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Comparing deliantra/server/server/main.C (file contents):
Revision 1.49 by root, Wed Dec 20 09:14:22 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 */
473 sprintf (newmap_name, "/random%s+%04d",
474 *rp.final_map ? rp.final_map : rp.origin_map,
475 reference_number++);
476
477 /* now to generate the actual map. */
478 new_map = generate_random_map (newmap_name, &rp);
479
480 /* Update the exit_ob so it now points directly at the newly created
481 * random maps. Not that it is likely to happen, but it does mean that a
482 * exit in a unique map leading to a random map will not work properly.
483 * It also means that if the created random map gets reset before
484 * the exit leading to it, that the exit will no longer work.
485 */
486 if (new_map)
487 {
488 int x, y;
489
490 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
491 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
492 EXIT_PATH (exit_ob) = newmap_name;
493 strcpy (new_map->path, newmap_name);
494 enter_map (pl, new_map, x, y);
495 }
496}
497
498/* The player is trying to enter a non-randomly generated template map. In this
499 * case, use a map file for a template
500 */
501
502static void
503enter_fixed_template_map (object *pl, object *exit_ob)
504{
505 maptile *new_map;
506 char tmpnum[32], exitpath[HUGE_BUF], resultname[HUGE_BUF], tmpstring[HUGE_BUF], *sourcemap;
507 const char *new_map_name;
508
509 /* Split the exit path string into two parts, one
510 * for where to store the map, and one for were
511 * to generate the map from.
512 */
513 snprintf (exitpath, sizeof (exitpath), "%s", EXIT_PATH (exit_ob) + 2);
514 sourcemap = strchr (exitpath, '!');
515 if (!sourcemap)
516 {
517 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
518 /* Should only occur when no source map is set.
519 */
520 LOG (llevError, "enter_fixed_template_map: Exit %s (%d,%d) on map %s has no source template.\n",
521 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
522 return;
523 }
524
525 *sourcemap++ = '\0';
526
527 /* If we are not coming from a template map, we can use relative directories
528 * for the map to generate from.
529 */
530 if (!exit_ob->map->templatemap)
531 sourcemap = path_combine_and_normalize (exit_ob->map->path, sourcemap);
532
533 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
534 * of the exit, and the name of the map the exit is on, respectively.
535 */
536 sprintf (tmpnum, "%d", exit_ob->x);
537 replace (exitpath, "%x", tmpnum, resultname, sizeof (resultname));
538
539 sprintf (tmpnum, "%d", exit_ob->y);
540 sprintf (tmpstring, "%s", resultname);
541 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
542
543 sprintf (tmpstring, "%s", resultname);
544 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
545
546 /* If we are coming from another template map, use reletive paths unless
547 * indicated otherwise.
548 */
549 if (exit_ob->map->templatemap && (resultname[0] != '/'))
550 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
551 else
552 new_map_name = create_template_pathname (resultname);
553
554 /* Attempt to load the map, if unable to, then
555 * create the map from the template.
556 */
557 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
558 if (!new_map)
559 {
560 new_map = load_original_map (create_pathname (sourcemap), MAP_PLAYER_UNIQUE);
561 if (new_map)
562 fix_auto_apply (new_map);
563 }
564
565 if (new_map)
566 {
567 /* set the path of the map to where it should be
568 * so we don't just save over the source map.
569 */
570 strcpy (new_map->path, new_map_name);
571 new_map->templatemap = 1;
572 enter_map (pl, new_map, EXIT_X (exit_ob), EXIT_Y (exit_ob));
573 }
574 else
575 {
576 new_draw_info_format (NDI_UNIQUE, 0, pl, "The %s is closed.", &exit_ob->name);
577 /* Should only occur when an invalid source map is set.
578 */
579 LOG (llevDebug, "enter_fixed_template_map: Exit %s (%d,%d) on map %s leads no where.\n",
580 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
581 }
582}
583
584/* The player is trying to enter a randomly generated template map. In this
585 * case, generate the map as needed.
586 */
587
588static void
589enter_random_template_map (object *pl, object *exit_ob)
590{
591 maptile *new_map;
592 char tmpnum[32], resultname[HUGE_BUF], tmpstring[HUGE_BUF];
593 const char *new_map_name;
594 RMParms rp;
595
596 /* Do replacement of %x, %y, and %n to the x coord of the exit, the y coord
597 * of the exit, and the name of the map the exit is on, respectively.
598 */
599 sprintf (tmpnum, "%d", exit_ob->x);
600 replace (EXIT_PATH (exit_ob) + 3, "%x", tmpnum, resultname, sizeof (resultname));
601
602 sprintf (tmpnum, "%d", exit_ob->y);
603 sprintf (tmpstring, "%s", resultname);
604 replace (tmpstring, "%y", tmpnum, resultname, sizeof (resultname));
605
606 sprintf (tmpstring, "%s", resultname);
607 replace (tmpstring, "%n", exit_ob->map->name, resultname, sizeof (resultname));
608
609 /* If we are coming from another template map, use reletive paths unless
610 * indicated otherwise.
611 */
612 if (exit_ob->map->templatemap && (resultname[0] != '/'))
613 {
614 new_map_name = path_combine_and_normalize (exit_ob->map->path, resultname);
615 }
616 else
617 {
618 new_map_name = create_template_pathname (resultname);
619 }
620
621 new_map = ready_map_name (new_map_name, MAP_PLAYER_UNIQUE);
622 if (!new_map)
623 {
624 memset (&rp, 0, sizeof (RMParms));
625 rp.Xsize = -1;
626 rp.Ysize = -1;
627 rp.region = get_region_by_map (exit_ob->map);
628 if (exit_ob->msg)
629 set_random_map_variable (&rp, exit_ob->msg);
630 rp.origin_x = exit_ob->x;
631 rp.origin_y = exit_ob->y;
632 strcpy (rp.origin_map, pl->map->path);
633
634 /* now to generate the actual map. */
635 new_map = generate_random_map (new_map_name, &rp);
636 }
637
638
639 /* Update the exit_ob so it now points directly at the newly created
640 * random maps. Not that it is likely to happen, but it does mean that a
641 * exit in a unique map leading to a random map will not work properly.
642 * It also means that if the created random map gets reset before
643 * the exit leading to it, that the exit will no longer work.
644 */
645 if (new_map)
646 {
647 int x, y;
648
649 x = EXIT_X (exit_ob) = MAP_ENTER_X (new_map);
650 y = EXIT_Y (exit_ob) = MAP_ENTER_Y (new_map);
651 new_map->templatemap = 1;
652 enter_map (pl, new_map, x, y);
653 }
654}
655
656
657/* Code to enter/detect a character entering a unique map.
658 */
659static void
660enter_unique_map (object *op, object *exit_ob)
661{
662 char apartment[HUGE_BUF];
663 maptile *newmap;
664
665 if (EXIT_PATH (exit_ob)[0] == '/')
666 {
667 sprintf (apartment, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, clean_path (EXIT_PATH (exit_ob)));
668 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
669 if (!newmap)
670 {
671 newmap = load_original_map (create_pathname (EXIT_PATH (exit_ob)), MAP_PLAYER_UNIQUE);
672 if (newmap)
673 fix_auto_apply (newmap);
674 }
675 }
676 else
677 { /* relative directory */
678 char reldir[HUGE_BUF], tmpc[HUGE_BUF], *cp;
679
680 if (exit_ob->map->unique)
681 {
682
683 strcpy (reldir, unclean_path (exit_ob->map->path));
684
685 /* Need to copy this over, as clean_path only has one static return buffer */
686 strcpy (tmpc, clean_path (reldir));
687 /* Remove final component, if any */
688 if ((cp = strrchr (tmpc, '_')) != NULL)
689 *cp = 0;
690
691 sprintf (apartment, "%s/%s/%s/%s_%s", settings.localdir, settings.playerdir, &op->name, tmpc, clean_path (EXIT_PATH (exit_ob)));
692
693 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
694 if (!newmap)
695 {
696 newmap = load_original_map (create_pathname (path_combine_and_normalize (reldir, EXIT_PATH (exit_ob))), MAP_PLAYER_UNIQUE);
697 if (newmap)
698 fix_auto_apply (newmap);
699 }
700 }
701 else
702 {
703 /* The exit is unique, but the map we are coming from is not unique. So
704 * use the basic logic - don't need to demangle the path name
705 */
706 sprintf (apartment, "%s/%s/%s/%s", settings.localdir,
707 settings.playerdir, &op->name, clean_path (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob))));
708 newmap = ready_map_name (apartment, MAP_PLAYER_UNIQUE);
709 if (!newmap)
710 {
711 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
712 if (newmap)
713 fix_auto_apply (newmap);
714 }
715 }
716 }
717
718 if (newmap)
719 {
720 strcpy (newmap->path, apartment);
721 newmap->unique = 1;
722 enter_map (op, newmap, EXIT_X (exit_ob), EXIT_Y (exit_ob));
723 }
724 else
725 {
726 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
727 /* Perhaps not critical, but I would think that the unique maps
728 * should be new enough this does not happen. This also creates
729 * a strange situation where some players could perhaps have visited
730 * such a map before it was removed, so they have the private
731 * map, but other players can't get it anymore.
732 */
733 LOG (llevDebug, "enter_unique_map: Exit %s (%d,%d) on map %s is leads no where.\n",
734 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map->path);
735 }
736
737}
738
739
740/* Tries to move 'op' to exit_ob. op is the character or monster that is
741 * using the exit, where exit_ob is the exit object (boat, door, teleporter,
742 * etc.) if exit_ob is null, then op->contr->maplevel contains that map to
743 * move the object to. This is used when loading the player.
744 *
745 * Largely redone by MSW 2001-01-21 - this function was overly complex
746 * and had some obscure bugs.
747 */
748
749void
750enter_exit (object *op, object *exit_ob)
751{
752#define PORTAL_DESTINATION_NAME "Town portal destination" /* this one should really be in a header file */
753 object *tmp;
754
755 /* It may be nice to support other creatures moving across
756 * exits, but right now a lot of the code looks at op->contr,
757 * so that is an RFE.
758 */
759 if (op->type != PLAYER)
760 return;
761
762 /* First, lets figure out what map the player is going to go to */
763 if (exit_ob)
764 {
765 /* check to see if we make a template map */
766 if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '@')
767 {
768 if (EXIT_PATH (exit_ob)[2] == '!')
769 {
770 /* generate a template map randomly */
771 enter_random_template_map (op, exit_ob);
772 }
773 else
774 {
775 /* generate a template map from a fixed template */
776 enter_fixed_template_map (op, exit_ob);
777 }
778 }
779 /* check to see if we make a randomly generated map */
780 else if (EXIT_PATH (exit_ob) && EXIT_PATH (exit_ob)[1] == '!')
781 {
782 enter_random_map (op, exit_ob);
783 }
784 else if (QUERY_FLAG (exit_ob, FLAG_UNIQUE))
785 {
786 enter_unique_map (op, exit_ob);
787 }
788 else
789 {
790 int x = EXIT_X (exit_ob), y = EXIT_Y (exit_ob);
791
792 /* 'Normal' exits that do not do anything special
793 * Simple enough we don't need another routine for it.
794 */
795 maptile *newmap;
796
797 if (exit_ob->map)
798 {
799 newmap = ready_map_name (path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)), 0);
800 /* Random map was previously generated, but is no longer about. Lets generate a new
801 * map.
802 */
803 if (!newmap && !strncmp (EXIT_PATH (exit_ob), "/random/", 8))
804 {
805 /* Maps that go down have a message set. However, maps that go
806 * up, don't. If the going home has reset, there isn't much
807 * point generating a random map, because it won't match the maps.
808 */
809 if (exit_ob->msg)
810 {
811 enter_random_map (op, exit_ob);
812 }
813 else
814 {
815 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
816 return;
817 }
818
819 /* For exits that cause damages (like pits). Don't know if any
820 * random maps use this or not.
821 */
822 if (exit_ob->stats.dam && op->type == PLAYER)
823 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
824 return;
825 }
826 }
827 else
828 {
829 /* For word of recall and other force objects
830 * They contain the full pathname of the map to go back to,
831 * so we don't need to normalize it.
832 * But we do need to see if it is unique or not
833 */
834 if (!strncmp (EXIT_PATH (exit_ob), settings.localdir, strlen (settings.localdir)))
835 newmap = ready_map_name (EXIT_PATH (exit_ob), MAP_PLAYER_UNIQUE);
836 else
837 newmap = ready_map_name (EXIT_PATH (exit_ob), 0);
838 }
839 if (!newmap)
840 {
841 if (exit_ob->name)
842 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", &exit_ob->name);
843 /* don't cry to momma if name is not set - as in tmp objects
844 * used by the savebed code and character creation */
845 return;
846 }
847
848 /* This supports the old behaviour, but it really should not be used.
849 * I will note for example that with this method, it is impossible to
850 * set 0,0 destination coordinates. Really, if we want to support
851 * using the new maps default coordinates, the exit ob should use
852 * something like -1, -1 so it is clear to do that.
853 */
854 if (x == 0 && y == 0)
855 {
856 x = MAP_ENTER_X (newmap);
857 y = MAP_ENTER_Y (newmap);
858 LOG (llevDebug, "enter_exit: Exit %s (%d,%d) on map %s is 0 destination coordinates\n",
859 &exit_ob->name, exit_ob->x, exit_ob->y, exit_ob->map ? exit_ob->map->path : "<nil>");
860 }
861
862 /* mids 02/13/2002 if exit is damned, update players death & WoR home-position and delete town portal */
863 if (QUERY_FLAG (exit_ob, FLAG_DAMNED))
864 {
865 /* remove an old force with a slaying field == PORTAL_DESTINATION_NAME */
866 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
867 {
868 if (tmp->type == FORCE && tmp->slaying && !strcmp (tmp->slaying, PORTAL_DESTINATION_NAME))
869 break;
870 }
871 if (tmp)
872 {
873 tmp->remove ();
874 tmp->destroy ();
875 }
876
877 strcpy (op->contr->savebed_map, path_combine_and_normalize (exit_ob->map->path, EXIT_PATH (exit_ob)));
878 op->contr->bed_x = EXIT_X (exit_ob), op->contr->bed_y = EXIT_Y (exit_ob);
879 save_player (op, 1);
880 /* LOG(llevDebug,"enter_exit: Taking damned exit %s to (%d,%d) on map %s\n",
881 * exit_ob->name?exit_ob->name:"(none)", exit_ob->x, exit_ob->y,
882 * path_combine_and_normalize(exit_ob->map->path, EXIT_PATH(exit_ob))); */
883 }
884
885 enter_map (op, newmap, x, y);
886 }
887 /* For exits that cause damages (like pits) */
888 if (exit_ob->stats.dam && op->type == PLAYER)
889 hit_player (op, exit_ob->stats.dam, exit_ob, exit_ob->attacktype, 1);
890 }
891 else
892 {
893 int flags = 0;
894 maptile *newmap;
895
896 /* Hypothetically, I guess its possible that a standard map matches
897 * the localdir, but that seems pretty unlikely - unlikely enough that
898 * I'm not going to attempt to try to deal with that possibility.
899 * We use the fact that when a player saves on a unique map, it prepends
900 * the localdir to that name. So its an easy way to see of the map is
901 * unique or not.
902 */
903 if (!strncmp (op->contr->maplevel, settings.localdir, strlen (settings.localdir)))
904 flags = MAP_PLAYER_UNIQUE;
905
906 /* newmap returns the map (if already loaded), or loads it for
907 * us.
908 */
909 newmap = ready_map_name (op->contr->maplevel, flags);
910 if (!newmap)
911 {
912 LOG (llevError, "enter_exit: Pathname to map does not exist! (%s)\n", op->contr->maplevel);
913 newmap = ready_map_name (settings.emergency_mapname, 0);
914 op->x = settings.emergency_x;
915 op->y = settings.emergency_y;
916 /* If we can't load the emergency map, something is probably really
917 * screwed up, so bail out now.
918 */
919 if (!newmap)
920 {
921 LOG (llevError, "enter_exit: could not load emergency map? Fatal error\n");
922 abort ();
923 }
924 }
925
926 enter_map (op, newmap, op->x, op->y);
927 }
928}
929
930/* process_players1 and process_players2 do all the player related stuff. 334/* process_players1 and process_players2 do all the player related stuff.
931 * 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
932 * 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
933 * by the various functions. process_players1() does the processing before 337 * by the various functions. process_players1() does the processing before
934 * objects have been updated, process_players2() does the processing that 338 * objects have been updated, process_players2() does the processing that
936 */ 340 */
937static void 341static void
938process_players1 () 342process_players1 ()
939{ 343{
940 int flag; 344 int flag;
345
941 /* 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. */
942 for (flag = 1; flag != 0;) 347 for (flag = 1; flag != 0;)
943 { 348 {
944 flag = 0; 349 flag = 0;
945 for (player *plnext, *pl = first_player; pl; pl = plnext) 350 for_all_players (pl)
946 { 351 {
947 plnext = pl->next; /* In case a player exits the game in handle_player() */ 352 pl->refcnt_chk ();
948 353
949 if (!pl->ob) 354 if (!pl->ob || !pl->ns)
950 continue; 355 continue;
951 356
952 if (pl->ob->speed_left > 0) 357 if (pl->ob->speed_left > 0)
953 {
954 if (handle_newcs_player (pl->ob)) 358 if (handle_newcs_player (pl->ob))
955 flag = 1; 359 flag = 1;
956 } /* end if player has speed left */
957 360
958 /* If the player is not actively playing, don't make a 361 /* If the player is not actively playing, don't make a
959 * backup save - nothing to save anyway. Plus, the 362 * backup save - nothing to save anyway. Plus, the
960 * map may not longer be valid. This can happen when the 363 * map may not longer be valid. This can happen when the
961 * player quits - they exist for purposes of tracking on the map, 364 * player quits - they exist for purposes of tracking on the map,
966 369
967#ifdef AUTOSAVE 370#ifdef AUTOSAVE
968 /* 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
969 * the player is logging in. 372 * the player is logging in.
970 */ 373 */
971 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)
972 { 375 {
973 save_player (pl->ob, 1); 376 pl->ob->contr->save ();
974 pl->last_save_tick = pticks; 377 pl->last_save_tick = pticks;
975 } 378 }
976#endif 379#endif
977 } /* end of for loop for all the players */ 380 } /* end of for loop for all the players */
978 } /* for flag */ 381 } /* for flag */
979 382
980 for (player *pl = first_player; pl; pl = pl->next) 383 for_all_players (pl)
981 { 384 {
385 if (!pl->ob || !pl->ns)
386 continue;
387
982 if (settings.casting_time) 388 if (settings.casting_time)
983 { 389 {
984 if (pl->ob->casting_time > 0) 390 if (pl->ob->casting_time > 0)
985 { 391 {
986 pl->ob->casting_time--; 392 pl->ob->casting_time--;
998 404
999static void 405static void
1000process_players2 () 406process_players2 ()
1001{ 407{
1002 /* 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 */
1003 for (player *pl = first_player; pl; pl = pl->next) 409 for_all_players (pl)
1004 { 410 {
1005 /* 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 -
1006 * this isn't called until after the player has finished there 412 * this isn't called until after the player has finished there
1007 * 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
1008 * checking. 414 * checking.
1026void 432void
1027process_events () 433process_events ()
1028{ 434{
1029 object *op; 435 object *op;
1030 436
1031 static object *marker; 437 static object_ptr marker_;
1032 438
1033 if (!marker) 439 if (!marker_)
1034 marker = object::create (); 440 marker_ = object::create ();
441
442 object *marker = marker_;
1035 443
1036 process_players1 (); 444 process_players1 ();
1037 445
1038 marker->active_next = active_objects; 446 marker->active_next = active_objects;
1039 447
1040 if (marker->active_next) 448 if (marker->active_next)
1041 marker->active_next->active_prev = marker; 449 marker->active_next->active_prev = marker;
1042 450
1043 marker->active_prev = NULL; 451 marker->active_prev = 0;
1044 active_objects = marker; 452 active_objects = marker;
1045 453
1046 while (marker->active_next) 454 while (marker->active_next)
1047 { 455 {
1048 op = marker->active_next; 456 op = marker->active_next;
1065 473
1066 /* Now process op */ 474 /* Now process op */
1067 if (QUERY_FLAG (op, FLAG_FREED)) 475 if (QUERY_FLAG (op, FLAG_FREED))
1068 { 476 {
1069 LOG (llevError, "BUG: process_events(): Free object on list\n"); 477 LOG (llevError, "BUG: process_events(): Free object on list\n");
1070 op->speed = 0; 478 op->set_speed (0);
1071 update_ob_speed (op);
1072 continue; 479 continue;
1073 } 480 }
1074 481
1075 /* 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,
1076 * 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
1094 501
1095 if (!op->speed) 502 if (!op->speed)
1096 { 503 {
1097 LOG (llevError, "BUG: process_events(): Object %s has no speed, " 504 LOG (llevError, "BUG: process_events(): Object %s has no speed, "
1098 "but is on active list\n", &op->arch->name); 505 "but is on active list\n", &op->arch->name);
1099 update_ob_speed (op); 506 op->set_speed (0);
1100 continue; 507 continue;
1101 } 508 }
1102 509
1103 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)
1104 { 511 {
1105 LOG (llevError, "BUG: process_events(): Object without map or " 512 LOG (llevError, "BUG: process_events(): Object without map or "
1106 "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);
1107 op->speed = 0; 514 op->set_speed (0);
1108 update_ob_speed (op);
1109 continue; 515 continue;
1110 } 516 }
1111 517
1112 /* Animate the object. Bug or feature that anim_speed 518 /* Animate the object. Bug or feature that anim_speed
1113 * is based on ticks, and not the creatures speed? 519 * is based on ticks, and not the creatures speed?
1114 */ 520 */
1115 if (op->anim_speed && op->last_anim >= op->anim_speed) 521 if (op->anim_speed && op->last_anim >= op->anim_speed)
1116 { 522 {
1117 if ((op->type == PLAYER) || (op->type == MONSTER)) 523 if ((op->type == PLAYER))
1118 animate_object (op, op->facing); 524 animate_object (op, op->facing);
1119 else 525 else
1120 animate_object (op, op->direction); 526 animate_object (op, op->direction);
1121 527
1122 op->last_anim = 1; 528 op->last_anim = 1;
1161 active_objects = NULL; 567 active_objects = NULL;
1162 568
1163 process_players2 (); 569 process_players2 ();
1164} 570}
1165 571
1166void
1167clean_tmp_files (void)
1168{
1169 maptile *m, *next;
1170
1171 LOG (llevInfo, "Cleaning up...\n");
1172
1173 /* We save the maps - it may not be intuitive why, but if there are unique
1174 * items, we need to save the map so they get saved off. Perhaps we should
1175 * just make a special function that only saves the unique items.
1176 */
1177 for (m = first_map; m; m = next)
1178 {
1179 next = m->next;
1180
1181 if (m->in_memory == MAP_IN_MEMORY)
1182 {
1183 /* If we want to reuse the temp maps, swap it out (note that will also
1184 * update the log file.
1185 */
1186
1187 swap_map (m);
1188 }
1189 }
1190
1191 write_todclock (); /* lets just write the clock here */
1192}
1193
1194/* clean up everything before exiting */ 572/* clean up everything before exiting */
1195void 573void
574emergency_save ()
575{
576 LOG (llevDebug, "emergency save begin.\n");
577
578 LOG (llevDebug, "saving players.\n");
579 for_all_players (pl)
580 pl->save (1);
581
582// for_all_players (pl)
583// if (pl->ob)
584// pl->ob->remove ();
585
586 LOG (llevDebug, "saving maps.\n");
587 maptile::emergency_save ();
588
589 LOG (llevDebug, "saving book archive.\n");
590 write_book_archive ();
591
592 LOG (llevDebug, "emergency save done.\n");
593}
594
595/* clean up everything before exiting */
596void
1196cleanup (bool make_core) 597cleanup (bool make_core)
1197{ 598{
1198 LOG (llevDebug, "Cleanup called.\n"); 599 LOG (llevDebug, "cleanup begin.\n");
600
601 in_cleanup = true;
1199 602
1200 if (init_done) 603 if (init_done)
1201 { 604 emergency_save ();
1202 for (player *pl = first_player; pl != NULL; pl = pl->next)
1203 save_player (pl->ob, 0);
1204 605
1205 for (player *pl = first_player; pl != NULL; pl = pl->next) 606 LOG (llevDebug, "running cleanup handlers.\n");
1206 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1207 leave_map (pl->ob);
1208
1209 clean_tmp_files ();
1210 write_book_archive ();
1211
1212 INVOKE_GLOBAL (CLEANUP); 607 INVOKE_GLOBAL (CLEANUP);
1213 } 608
609 LOG (llevDebug, "cleanup done.\n");
1214 610
1215 if (make_core) 611 if (make_core)
1216 abort (); 612 abort ();
1217 else 613 else
1218 _exit (0); 614 _exit (0);
1219} 615}
1220 616
1221void 617void
1222leave (player *pl, int draw_exit) 618leave (player *pl, int draw_exit)
1223{ 619{
1224 if (pl != NULL) 620 if (pl)
1225 { 621 {
622 if (pl->ob->type != DEAD_OBJECT)
623 {
624 /* If a hidden dm dropped connection do not create
625 * inconsistencies by showing that they have left the game
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 }
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);
640 }
641
642 pl->ob->remove ();
643 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
644 }
645
1226 /* 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
1227 * cleanup. We also leave that loop to actually handle the freeing 647 * cleanup. We also leave that loop to actually handle the freeing
1228 * of the data. 648 * of the data.
1229 */ 649 */
1230 if (pl->ob->type != DEAD_OBJECT) 650 if (pl->ns)
1231 { 651 pl->ns->destroy ();
1232 pl->socket->status = Ns_Dead;
1233 652
1234 /* If a hidden dm dropped connection do not create
1235 * inconsistencies by showing that they have left the game
1236 */
1237 if (!(QUERY_FLAG (pl->ob, FLAG_WIZ) && pl->ob->contr->hidden)
1238 && draw_exit && (pl->state != ST_GET_NAME && pl->state != ST_GET_PASSWORD && pl->state != ST_CONFIRM_PASSWORD))
1239 {
1240 if (pl->ob->map)
1241 {
1242 INVOKE_PLAYER (LOGOUT, pl);
1243 LOG (llevInfo, "LOGOUT: Player named %s from ip %s\n", &pl->ob->name, pl->socket->host);
1244 }
1245
1246 char buf[MAX_BUF];
1247
1248 sprintf (buf, "%s left the game.", &pl->ob->name);
1249 new_draw_info (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, buf);
1250 }
1251
1252 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
1253 leave_map (pl->ob);
1254
1255 pl->ob->type = DEAD_OBJECT; /* To avoid problems with inventory window */
1256 }
1257 } 653 }
1258} 654}
1259 655
1260int 656int
1261forbid_play (void) 657forbid_play (void)
1330 tick_the_clock (); 726 tick_the_clock ();
1331 727
1332 if (!(pticks % 7)) 728 if (!(pticks % 7))
1333 shstr::gc (); 729 shstr::gc ();
1334 730
1335 if (!(pticks % 79))
1336 flush_old_maps (); /* Clears the tmp-files of maps which have reset */
1337
1338 if (!(pticks % 2503)) 731 if (!(pticks % 2503))
1339 fix_weight (); /* Hack to fix weightproblems caused by bugs */ 732 fix_weight (); /* Hack to fix weightproblems caused by bugs */
1340 733
1341 if (!(pticks % 5003)) 734 if (!(pticks % 5003))
1342 write_book_archive (); 735 write_book_archive ();
1352} 745}
1353 746
1354void 747void
1355server_tick () 748server_tick ()
1356{ 749{
1357 nroferrors = 0;
1358
1359 // first do the user visible stuff 750 // first do the user visible stuff
1360 doeric_server (); 751 doeric_server ();
1361 INVOKE_GLOBAL (CLOCK); 752 INVOKE_GLOBAL (CLOCK);
1362 process_events (); /* "do" something with objects with speed */ 753 process_events (); /* "do" something with objects with speed */
1363 flush_sockets (); 754 flush_sockets ();
1364 755
1365 // then do some bookkeeping, should not really be here 756 // then do some bookkeeping, should not really be here
1366 check_active_maps (); /* Removes unused maps after a certain timeout */
1367 do_specials (); /* Routines called from time to time. */ 757 do_specials (); /* Routines called from time to time. */
1368 object::free_mortals (); 758 attachable::check_mortals ();
1369 759
1370 ++pticks; 760 ++pticks;
1371} 761}
1372 762
1373int 763int
1382 772
1383 for (;;) 773 for (;;)
1384 cfperl_main (); 774 cfperl_main ();
1385 775
1386 // unreached 776 // unreached
1387 emergency_save (0);
1388 cleanup (); 777 cleanup ();
1389 778
1390 return 0; 779 return 0;
1391} 780}

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