = get_region_by_map (exit_ob->map);
648 if (exit_ob->msg)
649 set_random_map_variable (&rp, exit_ob->msg);
650 rp.origin_x = exit_ob->x;
651 rp.origin_y = exit_ob->y;
652 strcpy (rp.origin_map, pl->map->path);
653
654 /* now to generate the actual map. */
655 new_map = generate_random_map (new_map_name, &rp);
656 }
657
658
659 /* Update the exit_ob so it now points directly at the newly created
660 * random maps. Not that it is likely to happen, but it does mean that a
661 * exit in a unique map leading to a random map will not work properly.
662 * It also means that if the created random map gets reset before
663 * the exit leading to it, that the exit will no longer work.
664 */
665 if (new_map)
666 {
667 int x, y;
668
669 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
670 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
671 new_map->templatemap = 1;
672 enter_map (pl, new_map, x, y);
673 }
674}
675
676
677/* Code to enter/detect a character entering a unique map.
678 */
679static void
680enter_unique_map (object *op, object *exit_ob)
681{
682 char apartment[HUGE_BUF];
683 maptile *newmap;
684
685 if (EXIT_PATH (exit_ob)[0] == '/')
686 {
687 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
688 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
689 if (!newmap)
690 {
691 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
692 if (newmap)
693 fix_auto_apply (newmap);
694 }
695 }
696 else
697 { /* relative directory */
698 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
699
700 if (exit_ob->map->unique)
701 {
702
703 strcpy (reldir, unclean_path (exit_ob->map->path));
704
705 /* Need to copy this over, as clean_path only has one static return buffer */
706 strcpy (tmpc, clean_path (reldir));
707 /* Remove final component, if any */
708 if ((cp = strrchr (tmpc, '_')) != NULL)
709 *cp = 0;
710
711 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
712
713 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
714 if (!newmap)
715 {
716 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
717 if (newmap)
718 fix_auto_apply (newmap);
719 }
720 }
721 else
722 {
723 /* The exit is unique, but the map we are coming from is not unique. So
724 * use the basic logic - don't need to demangle the path name
725 */
726 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
727 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
728 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
729 if (!newmap)
730 {
731 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
732 if (newmap)
733 fix_auto_apply (newmap);
734 }
735 }
736 }
737
738 if (newmap)
739 {
740 strcpy (newmap->path, apartment);
741 newmap->unique = 1;
742 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
743 }
744 else
745 {
746 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
747 /* Perhaps not critical, but I would think that the unique maps
748 * should be new enough this does not happen. This also creates
749 * a strange situation where some players could perhaps have visited
750 * such a map before it was removed, so they have the private
751 * map, but other players can't get it anymore.
752 */
753 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
754 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
755 }
756
757}
758
759
760/* Tries to move 'op' to exit_ob. op is the character or monster that is
761 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
762 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
763 * move the object to. This is used when loading the player.
764 *
765 * Largely redone by MSW 2001-01-21 - this function was overly complex
766 * and had some obscure bugs.
767 */
768
769void
770enter_exit (object *op, object *exit_ob)
771{
772#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
773 object *tmp;
774
775 /* It may be nice to support other creatures moving across
776 * exits, but right now a lot of the code looks at op->contr,
777 * so that is an RFE.
778 */
779 if (op->type != PLAYER)
780 return;
781
782 /* First, lets figure out what map the player is going to go to */
783 if (exit_ob)
784 {
785 /* check to see if we make a template map */
786 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
787 {
788 if (EXIT_PATH (exit_ob)[2] == '!')
789 {
790 /* generate a template map randomly */
791 enter_random_template_map (op, exit_ob);
792 }
793 else
794 {
795 /* generate a template map from a fixed template */
796 enter_fixed_template_map (op, exit_ob);
797 }
798 }
799 /* check to see if we make a randomly generated map */
800 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
801 {
802 enter_random_map (op, exit_ob);
803 }
804 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
805 {
806 enter_unique_map (op, exit_ob);
807 }
808 else
809 {
810 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
811
812 /* 'Normal' exits that do not do anything special
813 * Simple enough we don't need another routine for it.
814 */
815 maptile *newmap;
816
817 if (exit_ob->map)
818 {
819 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
820 /* Random map was previously generated, but is no longer about. Lets generate a new
821 * map.
822 */
823 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
824 {
825 /* Maps that go down have a message set. However, maps that go
826 * up, don't. If the going home has reset, there isn't much
827 * point generating a random map, because it won't match the maps.
828 */
829 if (exit_ob->msg)
830 {
831 enter_random_map (op, exit_ob);
832 }
833 else
834 {
835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
836 return;
837 }
838
839 /* For exits that cause damages (like pits). Don't know if any
840 * random maps use this or not.
841 */
842 if (exit_ob->stats.dam && op->type == PLAYER)
843 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
844 return;
845 }
846 }
847 else
848 {
849 /* For word of recall and other force objects
850 * They contain the full pathname of the map to go back to,
851 * so we don't need to normalize it.
852 * But we do need to see if it is unique or not
853 */
854 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
855 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
856 else
857 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
858 }
859 if (!newmap)
860 {
861 if (exit_ob->name)
862 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
863 /* don't cry to momma if name is not set - as in tmp objects
864 * used by the savebed code and character creation */
865 return;
866 }
867
868 /* This supports the old behaviour, but it really should not be used.
869 * I will note for example that with this method, it is impossible to
870 * set 0,0 destination coordinates. Really, if we want to support
871 * using the new maps default coordinates, the exit ob should use
872 * something like -1, -1 so it is clear to do that.
873 */
874 if (x == 0 && y == 0)
875 {
876 x = MAP_ENTER_X (newmap);
877 y = MAP_ENTER_Y (newmap);
878 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
879 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
880 }
881
882 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
883 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
884 {
885 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
886 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
887 {
888 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
889 break;
890 }
891 if (tmp)
892 {
893 tmp->remove ();
894 tmp->destroy ();
895 }
896
897 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
898 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
899 save_player (op, 1);
900 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
901 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
902 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
903 }
904
905 enter_map (op, newmap, x, y);
906 }
907 /* For exits that cause damages (like pits) */
908 if (exit_ob->stats.dam && op->type == PLAYER)
909 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
910 }
911 else
912 {
913 int flags = 0;
914 maptile *newmap;
915
916 /* Hypothetically, I guess its possible that a standard map matches
917 * the localdir, but that seems pretty unlikely - unlikely enough that
918 * I'm not going to attempt to try to deal with that possibility.
919 * We use the fact that when a player saves on a unique map, it prepends
920 * the localdir to that name. So its an easy way to see of the map is
921 * unique or not.
922 */
923 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
924 flags = MAP_PLAYER_UNIQUE;
925
926 /* newmap returns the map (if already loaded), or loads it for
927 * us.
928 */
929 newmap = ready_map_name (op->contr->maplevel, flags);
930 if (!newmap)
931 {
932 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
933 newmap = ready_map_name (settings.emergency_mapname, 0);
934 op->x = settings.emergency_x;
935 op->y = settings.emergency_y;
936 /* If we can't load the emergency map, something is probably really
937 * screwed up, so bail out now.
938 */
939 if (!newmap)
940 {
941 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
942 abort ();
943 }
944 }
945
946 enter_map (op, newmap, op->x, op->y);
947 }
948}
949
950/* process_players1 and process_players2 do all the player related stuff. 334/* process_players1 and process_players2 do all the player related stuff.
951 * 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
952 * 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
953 * by the various functions. process_players1() does the processing before 337 * by the various functions. process_players1() does the processing before
954 * objects have been updated, process_players2() does the processing that 338 * objects have been updated, process_players2() does the processing that
956 */ 340 */
957static void 341static void
958process_players1 () 342process_players1 ()
959{ 343{
960 int flag; 344 int flag;
345
961 /* 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. */
962 for (flag = 1; flag != 0;) 347 for (flag = 1; flag != 0;)
963 { 348 {
964 flag = 0; 349 flag = 0;
965 for (player *plnext, *pl = first_player; pl; pl = plnext) 350 for_all_players (pl)
966 { 351 {
967 plnext = pl->next; /* In case a player exits the game in handle_player() */ 352 pl->refcnt_chk ();
968 353
969 if (!pl->ob) 354 if (!pl->ob || !pl->ns)
970 continue; 355 continue;
971 356
972 if (pl->ob->speed_left > 0) 357 if (pl->ob->speed_left > 0)
973 {
974 if (handle_newcs_player (pl->ob)) 358 if (handle_newcs_player (pl->ob))
975 flag = 1; 359 flag = 1;
976 } /* end if player has speed left */
977 360
978 /* If the player is not actively playing, don't make a 361 /* If the player is not actively playing, don't make a
979 * backup save - nothing to save anyway. Plus, the 362 * backup save - nothing to save anyway. Plus, the
980 * map may not longer be valid. This can happen when the 363 * map may not longer be valid. This can happen when the
981 * player quits - they exist for purposes of tracking on the map, 364 * player quits - they exist for purposes of tracking on the map,
986 369
987#ifdef AUTOSAVE 370#ifdef AUTOSAVE
988 /* 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
989 * the player is logging in. 372 * the player is logging in.
990 */ 373 */
991 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)
992 { 375 {
993 save_player (pl->ob, 1); 376 pl->ob->contr->save ();
994 pl->last_save_tick = pticks; 377 pl->last_save_tick = pticks;
995 } 378 }
996#endif 379#endif
997 } /* end of for loop for all the players */ 380 } /* end of for loop for all the players */
998 } /* for flag */ 381 } /* for flag */
999 382
1000 for (player *pl = first_player; pl; pl = pl->next) 383 for_all_players (pl)
1001 { 384 {
385 if (!pl->ob || !pl->ns)
386 continue;
387
1002 if (settings.casting_time) 388 if (settings.casting_time)
1003 { 389 {
1004 if (pl->ob->casting_time > 0) 390 if (pl->ob->casting_time > 0)
1005 { 391 {
1006 pl->ob->casting_time--; 392 pl->ob->casting_time--;
1018 404
1019static void 405static void
1020process_players2 () 406process_players2 ()
1021{ 407{
1022 /* 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 */
1023 for (player *pl = first_player; pl; pl = pl->next) 409 for_all_players (pl)
1024 { 410 {
1025 /* 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 -
1026 * this isn't called until after the player has finished there 412 * this isn't called until after the player has finished there
1027 * 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
1028 * checking. 414 * checking.
1046void 432void
1047process_events () 433process_events ()
1048{ 434{
1049 object *op; 435 object *op;
1050 436
1051 static object *marker; 437 static object_ptr marker_;
1052 438
1053 if (!marker) 439 if (!marker_)
1054 marker = object::create (); 440 marker_ = object::create ();
441
442 object *marker = marker_;
1055 443
1056 process_players1 (); 444 process_players1 ();
1057 445
1058 marker->active_next = active_objects; 446 marker->active_next = active_objects;
1059 447
1060 if (marker->active_next) 448 if (marker->active_next)
1061 marker->active_next->active_prev = marker; 449 marker->active_next->active_prev = marker;
1062 450
1063 marker->active_prev = NULL; 451 marker->active_prev = 0;
1064 active_objects = marker; 452 active_objects = marker;
1065 453
1066 while (marker->active_next) 454 while (marker->active_next)
1067 { 455 {
1068 op = marker->active_next; 456 op = marker->active_next;
1085 473
1086 /* Now process op */ 474 /* Now process op */
1087 if (QUERY_FLAG (op, FLAG_FREED)) 475 if (QUERY_FLAG (op, FLAG_FREED))
1088 { 476 {
1089 LOG (llevError, "BUG: process_events(): Free object on list\n"); 477 LOG (llevError, "BUG: process_events(): Free object on list\n");
1090 op->speed = 0; 478 op->set_speed (0);
1091 update_ob_speed (op);
1092 continue; 479 continue;
1093 } 480 }
1094 481
1095 /* 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,
1096 * 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
1114 501
1115 if (!op->speed) 502 if (!op->speed)
1116 { 503 {
1117 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 504 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1118 "but is on active list\n", &op->arch->name); 505 "but is on active list\n", &op->arch->name);
1119 update_ob_speed (op); 506 op->set_speed (0);
1120 continue; 507 continue;
1121 } 508 }
1122 509
1123 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)
1124 { 511 {
1125 LOG (llevError, "BUG: process_events(): Object without map or " 512 LOG (llevError, "BUG: process_events(): Object without map or "
1126 "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);
1127 op->speed = 0; 514 op->set_speed (0);
1128 update_ob_speed (op);
1129 continue; 515 continue;
1130 } 516 }
1131 517
1132 /* Animate the object. Bug or feature that anim_speed 518 /* Animate the object. Bug or feature that anim_speed
1133 * is based on ticks, and not the creatures speed? 519 * is based on ticks, and not the creatures speed?
1134 */ 520 */
1135 if (op->anim_speed && op->last_anim >= op->anim_speed) 521 if (op->anim_speed && op->last_anim >= op->anim_speed)
1136 { 522 {
1137 if ((op->type == PLAYER) || (op->type == MONSTER)) 523 if ((op->type == PLAYER))
1138 animate_object (op, op->facing); 524 animate_object (op, op->facing);
1139 else 525 else
1140 animate_object (op, op->direction); 526 animate_object (op, op->direction);
1141 527
1142 op->last_anim = 1; 528 op->last_anim = 1;
1181 active_objects = NULL; 567 active_objects = NULL;
1182 568
1183 process_players2 (); 569 process_players2 ();
1184} 570}
1185 571
572/* clean up everything before exiting */
1186void 573void
1187clean_tmp_files (void) 574emergency_save ()
1188{ 575{
1189 maptile *m, *next; 576 LOG (llevDebug, "emergency save begin.\n");
1190 577
1191 LOG (llevInfo, "Cleaning up...\n"); 578 LOG (llevDebug, "saving players.\n");
579 for_all_players (pl)
580 pl->save (1);
1192 581
1193 /* We save the maps - it may not be intuitive why, but if there are unique 582// for_all_players (pl)
1194 * items, we need to save the map so they get saved off. Perhaps we should 583// if (pl->ob)
1195 * just make a special function that only saves the unique items. 584// pl->ob->remove ();
1196 */
1197 for (m = first_map; m; m = next)
1198 {
1199 next = m->next;
1200 585
1201 if (m->in_memory == MAP_IN_MEMORY) 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)
621 {
622 if (pl->ob->type != DEAD_OBJECT)
1202 { 623 {
1203 /* 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
1204 * update the log file. 625 * inconsistencies by showing that they have left the game
1205 */ 626 */
627 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
628 && draw_exit)
629 {
630 if (pl->ob->map)
631 {
632 INVOKE_PLAYER (LOGOUT, pl);
633 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->ns->host);
634 }
1206 635
1207 swap_map (m); 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);
1208 } 640 }
1209 }
1210 641
1211 write_todclock (); /* lets just write the clock here */ 642 pl->ob->remove ();
1212} 643 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
644 }
1213 645
1214/* clean up everything before exiting */
1215void
1216cleanup (void)
1217{
1218 LOG (llevDebug, "Cleanup called.\n");
1219
1220 for (player *pl = first_player; pl != NULL; pl = pl->next)
1221 save_player (pl->ob, 0);
1222
1223 for (player *pl = first_player; pl != NULL; pl = pl->next)
1224 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1225 leave_map (pl->ob);
1226
1227 clean_tmp_files ();
1228 write_book_archive ();
1229
1230 INVOKE_GLOBAL (CLEANUP);
1231
1232 _exit (0);
1233}
1234
1235void
1236leave (player *pl, int draw_exit)
1237{
1238 if (pl != NULL)
1239 {
1240 /* 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
1241 * cleanup. We also leave that loop to actually handle the freeing 647 * cleanup. We also leave that loop to actually handle the freeing
1242 * of the data. 648 * of the data.
1243 */ 649 */
1244 if (pl->ob->type != DEAD_OBJECT) 650 if (pl->ns)
1245 { 651 pl->ns->destroy ();
1246 pl->socket->status = Ns_Dead;
1247 652
1248 /* If a hidden dm dropped connection do not create
1249 * inconsistencies by showing that they have left the game
1250 */
1251 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1252 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1253 {
1254 if (pl->ob->map)
1255 {
1256 INVOKE_PLAYER (LOGOUT, pl);
1257 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket->host);
1258 }
1259
1260 char buf[MAX_BUF];
1261
1262 sprintf (buf, "%s left the game.", &pl->ob->name);
1263 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1264 }
1265
1266 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1267 leave_map (pl->ob);
1268
1269 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1270 }
1271 } 653 }
1272} 654}
1273 655
1274int 656int
1275forbid_play (void) 657forbid_play (void)
1344 tick_the_clock (); 726 tick_the_clock ();
1345 727
1346 if (!(pticks % 7)) 728 if (!(pticks % 7))
1347 shstr::gc (); 729 shstr::gc ();
1348 730
1349 if (!(pticks % 79))
1350 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1351
1352 if (!(pticks % 2503)) 731 if (!(pticks % 2503))
1353 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 732 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1354 733
1355 if (!(pticks % 5003)) 734 if (!(pticks % 5003))
1356 write_book_archive (); 735 write_book_archive ();
1366} 745}
1367 746
1368void 747void
1369server_tick () 748server_tick ()
1370{ 749{
1371 nroferrors = 0;
1372
1373 // first do the user visible stuff 750 // first do the user visible stuff
1374 doeric_server (); 751 doeric_server ();
1375 INVOKE_GLOBAL (CLOCK); 752 INVOKE_GLOBAL (CLOCK);
1376 process_events (); /* "do" something with objects with speed */ 753 process_events (); /* "do" something with objects with speed */
1377 flush_sockets (); 754 flush_sockets ();
1378 755
1379 // then do some bookkeeping, should not really be here 756 // then do some bookkeeping, should not really be here
1380 check_active_maps (); /* Removes unused maps after a certain timeout */
1381 do_specials (); /* Routines called from time to time. */ 757 do_specials (); /* Routines called from time to time. */
1382 object::free_mortals (); 758 attachable::check_mortals ();
1383 759
1384 ++pticks; 760 ++pticks;
1385} 761}
1386 762
1387int 763int
1396 772
1397 for (;;) 773 for (;;)
1398 cfperl_main (); 774 cfperl_main ();
1399 775
1400 // unreached 776 // unreached
1401 emergency_save (0);
1402 cleanup (); 777 cleanup ();
1403 778
1404 return 0; 779 return 0;
1405} 780}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines